Ok, I’ve now made the entire environment. I love the juxtaposition between it’s large size and bare objects. I kept the objects very limited because I wanted a deep sense of space for the player. Most things are spaced out and the sky takes up the bulk of the screen. With the two oranges going together, it seems as if they bleed into each other. I’m thinking what can we do in the virtual world, that can’t do in the real one? In the real world, the sky and ground are staunchly separated. During waking hours, the blues of the sky go against the color of the ground. We see the blue on water, but it’s not something we can walk and interact on.
I thought what if in the virtual world, the sky and ground could melt into each other and create this infinite sense of togetherness. That’s how I designed the base of the environment, I then made a rough terrain with large mountains and small grooves. This was to add texture and make the environment feel as if it was lived in. Lastly, I added different characters in line formations and put a few on a mountaintop.
These characters are going to be the base of the NPCs whom Character A interacts. I also came up with a narrative. In the middle of the board, Character A will emerge from this cube now sentient. Cubes are a religious motif of wisdom and mystery. Upon emerging, Character A will interact with the NPCs and want to go up the singular hill to a world unknown.
This is really cool, I’m excited that this is done. But now I have to design the world unknown, which I’ve already decided is going to be isometric. I want to this to be a completely different style of play.