White Paper Games was founded by two charming gentleman who made each other’s acquaintance whilst studying for their MA in Games Design at the University of Central Lancashire. Realising that they were both ridiculously passionate about the same ideals within the video game industry they decided to go it alone and brave the daunting task of setting up their own development studio in order to make games that can bring new, innovative community based game play to as many people as possible. White Paper Games believes in innovation, community and honesty. All three of which we want to bring to you through our games and our work ethic. As a studio we are situated in the North West of England near Manchester where we continue to develop games that are born from our passion for art, design and the world around us. We strive to create games that are accessible, fun and beautiful that keep you wanting to play right to the very end.

Report RSS New Year Update

Posted by on

Hey guys!

As you can see from the image below, our island looked less like an island and more of a square. Although this may seem obvious, when staring it at for hours a day, you don’t notice yourself. So after the break we decided to study the structures of islands to create something much more organic which also allows us to still house all of our design ideas.

So the image below is what we came out with. I’m happy with the results. Although the area of the island has reduced dramatically, it feels much more open and fresh. Early play testing also feels much more promising with areas becoming much more accessible. The island hasn’t been refined yet so textures are still all over the place and some hard edges which need smoothing down but the overall shape works.

(ROTATE MAP CLOCKWISE IN YOUR HEAD FOR ACTUAL LAYOUT)

So far we’ve got 3 puzzles done for the ‘vertical slice’ demo we are going to release to test. We’ve got some pretty interesting mechanics going on, which although pretty simple is Kismet, play really well. An example of the cave puzzle is below. I didn’t want to add screenshots of the cave puzzle because I didn’t want to give too much away, I’d rather you play the game

Another mechanic I spent the afternoon with was how to stop the player from leaving the island. We didnt want to have invisible boundaries which the player couldnt pass. Hopefully we’ve created a mechanic which will lend itself to the gameplay. The idea behind it is if the player gets too far out there are multiple trigger volumes situated around the level which will pick up the player depending on what section they are in and then an event will happen and wash the player up on the beach. Again, I won’t give too much away but I’ve put the Kismet example and a few matinee shots up for curious people!

I think thats all for now. Ben has been ironing out the script over Christmas and we have pretty much sealed the story in terms of events. We’re still on track to having a trailer out and we’ve got our artists working hard on the assets and texturing so everything is coming together.

Thanks for checking our stuff out and hope to hear some feedback!

Note: For larger images please check them out directly on our main siteWhitepapergames.com

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: