Archive for the ‘Design’ Category

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

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”.

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.

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.

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”.