Captain Sparkles was the original villain in the early version of Big Hero 6. He was basically a warped Japanese game show host. He was supposed to have several gangs working for him and his mansion was fitted with countless booby traps and obstacle courses a la Takeshi’s Castle. It was a really fun and interesting idea for a villain and would have been something never seen. It got killed of course. 😂This was my last development concept for him. . . #captainsparkles #bighero6 #bh6 #characterdesign #visualdevelopment #conceptart #animatedmovie #takeshiscastle #takeshikitano #japanesegameshow (at Los Angeles, California) https://www.instagram.com/p/B1PA6_3Dywm/?igshid=rmtsflrib6o
Sterrrv has been binge watching a lot of Takeshi’s Castle the past few days #takeshiscastle #bingewatching #adaywithsteve #dadlife #marriedlife #dailydrawing #dailydoodle #dailyart #artdiary #dailylifeillustration #digitalart #digitaldrawing #sterrrv #drawing #drawingoftheday https://www.instagram.com/p/CQ0yfcch8PA/?utm_medium=tumblr
Hiii! Well, nothing more sad than to be working on your birthday but the truth is the only thing I have to do is write this post because I developed the idea some time ago.
Well, let’s go then.
Talking and thinking about doors so much made me remembered this ultra fun tv show I watched when I was little, Humor Amarillo (I believe this was serialized as Takeshi’s Castle in English) . In this show there were lots of contestants tested with different trials. One of these trials was a maze with doors. Thinking from a game perspective I found it pretty interesting and decided to adapt it.
We have a maze with multiple doors. Just one of them leads to the exit. There are two players (at least, more could be added). One chaser and one runner. The objective of the chase is clear: catch the runner. While the runner has to exit the maze without getting caught.
The fun of the game resides in two different facts:
One, you can here all the doors around you opening and closing, so the chaser can identify the runner’s whereabouts easily, but it’s the same way around.
And two, if you run too much, you could end up falling into water/air, which would mean death and therefore an instant game over.
Here are some of my notes. As you can see I added different possible objectives to make levels more unique, as well as items that could turn around the game. An item that lets you see chasers is surely and advantage; and maybe an item that lets you be invulnerable or stun the chasers for a short amount of time, like pac-man’s energizers clots, would be a certain amazing perk.
It’s not listed on those notes, but I decided to add some special doors that require the runners to have a key to open them. Chasers don’t need any key.
This weird mess are my sketches, yes, sorry. As it can be appreciated, the number of sides of each room also add or diminish difficulty, but careful because more sides doesn’t automatically mean that it’s harder. For instance, you can see that the easiest level has 5 sided rooms, and the hardest level has 4 sided rooms. Don’t worry, I have a clean version, here you can see everything better, adn with a proper key:
For the project in Unreal I decided to set up the normal level. Wish me luck.
I hope it doesn’t give me much head-aches, but you never know. Unreal and me don’t have a good relationship to be honest...
Anyway, I’m happy I came with a fun idea quite fast.