Abyss Quest, Wrong deliver, but a Good Work
About 2 years ago my game design teacher decided to give us a tabletop game with some very stringent constraint about a mechanic of cooperation in a maximum of 7 days, but we had only 3 really free days.
Me and my little team of three designers decided to create a game inspired by game in abyss where a maximum of 4 squad of 2 explorer descend and battle monster/achieve Artifacts in order to reach the deepness of the the abyss and beat the "final boss".
Game components example
This game has been called "Abyss quest", with about 80% of the materials(about 90 assets) made with brand new sprite or rarely with a total rework of pre-existent ones.
The remaining ones where principally Pokemon's game assets modified.
So.. day of the delivery, now is our time to shine!!
Well no, our theme of cooperation is quite different than the kind of cooperation required, we just created an "interesting work, but not the delivery i asked for".
This experience told me 2 things :
Write every single little detail of what the request/deliver was, cause you can use "as weapon" obviously but you can also deliver the right work
The possibility of experiment while you are independent or(also better) in a school is pure gold, you can take some risk and usually if you have a good workflow you can create really interesting concept in a little amount of time.(and try to understand the difficulties of the others sector ex. Artists)
So... Not all mistakes make bad things, but be careful, you can take these risks only in certain ambients and in the moment where you don't create problems at who work with you.
That's the end, if you are interested in reading the manual and who know, maybe make the game a successful tabletop you can find the user manual here.
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