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Remorph

May 2nd: The first prototype was presented. You can try it at

 http://web.ist.utl.pt/~ist170554/MDJ/blog/prototypes/prototype1/index.html


It does not contain any visual aspect or animations, only the "mechanics".

May 6th: At IST - Tagus Park we talked about the visual aspect style Low Poly  Vaporwave and assets. Also about the game propagation (Logo and Poster).

March 30th: we met again at IST - TagusPark for the presentation of the prototype on paper (Cube 9x9x9cm, with one of the faces open), a workshop that serves for the users to test the prototype.

The Workshop served to test the gameplay with other players, in order to share ideas, so that they can be implemented in the future. As a base / board we used 9x9 squares and a sticker paper with squares representative gameplay elements, such as platform, upper platform, initial platform, platform end, platform "Shift Shaper", ladder, bridge, ramp, portal that connects to other. The goal was to build playable maps by gluing sticky squares.
A planning simulation that gave very interesting results.

We are a group of two people, a partnership between two Institutions of Higher Education, Alexandre Pimentel (Instituto Superior Tecnico) and Diogo Pinto (Faculdade de Belas Artes da Universidade de Lisboa), which serves to make the best of each academic formation, a more Technical (Game Programming) and other more Artistic (Assets of the game).

The project “Count to Omnipotent” will be a simple 3D puzzle game with 42 levels, were the objective will be to cross obstacles using different forms and manipulation of the level itself. Based on the traditional children's game called "Shape Sorter", each cube’s face will be a map/maze for the controllable "Shape Shifter" geometry, were the player will acquire a new ability to manipulate each completed level.

In addition to the "Shape Sorter", it is inspired by M. C. Escher's “Relativity”, a close gameplay of "Cubrik" and with a visual aspect considered "minimalist", like "Thomas Was Alone", "Rymdkapsel" "Mirror's Edge" (challenge levels), "Rubek", "Monument Valley", "Limbo" and "Fez"

Logbook

March 11th: - we started the project together through email, we shared our portfolios, explanations, ideas, to get know better each other. We chose to create an online folder (Google Drive) so we could update the project together, whenever it was not possible to meet in person.

March 25th: we met in person at Instituto Superior Tecnico do TagusPark, where we worked on ideas and starting the prototype on paper.

Participating in the creation of a game was always something I wanted and this partnership with IST's Alexandre Pimentel gave me that possibility. 

I am happy to help with the development and I intend to continue exploring this area of video games, perhaps, it's the beginning of a new phase of my life. 

I would like to thanks Professor Patricia Gouveia, who provided us with this incredible partnership, between IST Laboratório de Jogos e a FBAUL, giving students the opportunity to go further, get out of their comfort zone and have something close to what the job market demands.

June 1st - Game Development Document Delivery and collection feedback

May 28th - We change the game title to REMORPH, inspired on the gameplay, Redo - Metamorphose/Transform and we maked the last adjusts.

You can try the last prototype at http://web.ist.utl.pt/~ist170554/MDJ/blog/prototypes/prototype3/index.html

May 12th: First image of the new aspect and debate on the Name Title.

Remorph

Diogo Pinto

© 2017 Design and Development by Mariana Pereira Inácio

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