This week, we released our first Little Jurassic People teaser trailer along some new screenshots. Both show some visual research we’ve been doing.
Enjoy!
This week, we released our first Little Jurassic People teaser trailer along some new screenshots. Both show some visual research we’ve been doing.
Enjoy!
Originally posted on Little Jurassic People Developer Blog.
Our pictographic communication system is one of Little Jurassic People main selling features. With it, we chose to try something different in the MMO space, something that may initially seem to go against logic and more common communication systems. The question being why would someone want to advertise a system that could in fact be more limited than conventional text based chat systems?…
This is absolutely NOT the kind of atmosphere you’ll see in Little Jurassic People….but it looks cool with the other-planety feel…
As I apprehended the lead game designer position on LJP, one of my main concerns was with hierarchy legitimacy. A student project is missing the main element justifying a hierarchy and telling everyone that some guy is more high-ranked than you: Money.
You’re not paid to build a game; you’re actually paying to build one!
Today we had our first big official review of our projet, Little Jurassic People. We gave a presentation of the work we accomplished in these last two and a half months of pre-production and showed a first very early prototype of the game.
Actually what I call pre-production is in fact a mix of that plus actual development. Nine months being kind of short to develop a MMOG prototype, we started builidng what we could and implement any design we worked on last summer and since the start of the school year in SUPINFOGAME (mi-October).
Unitl now, the design work mainly consisted of highly systemic stuff: ecosystem, communication, interfaces, etc. Tomorrow, the second and most important part of the project kicks off and I’m really eager to sart designing and implementing some game content. In detail:
Then there is all the usual information and feedback you need to give to the player.
Anyway, from now on, I’ll try to write a series of articles about more specific design topics tied to my work on LJP.
Till then, keep playing!
We have an article up and coming about the project management written by Armand, our management guru. But just before that, I’ll try to explain what we’re aiming for with Little Jurassic People.
By the way, for those who missed it, we published our Xmas card. our first public release of something playable. Check it out:
http://xmas.littlejurassicpeople.com
I’m not going to re-tell the concept again, you can read it here. Despite some evolutions in these last two months (we decided to give the platforming game style a boost), it describes the game fairly well.
So, what does LJP have that others games don’t? A lot of things, actually, some of which are:
What I want to say is this. We’re not trying to reinvent the wheel here. With LJP we want to find some alternatives to those MMOGs conventions we know and take for granted.
There are similarities with other games, some underlying mechanics that we borrow because they just work, but we want to present them in ways that haven’t been done before.
Hopefully, I’ll be able to go into more details on these design choices later. and until that moment, I hope I managed to give some insight on why we think Little Jurassic People has some potential to be interesting
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Freezing through the winter ? The World Biggest Club has its own way to warm things up a bit !
Check out a first glimpse of Little Jurassic People and open up all the presents we dropped around for you.
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Summer has passed by quietly, and some massive game design has taken place despite the six core-team members being dispatched over France for internships.
I joined 10tacle Studios Belgium to play apprentice but the studio sadly closed doors three weeks after that, leaving something like 40 employees looking for a new job. What a start.
As I said, pre-production work on Little Jurassic People has going well and full development will commence in two to three weeks. Some nice people (outside of Supinfogame) joined our team and I’m sure working all together will prove interesting!
Tech-wise, to fully realize our crazy 3D MMO browser-based madness, we’re going for Shiva, a nice piece of tech from french developer Stonetrip. We were split between this and Unity3D.
Anyway, more info about the project can be found at www.littlejurassicpeople.com, and feel free to visit the forum if you want to help out or just check out the ongoing discussions
Casual sandbox MMO set in a lush jurassic environement. Designed as a relaxing, stress-free and gameplay centered experience, this project subverts traditional hardcore and casual MMO conventions. Featuring an iconographic communication system, the gameplay is suited for a younger audience.
At SUPINFOGAME, the last year is devoted to developing four different projects into functional prototypes. These are chosen among 25 different offerings by the students.
Final ENGLISH version is available HERE (pdf, english).
Final FRENCH version is available HERE (pdf, french).
The Power Point Presentation is available HERE (pdf, french).