Archive for the ‘Design’ Category

ilomilo split screen fix!

Friday, April 1st, 2011

ilomilo split
ilo, milo, Rilo and Silo

Many of you have thought, “ilomilo is such an awesome game, but wouldn’t it be even better if, in multiplayer, two players could play at the same time and solve puzzles together in real time instead of having to wait for each other?”

Well, good news everyone! We have heard your plea and have decided to release a free game update that allows up to four players to solve puzzles in split screen or up to eight players online, in real time! That’s right! No more waiting! Just real time puzzle fun for you and your friends!

ilo and milo is now accompanied by their four cousins, “Filo”, “Silo”, “Rilo” and “Stan”. They play just like ilo and Milo, and they will also take part in the ilomilo shuffle mode so that now, instead of just controlling ilo and milo, the player also controls their four cousins.

Controlling six characters at the same time might sound challenging, and it is! Trice the challenge, trice the fun as we say!

Of course we had to rebuild all the levels in order to fit with the new six player mode, and we’re gonna have to reset all the leaderboards, but we think you understand.

We don’t have a release date for the title update yet, but more info is on the way!

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Fun facts about the ilomilo world – part 1

Wednesday, February 2nd, 2011

Now that ilomilo for XBLA is out, let’s talk a little about the ideas and concepts for ilomilo and the inspiration behind them. Simon Flesser who was lead artist on ilomilo, now part of Simogo, shares some fun facts about the ilomilo world.

border

Something about the story and universe of ilomilo:

I don’t want to dig too deep into the story of ilomilo and point out absolutely everything that happens and what is real or not, but there is some stuff that I do want to share.

Please only read this if you’ve already played the game, as it’s probably more interesting to dive into the game with a fresh mind set.
If you do not want anything spoiled in the story, do not read this!

The themes of ilomilo is first of all memories and to some extent dreams. There’s also of course a very strong theme of friendship and love.

ilomilo photo

The ilomilo universe consists of different realities.

The first one is the physical reality, in which you as the player exists.
When watching the storybook sequences, you are still in this reality.

When playing the game and solving puzzles, the second reality presents itself – this is the world of memories and dreams, a reality which is not physical.

The letters you are able to read after collecting memory fragments exists in the same reality as the player.

Sebastian and his story exists within and parallel to both realities. He’s kind of the link between the worlds, but one could also argue that his reality is the third one. Is he human?
His story is something that I would love to dig a lot deeper into in future games as he’s my favorite character in the game. The Huntsman & The Fox would make a very interesting game.

Sebastian

There are a lot of secrets and hints in the letter pictures. Look out for them.

Last – Ilona was a painter and Milton was a writer.

Here is a very interesting interpretation of the story in ilomilo (spoilers!):
http://afroryan.blogspot.com/2010/12/analyzing-ilomilo.html

Safkas got their name from the artist Melanie Safka.
http://en.wikipedia.org/wiki/Melanie_Safka
http://www.youtube.com/watch?v=ZIFknAdVvNM

Milton Foley’s name is borrowed from the most underrated artists of all time:
Blaze Foley
http://en.wikipedia.org/wiki/Blaze_Foley
http://www.youtube.com/watch?v=69YCXgVdyR4

and Milton Chesley Carrol.

Sadly, there’s absolutely NO info on Milton Chesley Carrol on the internet. A country artist who released two albums (I think – one of them seem to be extremely rare.) in the 70′s. His self titled album is brilliant.

Milton
Milton Chesley Carrol

Ilonas surname, Zevon, is taken from the artist Warren Zevon.
http://en.wikipedia.org/wiki/Warren_Zevon
http://www.youtube.com/watch?v=44Rwu5yPUrc

Photographs was for a long time the only pick-ups in the game. Photographs fits the memory theme very well as photographs are like small memories on pieces of papers.

That concludes part 1. Stay put for part 2 folks!

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ilomilo nominated for imgawards!

Tuesday, January 18th, 2011

imga

Great news everyone! ilomilo for Windows Phone has been nominated in the category “Excellence in Design” by imgawards (International Mobile Gaming Awards).

Fingers crossed! We just might win a neat prize and make our mothers proud!

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Pickup paradise

Wednesday, July 14th, 2010

Alright, time for some development news! We’ve decided to add some new pickups and collectibles to the levels, such as the memory fragments you can see scattered about on the level in the picture. Collect them and good stuff will happen.

Apart from memory fragments there are records and photos. The photos will unlock pictures from the development process and the records will unlock the in-game music so that you can play it whenever you want. You’re gonna have to find them first though, and that can be quite challenging (Why, you didn’t think we were just gonna give them to you, did you? Sheesh!)

pickups

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ilomilo begins

Thursday, February 11th, 2010

Alright, so today I’m going to talk a little about the early design phrase of ilomilo and how the game developed from an abstract idea to what we have today.

The concept for ilomilo started back in 2008 when it was time for us to start developing a new game project. The main game element was to let the player cooperate with itself in a 3D-labyrinth by altering between two characters and make them meet up anywhere on the stage, rather than getting to a pre-defined target. We decided that the primary puzzle element would be cubes the player could pick up and place down anywhere to overcome obstacles.

To get a picture of how the puzzles would work we started to create lots of illustrations depicting individual puzzle sections.

earlypuzzledesign01
One of the earliest puzzle designs using cubes and carpets.

earlypuzzledesign02
Another early concept illustrating the need to cooperate with oneself.

earlypuzzledesign03
Later concept with describing text

earlypuzzledesign04
Early concept for special cube

After having nailed the basic game design and visual style we started to ponder on a name for the game. We sent out a mail to everyone at the office requesting name suggestions. “Åril & äril”, “Knak och brak”, “panpan & dandan” were some early propositions, but ultimately we settled for “ilomilo”.

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Something about cubes…

Tuesday, January 12th, 2010

Alright, since you have probably already seen some of the basic cubes in the screenshots, let’s talk a little about some of them and how they work. You will discover a lot of different cubes throughout the game, each of them with their own distinct behaviour. These are just some of them:

Dog cube… Boxer?
cubes01
This is the most basic cube. You can pick this fellow up and place it in small gaps and use it as a bridge to get past them. If you need a small hole filled, this cube will get the job done!

Stretch, Fido Stretch
cubes02
This cube is like the stretchy cousin of the one mentioned earlier. When you place it down on the ground or in a large gap, it will extend and become up to three times as long. Place it in a gap to create a bridge across larger gaps, or place it directly on the ground to make it extend upwards.

Take the plunge(r)
cubes03
Plungers can do more than breaking a clog. If you see a plunger cube you know there’s a button to be found somewhere on the level. Step on the button and the plungercube will reach out for the nearest cube in the direction its facing. It will then pull that cube towards it so that the cube ends up next to the plungercube.With clever cooperation you can use one character to press the button while the other character rides on the cube.

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The next level

Monday, December 7th, 2009

Hello folks! I’m one of the designers here on Southend currently working on ilomilo. I contribute to the overall gamedesign of the game and I am also responsible for designing and creating the levels, so today I’m going to talk a little about the leveldesign of ilomilo.

First of all, how do I build the levels? Well, since the entire game is in 3D and utilizes all sides of the cubes, it’s easiest to use a 3D software rather than pen and paper (Still my favourite tools for leveldesign), so I build the levels using the 3D software “Maya”, which is the same software we use for creating all the 3D graphics in ilomilo. The levels are constructed entirely out of cubes, so it’s much like building stuff out of LEGO. After I’ve built a level, I use a special script to copy the position of all objects in a Maya scene to a text file, which the game reads as a level file. It’s easy when you’ve got the hang of it.

maya_ilomilo_01
3D software

Building levels for ilomilo is quite a challenging task. It’s a 3D puzzle game so it can easily turn very complex and overwhelming. I need to balance the levels so they are challenging, but not ridiculously hard to complete and also (and most importantly), that they are fun to play and contains varied gameplay.

When coming up with level ideas I usually start with the overall “theme” of the level and what cubes it shall contain. Then I ask myself questions like “What is the main puzzle?”, “How can I make the two characters help each other without meeting up directly?”, “How is this level different from the others?”. When I have the idea itself I build the levels in half a day or so.

cubes
A set of cubes. I use these to build all the levels.

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What is ilomilo?

Friday, November 13th, 2009

iloaskNow that we finally got this blog up, we figured that it might be a good idea to tell you a little bit about what ilomilo is.
Ilomilo is a puzzle story about ilo and milo. Somehow, they always seem to lose eachother, so they need your help to be reunited.
So how is the game played? You control both of the characters and you can switch between them. Ilo and milo can pick up weird cubic creatures that do different kinds of fun stuff when you place them and you have to figure out how to place these creatures to help the other character advance. We call this “cooperating with yourself”. Also, there are strange carpets that are kind of magic. They will definitely train your three dimensional thinking. There is a lot more of funny elements and characters in the game,  but it wouldn’t be fun if we showed you everything right now would it? Anyway, I hope I made the basics of ilomilo a little more clear now!

cubes

Oh, by the way. People often ask how “ilomilo” is pronounced. It’s “eelomeelo”.

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