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
Mack speaking at The League of Kick Ass Business People
28 JanOn February 4th I have the pleasure of speaking at an event being put on by The League of Kick Ass Business People. The talk is being held at The Network Hub.
The topic is really interesting to me, it’s about Gaming Beyond Gamers and how game theory and mechanics already are and can continue to be applied outside of video games.
Details can be found here and you can buy tickets here.
The coolest part is I will be sharing the stage with the likes of:
Steve Bocska
Steve is President of Pug Pharm Productions Inc., a company focusing on social networking online games. Steve is the past lead designer, producer, and executive producer at Disney Interactive, Black Box (E.A.), and Radical Entertainment respectively, and past-President and CEO of Hothead Games, winner of the Canadian New Media Association’s award for “Most Promising New Company of 2007”.
Ian Clark
Ian runs RealSpace, a local interactive 3D studio that utilizes video game technology to train people. This can range from simulating life threatening situations to everyday tasks.
Victor Lucas
Victor is creator, executive producer and co-host of “The Electric Playground”, creator and executive producer of one of the world’s first High Definition videogame TV series “The Art of Play” for Gameplay HD, and creator and Emmy-winning executive producer and host of “GameTap News”. Over the years he’s worked with partners including Activision, Sega, Kojima Productions, Bethesda, Disney and Warner Brothers.
Mark Magnusson
Mark is a User Experience & Creative Consultant with Magnus Media. With a 15 year career in digital media, Mark has helped clients win awards from the World Media Festival, Popvox Awards and The Webbys.
On the State of the Industry
3 Nov[Cross posted on Destructoid]
While I was browsing the usual suspects for gaming news today I noticed something very ordinary that struck me as unusual – a thumbnail of what looked like an N64 era Hulk about to throw a car. It’s a mobile phone game. Business as usual; it’s a crappy cash in doomed to disuse and neglect. But it got me thinking about how far the industry has come, and it’s not the rosiest picture.































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