An Amoebic Adventure (real title in the works) Soundtrack Available Now!

January 20th, 2009 § 0

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Yes folks it’s true. Contrary to what our initial game concepts might have lead you to believe, Mojiferous and I’s Amoeba based puzzler is well on its way to greatness. To kick off the two month long countdown we’ve decided to release the soundtrack early on, so, without further ado… here it is (zip format, individual MP3s below)! Check out Mojiferous’ explanation of the game below the track listing. And as always, feel free to check out the Republic of Thoronia’s other works here.

1. “Welcome to My Body”

2. “Unrest in Dys-century”

3. “Proteus Maximus”

4. “White Blood Cell Hot Body”

5.  “The Truth is Inside”

6.  “Amoeba I’ll Do It Tomorrow”

7.  “Mitosis Are Sore”

8. “Phagocytosis Soda Charm”

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COPIED FROM the Mojiferforum:

Title: Currently, something involving the word Ameba, Amoeba, Hot Sick, etc. etc. (suggestions, anyone?)
Genre: A real-time puzzler… Sort of an ugly man-beast-child of Frogger, Dig Dug, Super Mario Brothers, Portal, and dysentery.
Game Description: You are a parasite (at this stage in development an amoeba), happily going about your business of parasitism inside some unfortunate fellow’s body. You float through the blood stream, looking for nutrients, avoiding phages and antibiotics, and trying to (literally) divide and conquer. The game will be divided into “levels” and “worlds”- each level is a portion of a system or organ within the person’s body you are living within- so for example, the first “world” will likely be the lungs or stomach, with minor “levels” as you advance through the stomach wall and towards whatever organ you’re after next. Each level ends with a “target cell”, much like the flag at the end of a Super Mario level, full of nutrients to allow you to continue your journey, with end-of-world levels home to a much more nutrient rich cell that will give your amoeba enough energy to divide, increasing the number of “lives” you have and opening the door for possible mutation. Mutation is currently planned to be non-directional (meaning neither definitively positive nor negative) and allows for added abilities, special skills, or [possibly] unforeseen consequences.
How it will work: Like Dig Dug married to Super Mario at Frogger’s house… The player will start at one end of the level, with the “target cell” at the opposite end- in between there will be a maze of blood vessels, cells, bone, muscle, etc. etc. The player can move freely through the blood vessels, but they will be the main conduits for immune-response cells (of various kinds), antibiotics, and other such amoeba-eating nasties (everything will move through the blood vessels according to a “pulse”, and in early levels the player may not have strong enough propulsion to overcome this pulse and may be stuck riding the current. Also, as the “patient” gets sicker, the pulse will increase, making the game’s “immune response” faster as levels increase… this is the Frogger part of the game, timing your escape from the white blood cells.) Surrounding the blood vessels will be cells that the player is able to lyse, or burst- much like Dig Dug, tunneling through the body’s organs to get at the “target cell”. Occasionally these normal cells will also hold immune-system nasties or bonus proteins, making them impassible or attractive. Scattered about will also be areas that are impassible (such as bones or muscle tissue), that the player will have to plan around. Big gameplay concept: The amoeba may only destroy a limited number of cells in its quest for the “target cell”, so the player will have to plan their route to the target- will it be through the dangers of the blood stream, or can you make it through the maze of cells and tissue? if only you had enough cell-bursting power…
Graphics: The graphics will be modeled after Gray’s Anatomy (the book, not the TV show), with a woodcut/etched look. Mostly black and white, but with color overlays for blood vessels, target cells, etc. Some important items or places will be labeled in a similar fashion to the book.
Controls: WASD and spacebar

Development Tools:
REALBasic
Illustrator
Inkscape
Gimp
Audacity

Team:
Joe Flores (Mojiferous) – code, design
Thorin Klosowski (King Thor) – design, script, music, sound
Liaht Rosenstein – technical consultation, editor

Additional notes: We’re hoping to have some sort of soundtrack for the game, and recorded dialog (that will sound muddied, as if you were listening to it inside the body) whether that happens, we’ll see…

Development Plan (as of 01/09/09):
1) build a graphics engine for the game with accompanying level editor, post them here, distribute to team (1 week?)
2) design levels, while sound, music, and other assets come together (early Feb?)
3) assemble levels and start building physics and logic for the game (late Feb?)
4) something close to a working game (hopefully by the end of the contest!)

Saving Grace — Bob Dylan’s Self-Portrait

July 24th, 2008 § 0

Regardless of taste or aspiration, great artists are bound to fail every now and again. And as they fail, we all sit back idly, wishing it wouldn’t have happened, but slightly elevated by the fact they did – “ah yes,” we think, “they are humans, too.” But great artists rarely fail completely. For that particular reason, it’s important to look at failures not with a grain of salt, but with the same critical eye that we might look at the rest of their albums. After all, assuredly there must be some type of saving grace to even the worst disasters. With that in mind, welcome to the inaugural edition of Saving Grace, a brand new feature in which we examine the shinny spot on what is otherwise a steaming pile of poo.

More…

Via [Westword.com]

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