Today, I'm going to talk briefly about the story & transformations.
...
When we were first mucking around with prototypes, I had a pretty distinct idea for the game in my head. The world would start as a dirty, ruined, polluted world - and by Follie doing her flower growing thing, the world would transform into a cleaner version.
Not that unlike how Okami works - although I didn't realise it at the time. Now when I think back, Okami was a definite influence on me for Flowerworks - I had recently played and finished it (for the first time) on the Wii... and I loved it to death.
Anyway - this polluted world idea, didn't work out too well. Flowerworks was always meant to be a game that appealed to kids/everyone - and we wanted the game to be bright and colourful (even at the start). We tinkered with some polluted world tile-sets - but either didn't have the skill, or just couldn't make it look good.
So - the idea transformed. Since Follie was a cartoon looking character, yet still an 'alien' - I came up with the idea of transforming what *our* world would look like... into what *her* world would look like.
It turned out that it worked pretty well, and also made the game less serious. We could now laugh at Follie's reaction - she doesn't understand our world (and we don't understand hers).
Anyway, I thought it was interesting how it came about.
Gesta Non Verba
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