Entries Tagged 'Production' ↓

To tell a little tale

Today we introduce the official writer of Lila’s fiction: Ted Ludzik.

ted-ludzik.jpgWriter, actor, and all around really smart guy, Ted has been a tremendous asset to the project since he began collaborating with us about a month ago. Bringing his own style to the game’s world, he’ll weave the words to chronicle Lila’s ups and downs.

So, here we present a short vignette from some of the experimental stories being created to help us define Lila’s life in all its dimensions. In this brief excerpt, Lila is at her grandmother’s funeral reception, which is taking place at her grandmother’s house.

(Disclaimer: the events herein may or may not be in the final canon of Lila’s story. We’re still exploring possibilities.)

* * *

Lila hadn’t realized the turmoil that had been roiling under her skin. Like a greasy-backed sea serpent three inches below the surface of an algae choked Sargasso, she had been alone with her frustrated sadness upstairs. In the midst of her “closest” family, she had flailed with a hydra of simmering anger and was befuddled by how she was supposed to act in a never-before-experienced situation. Nobody told her how to do this yet!

But her jaw released and what her dad described as “the only pouting smile on the face of the planet” and “Lila’s lip mushroom!” began to billow up.

With her dad’s butt sticking out of the dishwasher, she couldn’t help but smile.

In his best suit (which was half a decade out of style), he was scooping out small wads of tomato chunks, bloated spaghetti strands and amorphous dollops of dishwasher-digested globs.

“Izzat dinner, dads?”

Startled, Lila’s dad spasmed a little further into the gloom of the washer. Bravely, he clambered back out, his caterpillar thick brows rose in greeting, “Naw, just some maintenance.” He looked almost fondly at the dead food gathered in his hand. He stuck it up towards her, “Unless you’re hungry?”

“Ewgh! I’m all good, thanks.”

He kneeled to standing and shook his hand into the garbage can, then washed the remainder out in Grandma’s white porcelain sink.

Lila talked over the gush of water. “I thought she never used that thing. She was a hand washer, wasn’t she?”

Dad dried his paws on the tattered rag that hung off the oven’s wood-patterned handle. “Yeah. But she was feeling pretty dragged out those last few weeks. Amazed she even had enough mustard to get up and dirty a few dishes.

“How are you doing, pod?”

Pod. His first ever nickname for her. Born before Lila was born; it came from her dad’s favourite veggie from Grandma’s garden and the furious cell-division that was carbonating in his wife’s pregnant tummy. His little pea-pod.

His work as mechanical engineer changed things up occasionally; she was also his “favorite little cog;” when she misbehaved, it was “Spanner;” when she was acting all goofy, she transformed into his “wankle rotary engine.” But now, even as she started to wrangle teenhood by its grade five horns, she retained the “Pod” moniker.

How was she? “Um, I dunno, kinda… empty?”

“I think you did a lot of your, mm, accepting while she was sick,” he said to her, but his eyes were looking through the yellowing lace curtains hanging off the kitchen sink window.

“Is that what it was? I thought I had turned into a drippy snot-machine.” At her dad’s subtle smirk, she asked gently, “Whaddaboutyou? I didn’t see you cry at all.”

The smirk flattened and his pupils suddenly seemed miles deep. Kneeling back to the dishwasher he stated quietly, “Well, like your mom says, ‘We all grieve in our own way.’”

His torso crawled back into the maw of the dishwasher and his elbows began to produce more grease.

* * *

And, here’s your weekly concept art: buildings from a city called Experius.

Mini Massively Multiplayer In A Flash

[This week I turn the blog over to our programming pugilist and technology architect, Neo, for an introduction to his world. --Jason]

dsc00899t.jpg While I don’t have the gift of the gab (or jabber) that Jason has, I will never the less try real hard not to bore anyone to death with sterile algorithms but instead regale all and sunder with marvelous tales of the trickery in the trenches of online game tech (and bore everyone to death with that instead).

I am where Jason’s dreams come to die, the graveyard for his creative darlings. Its up to me to push Jason and Greg to new levels of inspiration and creativity and then to murder their darlings by feeding them to the monsters of technical limitation.

But fear not, while we may not get to experience their bursts of illumination in their full spectrum, at least we will wring out every inch of what is technically possible.

Don’t read this as a lack of confidence, far from it, it is just that I am so blown away by the talent of these two lads that I wish I could transplant all their creations directly into everyones minds.

Now that I’ve thoroughly ingratiated myself with them I can get back to work on the tech so that I have something to say next week, same time, same place, same ole human race…

[Obligatory concept art image for the week is in the gallery.]

Interview with Wired’s Game|Life

In case you missed it, I recently did an interview with Wired magazine’s game blog. They also scored a couple of exclusive concept art images, so go read the darn thing!

Where do we begin?

Eight doors from the Tree of Life.

(Drum roll, please…)

Hello, and welcome to the official Lila Dreams developer blog!

Lila Dreams is an ambitious “small” MMO (massively multiplayer online game). Yes, yes, “small” is kind of a silly adjective to use to describe an MMO, but I’ve just done it, so it’s definitely possible. :P Now, does that mean the game will be simplistic, cramped, and shallow? Heck no!

Small, in this case, means we’re really working hard to limit the scope of the game while putting forth a Herculean effort to make it a deep, fun experience that will keep players engaged. The plan is to generate income (in conjunction with kongregate.com, our beloved collaborators) in order to continue to develop and expand the game. It’s likely that we will launch kind of small (there’s that word again!), but we hope the game can grow into its shoes.

At this point in development, the game isn’t much more than a collection of ideas, hope, and a couple of crude prototypes. Oh, and a growing pile of really pretty concept art. But there is a vision here, so we hope you’ll stick around to see how things unfold.

If you don’t know, the game is a 2d, side-scrolling platform game that takes place in the mind of an 11-year old girl named Lila (pronounced, LEE-lah). As she drifts through life, players (as a race of mental entities called “Memekins”) must deal with the emotional storms and actually guide her through events which could crush her or save her. There will be plenty of actiony combat, some RPG-lite elements (but no level grind), exploration galore, and other non-combat activities like gardening in the soil of Lila’s psyche.

Friendly salesman guy.
What to expect from this blog:

  • Gradual improvement of this blog and expansion of the Lila Dreams website. There isn’t time to make it all look pretty all at once.
  • Talk-o-rama about the game design, as we feel comfy disclosing details. We’re going to be tight-lipped for a while, though. (Don’t want to over-promise and under-deliver.)
  • Plenty of concept art and screen shots.
  • Some tech talk about the technology we’re using (like Flash and Java) and tools we’re making (like our map and animation editors).
  • Lots of blather about how hard it is to make an MMO!

I (Jason, lead designer and producer) will try to post here regularly. I don’t yet know how often that will be, but I’d like to post once a week.

There’s not really much to talk about at this point since we’re still in early production, but if you have burning questions that you want answers for, please leave a comment, and maybe I’ll answer a few for the next installment.

Buckle in, and get a snack. Let’s see what is down this rabbit hole….