An method of generating concepts could be making adaptations of existing pieces of art, objects, etc… For an exercise we got the task to make an adaptation around the music video of daft punk “Around The World”. Personally one of my favorites but doing this made me notice so many more details about this video that I would have never discovered.
In the music video all the characters exist on this round vinyl plate. Each character is a visual representation of one of the instrument lines. For example, the tall guys with fake heads represent the bass line. The movement of each group is also synchronized with the music. I’ve also found out that at the start everything is more chaotic than at the end. This is signalised by the independent movement of each group versus the coherent movement of all the groups at the end. The background also gives you information about this. Very chaotic color distribution at the start while at the end everything is more of a smooth gradient.
Kazette is a rhythm based 2D platformer where the player must control the music in order to control the world. Platforms, enemies, and the player are all controlled by the rhythm and the player must change the instrument track to change the behavior of their surroundings.
The main character will be a small and fragile little robot, listening to the name “Kazette”. He will have a boombox as a head and his main ability is to switch track by
pressing the buttons on his head. Proportion wise the head would be the biggest thing of our character.
To progress through the game the player will need to collection cassette tapes. On each collection Kazette will put the tape inside of the compartment of his head ( the boombox) to complete the current song, part by part.
The “world” will consist of different worlds. In the sense of that each world in our game will have a different theme and different kinds of music. The music will still try to be coherent. It would not be very asian sounding music while in a different world it’s playing a symphony of bach. The worlds will try to stay in the genre of somewhat electronic, alternative music.
Interacting with the world will be different for each world. They will ofcourse share the same verbs but introducing a new way of interacting with a verb in each world could keep it more interesting.
Since it is a 2D platformer platforms are not missing in this world. In fact, the world is more focused on using platforms. Enemies aren’t my focus here. For me the enemy could be the music. The music determines how objects should move and act.
In the prezi presentation the world was imagined as a 1D representation. This personally doesn’t really convince me of giving me something actually playable. I’m still troubled with questions “How does the player control the character” “What happens if the player jumps out of sync?”,”Is the player jumping automatically?”,”How do enemies work?”.
This brings me back to a generic normal 2D platformer. More mario styled, meaning the usage of a xy-plane. The game “outland” is an inspiration for this kind of mechanic. Where you switch between 2 colors and depending on which color you are, you will be able to jump through objects or hit enemies.
Applying this concept to Kazette wou ld mean that each track controls a different set of platforms/objects in our game world. Ideally would be to build our art visually so it gives the feeling that our instrument gives us. For example, the bass wouldn’t be very agile platforms/ enemies. They would be bigger, more health or slower moving objects. Our “androids” would be an uncontrolled mess of objects that move somewhat random but still follow a certain pattern.
To kill an enemy(if there are any) the player would just jump on him. The classic mario styled way of doing it.
In my mind the world is more retro like, trying to fit in the theme of daft punk. I’m not an artist so there won’t any sketches anytime soon. Maybe if I further develop this concept ;).
This was it, thanks for reading. For feedback tweet me @jonathansty