Alpha is only one short week away and we are all scrambling to get Forget Me Not Annie into Alpha state. Currently 50% of the game is playable and we are hard at work on the remaining 50%. As Alpha quickly approaches the team is extremely confident we will hit Alpha with everything we have planned completed. It is hard to believe that the game will be fully playable in this short time. We are extremely excited and cannot wait to be testing the game much more heavily in order to create the best player experience possible. All of our game mechanics have been implemented and we are now hard at work on the last few puzzles as well as sound implementation. The puzzle structures have been built it is now just a matter of scripting the puzzle into a playable state. This is an exciting but frustrating moment in the game’s development because we are so close but it is not quite there. We will have a huge push going into Alpha and be updating our progress along the way.
Forget Me Not Annie Game Mechanics
6 DecA lot has changed since the last post about the game Forget Me not Annie. The progression of the game has flown by and things have changed more frequently than any of us could have imagined. Here is a quick breakdown about what has changed since the original post of what Forget Me Not Annie is.
GAME MECHANICS
So the main mechanics of the game have changed numerous times. We have finally settled on what we want and the game the final version of mechanics are as follows.
-The player has the ability to use telekinesis on almost all objects in the world.
-the player can control a distance of which they are holding an object.
-The player can summon Annie’s companion Howard the teddy bear.
-The player can interact with Howard by picking him up and controlling his distance.
-Once Howard is in the world they player can hit the “Y” button and swap places with him
Because Forget Me Not Annie is a puzzle game, we use these game mechanics to progress through the game world.
A Day of Recording
6 DecA huge thanks goes out to:
Jordan K. – Writer
Mike R. – Documentary. Visit http://www.mikerussellmedia.com/
CAST:
Simone Swan
Kieran McGreal
Willa-lee Reid
Rob Hughes
Facebook Page
6 DecCheck out our Facebook Page! We are constantly updating our page with new and exciting in-game content as well as some “behind the scenes” videos and pictures of Forget Me Not Annie.
Be sure to click on the “Like” button!
Forget Me Not Annie – What is this and who are we?
17 NovOur blog is finally up!
A quick introduction to us:
George H.C. – Artist
Anthony B. – Level Designer
Brandon D. – Sound Designer and Project Manager
Vlad V. – Programmer/Scripter
What is the game about?
Forget Me Not Annie is a first person puzzler which is based around control and the general theme being horror. You play as a 15 year old girl Annie who is trapped within her own mind and has to use her telekinetic
powers with the help of Howard who you are able to summon at any moment to surpass puzzles. The progression of the game relies heavily on the world lay out and the flow/difficulty of the puzzles and induced into it is a unique atmosphere and feel.
Main mechanics
Our main mechanic is the ability to lift up just about any object in the game with your power. Using your controls you are able to modify the distance of the object, basically giving you depth control. Our secondary mechanic is the ability to summon out Howard the big grotesque teddy bear who has a toggle-able ability, Gravity Draw. Gravity Draw takes objects in a certain radius(AoE) and pulls them towards the bear. To mix things up further, you are able to lift the bear into the air, have full control of his position and depth with your power in conjunction with being able to use Gravity Draw all at the same time.
Below you can see 3 fully animated models of Annie, Howard, and a Doctor that is supposedly the size of a mountain (we will get to him in a later blog post).
Also the first level (full tutorial + 2 extra puzzles) takes place within an interior of a hospital, which you can also see a few pictures off below.
We will now update this blog often with tons of new content and cool things to show as we get it! Thanks for reading!!
In the beginning it was just a girl and her bear.
17 NovWell here it is the beginning of Forget Me Not Annie, lets start with some concept images
The above images were created by George our artists.
Compass Engine release location based game Bounty Island
22 FebCompass Engine (www.CompassEngine.com), a mobile game studio headquartered in Vancouver Canada, is announcing the release of their next location based game, Bounty Island (www.BountyIslandGame.com.) Bounty Island is available for iPhone, iPad and iPod Touch and uses the player’s location in the real world to generate tropical islands for them to discover and explore.
As the location space continues to heat up, Bounty Island stands apart from other offerings by putting the GAME in location based games. The check in mechanic has always been a great starting point for location services but has never been incorporated into a truly fun game. With Bounty Island players check in to a venue and are given a tropical map unique to that location where they can explore, dig for exotic treasures and try to discover the secret of mysterious Bounty Island.
“We’re absolutely thrilled to get this game out to market and show the world that location doesn’t just have to be about coupons and deals but can simply be fun. Bounty Island is going to prove that location can be used to personalize a game, and we all know that the more personal the game the more engaging it is,” said Compass Engine CEO Mack Flavelle.
Bounty Island is available in the Apple App Store worldwide. (http://itunes.apple.com/ca/app/bounty-island/id416453791?mt=8&ign-mpt=uo%3D4)
About Bounty Island
Bounty Island is an adventure game about exploring tropical islands, digging for hidden treasures, looking for rare items and hunting the location of the mysterious Bounty Island. Unlock new maps by checking in at real venues and explore the world around you. Collect dozens of different treasure sets without running out of energy or restore your stamina by finding and eating delicious fruit. Can you discover the secret of Bounty Island?
Web: http://www.bountyislandgame.com
Twitter: http://www.twitter.com/bountyisland
App Store: http://itunes.apple.com/ca/app/bounty-island/id416453791?mt=8&ign-mpt=uo%3D4
About Compass Engine
Compass Engine, headquartered in Vancouver, Canada is a mobile games studio building location based games. Their first title Catch the Canary was released to a small test market in their home city. Compass Engine’s team draws their creative and technical expertise from decades of experience at EA, Sony, Ubisoft, Radical and Rockstar. Compass Engine’s mission is to put the game into location based games.
http://www.compassengine.com
http://www.twitter.com/compassengine
Contact
press@compassengine.com
www.CompassEngine.com
www.BountyIslandGame.com
Tags: bounty island, compass engine, location based game, vancouver



































On the Spike Videogame Awards
14 DecThe Spike VGAs have me pretty depressed. Not so much for the obvious reasons, but because a few things have become apparent.
Firstly, both gamers and developers pay attention to the show. When Jeff Green claimed the VGAs espoused the “dudebro” culture of tits, guns and Mountain Dew, I’m not sure it can be entirely refuted. Because along with the vision of the unwashed, anti-social, book-smart lock-key kid the stereotype exists for a reason.
While it’s true that, as Green notes, gaming has become multicultural and multigenerational he forgets one key thing — most of us are nerds of some breed or degree. Just because your mother started playing Bejeweled and Halo is popular with the football team doesn’t change that fact.
I’m all for attacking the popped-collar roots of SpikeTV, but I think it’s only pragmatic to mention that there are those among us who would prefer to be percieved as sociable lunkheads rather than nerdy conossieurs. As comics writer Matt Fraction said in an issue of Comic Foundry, “You reach this age where you discover your genitalia, and how fun it is to have other people touch it – and at that crucible point you decide, am I a lifer, or am I done with comics?” It’s hard to blame people for trying to conform.
The second revelation was more menacing. As Leigh Alexander puts forth (to the sort of people that would read videogame blogs): ”We spend a lot of time saying ‘video games aren’t like this’ and yet the stereotypes persist. Maybe video games are like this, and we’re a vocal minority. Isn’t that a terrifying thought?”
A Twitter follower, who probably falls into or just below Spike’s target demographic, made it clear to me that he enjoyed the show: “Okay, so it’s hardly perfect but it’s good TV. And a good excuse to show off game trailers.”
Surely a good portion of the world’s gamers are not part of the gaming hive mind (or at least operate under the “they’re just games” mindset). They don’t know or care what PAX is, they don’t visit forums or listen to podcasts or read reviews, and they don’t know or care what goes into game development. I know that when I watched the first VGA show, I was watching it thinking that this proved gaming was real — that it had a foothold in reality. I mean, it was on t.v. — was it not legitimized by that very fact?
That realization scares me. As awkward and strange I am as a person when compared to the status quo (or status bro if you will), I still await the day when talking about games is equated with esoteric discussion about film or literature rather than being conversational suicide. Sure, it would still be nerdy — but it would carry with it an air of knowledge rather than one that suggests you’re an immature, un-cultured manchild.
But film has something we can never have. We can become mainstream, but we can never present society with role models. No matter if the Emmy’s are flawed, it’s prestigious because the stars are there. And whether the awards are relevant or not, you must admit that most of the actors carry with them an air of professional class. You can go ahead and mock both award shows, but you can only be embarrassed by one. When Spike invites Dane Cook and My Chemical Romance to the show it certainly says something — “These are your role models, right? This is what gamers want.” It chills me to the fucking bone to think that they could be right.
Tags: gamer culture, Spike VGAs