Game Idea #46

After some time, I’ve come up with a new game idea. This time it is an experimental game about perspective… here it comes:

Game Idea #46


This multiplayer online game starts by presenting an object or human according to rules of classic perspective. However, as more players join the game, the number of vantage points multiplies and starts to “deform” the object/human that the individual player sees. Stylewise, the object/human starts to turn into some sort of cubist painting. As players navigate around the object/human, the changes in the vantage points are reflected onto the representation of both object/human and environment, which turns gameplay into the shaping of an interactive cubist sculpture-world that morphs in real-time.

The game has two experimental goals: On one hand, it is a technological experiment, challenging the capacities of current game engines and graphics programmers; on the other hand it is an experiment on reception, challenging the ways in which players “view” 3D representations, and their notion of interaction.

More Protoyping Pictures from Saviors!

New Saviors! pics…


























Update on Saviors!

On saturday, I built a first prototype of my search and rescure game Saviors! Today, after some search to find the right material, I built an advanced prototype and I hope that I will soon be able to bring it in front of a group of test players.

Here are a few pictures, enjoy!


A building struck by an earthquake. We are missing many people and they are somewhere under this huge blocks of steel and cement.






Saturday Night Prototyping for “Saviors!”

This evening I did some prototyping for an old game idea of mine, Saviors!

In Saviors! you control a rescue group whose aim is to provide human aid in distaster zones world wide. Your goal is to save the lives of as many people as possible in places hit by disasters such as tsunamis, earthquakes, hurricanes, avalanches or volcanic eruptions.

I tried to figure how I could set up a very simple puzzle based system with an emphasis on limited time. I chose a earthquake scenario in which I had to rescue a family and their dog.

So, here’s the story (picture quality isn’t the best btw, my apologies):


An earthquake has struck! We're looking for a family supposed under this debris that was once a building.


Where to start digging?


Time is limited so we just start from somewhere. Bigger pieces cost us more turns/action points.


Hurra! We've found a dog and then a baby!!!


Oh, we've found the father! He's breathing, but badly wounded...


And there are the legs of the mother... her head and torso are under a pillar, that looks really frightening....


We've removed the pillar and the mother isn't as bad as it looked first. Oh and what's that?: We've found the little son of the family!


We've sent the son first because the mother is ok and will survive whereas the little boy needs some urgent treatment


The remains of our mission... we did a good job, except the poor dog. But it was too late for him already :(


Thank you, stranger! We will always remember you!

Project Update: IC2010

Today was a long anticipated day: Two of my friends whom work with me on the IC2010 project -Barış Parlan (graphic artist) and Cengiz Önkal (programmer)- returned from their military service and it was the first time for almost a year that we could hold a design meeting together! But as you might have guessed already, it was in first line a celebration of freedom! After a long year spent in green uniforms and grey buildings, my friends could finally enjoy a lax afternoon surrounded with computers, game consoles, books and other fun stuff! :) 

It was almost one and a half year ago when we first decided to get together and start with the IC2010 project, but soon after our project launch, my friends were set for their military service (I had mine already behind me) and the project was for most of its parts laid on ice. I continued to work on the game design aspect in my spare time of course, but often I felt that I cannot continue without their input, advice and consent. Now that they are back, the project will gain pace and I have no doubt that our demo will be ready for June 2010, exactly as we were planning it.

We had a lot of fun today and our “design meeting” served as a nice warm-up to the game issues at hand. Not to forget to mention the PES and Tekken sessions we held afterwards! :)

Since Barış will be away for another three weeks, we will mainly work with Cengiz and our focus will probably shift on the technical design side of things, but when Barış is fully back, we will also spend  time on figuring the visual aspects.

I’m so glad and excited!