Since our landscape for Summer changed pretty significantly since our original idea of lush vegitation, we had to rework the character that we had planned to go with that season. Here are Andy’s new sketches:



Spring guy:



Winter guy:


Final Landscapes!
The landscapes are finalized and cut-up by the design team and already put in the game by our lovely developer, Mike. Rock on Team MYO.

Weather the Weather Landscapes v2
After the first round of landscapes we noticed that we had some problems with conflicting styles. Althought they were all beautiful on their own, they didn’t stand well together – especially as a panorama (which is how they will be seen in the game). We sat down together for 10 hours and knocked these awesome pictures out. Shown above, they go from complete to needs the most work. I absolutely love Winter & Spring. Spring is done except it needs to be prepared for paralaxing. Summer is still having some issues – it’s largest one being that it looks super illustrated while the others just hint at it. Fall is getting there… I like the ground & the sky, but the tree placement needs work and it needs the fun element found in the others.
When we did these we found a really interesting way of making sure that the style is cohesive. We set up each season on a computer and ever half-hour/hour we switch between computers. Therefore if you’re stuck on how something should work, you leave it for the next person who may know. Spring is a beautiful combination of the 4 of us really working together. Our group is awesome!
Notes from Adam:
“you already know what I’m going to say”
They’re all beautiful in their own right, but they don’t go together. Summer, Fall, and Spring go together more, but Winter is good because of it’s simplicity. Summer, Fall, and Spring are complicated and dark. Winter is the Christmas movie with Rudolph. Separately, “I can see Summer and Winter working together” because their both lighter in palette. Likes the painted volcano in Summer, but doesn’t like the side cliffs – the water is too complicated and get rid of the lava in the foreground. Fall is death all around, rough edges, landscape is rough, & doesn’t need the frame created by the trees in the foreground. Spring is at more of a downward perspective than the others, you look at a specific point that is not a main thing, and needs more fake elements. In the end, we should be able to put them in a panorama together and not notice a change in style.
Andy mentions he likes Winter.
Adam makes suggestions:
Make it simple & easy for yourselves. Background should have limited colors: 3 & not be the main focus. One way to do that: re-skin Winter for every other season. In addition, there should be a painted background in the back of all the landscapes. Therefore, Winter needs a painted element w/ the sky (like mountains). Summer: softer beach sand, rolling hills become ocean waves, triangle trees become umbrellas, palm trees or _______. Fall: change the rolling hills into Fall colors, get rid of the trees in the foreground, use triangle trees and turn them red, orange, and yellow, put leaves on the ground. Spring: change rolling hill to green, move them around to create the river of water down the center, put lots of green triangle trees, add flowers. Keep the light luminosity.
So that’s where we stand… bring coffee, and lots of love as we crank out these adjusted landscapes & timers, power bars, paddles, and balls.
We’ve taken a bit of a hiatus to photoshop the landscapes. Since there are 4 of us designers, we decided to each take on a season. Here they are as they were completed.
Linzi’s Winter:

Andy’s Spring:

Andrea’s Summer:

and Ira’s Fall:

Next Thursday we meet with Adam to go over these designs and hopefully get some feedback. Yay!
In order to create the background landscapes for the seasons of the game, we went shopping. AC Moore sufferend an invasion by Team MYO early on, followed by Joan’s Fabrics, and several other craft shops. Our main targets were fabrics to drape into the landscapes, but lukily I had a cabinet-full of random fabric scraps I got dirt cheap in WalMart clearance bins over the years. Sometimes it really does pay to be a packrat. Other than the fabrics we made sure to pick up lots of fake moss, flowers, papers of various textures and qualities, glue, paints, playdoh, etc, etc, etc, basically whatever we thought could be any sort of useful in hand-crafting these scenes. We even visited one of the board-gaming stores in the area to see if we could use some of the materials they use to build their sets for WarHammer for our project. That was an experience all on its own, and I highly recommend it if you have never been to one of these stores.
After hauling all of our loot into an art room back at RIT and spreading it evenly between over all the surfaces we could find, we began the crafting process. Crayola Model Magic quickly became snowmen, snow blocks, snow caps for the trees (made out of green folded construction paper), and even an igloo. An entire roll of twine and wire went into making an epicly warped tree trunk with a single branch. Andrea painted some beautiful fall covers on paper and used a leafshaped hole-punch to meticulously cut out hundreds of leaves.




While all of this was happening, Andy was busy with scanner, scanning in fabrics, paper textures, and basically creating textures out of anything and everything he could find. He is our 3D guy, that’s why. Meanwhile, Linzi had set up two cameras and with the help of the rest of the group began draping fabrics over the boards we prepared for each season so that we could shoot the actual landscapes.




Some time last quarter we decided that the style we would like to go with for our game is a hand-crafted, stop-motion kind of feel. This is partly why the storyline brainstorming was so important to us – if we were going to actually physically make the landscapes, we needed to know for sure what we needed to have, to make sure we don’t need to recreate any photo sessions later on.
Here is what our finalized storylines ended up looking like:
Fall
Overall Goal: Freeze the tree spirit – preserve him for the future.
Blocks: leaves and fruit (change different colors and then die) on a tree
Goal in Blocks: 40 yr tree spirit, that has three kids that never call.
Controllers: string between mittens (flap when they go up and down)
Ball: frozen ball
Seasonal element: leaves and wind
Landscape: Stream running back into the horizon. Trees on each side with branches intertwining overhead to create an arch. Leaves, orange, yellow, brown – warm earthy colors.
http://www.goldenwoodstudio.com/uploads/images/Fairy/FF115_Fall%20Fairy.jpg
http://www.lightscapephoto.com/images/LongCanyonSlotTreeFallTN2.jpg
Time of Day: sunset
Winter
Overall Goal: To release a spring creature trapped in the ice blocks and facilitate transition to spring.
Blocks: ice blocks
Goal in Blocks: old tree spirit from Fall (bursts into flames and transforms into Fairies when goes into spring)
Controllers: heated metal rod – gets redder and hotter and starts’ shooting off fire sparks
Ball: fiery red thing that trailing bits of awesome
Seasonal element: snowing and stuff is covered in snow
Landscape: Hilly and covered with snow and evergreens. A high blue sky with clouds, large trees in the background covered pines bg (in the foreground oak etc), snowmen strewn about.
Time of Day: ambiguous
Spring
Overall Goal: When you go into spring, the young fairies explode out of old tree spirit. The main fairy (old tree spirit transformed) starts the transition and fairies plant everything. The main fairy becomes the goal (locked in a rock?) and the original fairies join him when they’re done. Break the center goal that will transform into the sun for summer.
Blocks: flowers and seeds with fairies in them when you break them
Goal in Blocks: the fairies that transform into the sun
Controllers: vines, ivy, twig – twig that grows more ivy as you gain power
Ball: glowing watery ball
Seasonal element: rain
Landscape: A lush forest. Lots of green and blues with gold light and deep soft brown earth. Moss covering everything such as logs and rocks. Trickling stream. Vines hanging from the ivy covered tree trunks with colorful flowers.
Time of Day: little bit after just rising (sun) / haze
Summer
Overall Goal: Cool down summer. “Teenager” angry sun beating rays onto the earth – summer phase, when you break blocks they turn into clouds to cool off summer.
Blocks: blobs of water
Goal in Blocks: hit the sun to cool him down into a tree spirit
Controllers: lava plasma liquid rod
Ball: lava rock
Seasonal element: sun rays, volcano shoots fiery rocks out – and keeps getting worse throughout game
Landscape: Flat beach with water lapping against the sand, cliffs/volcano in the distance on the sides. Houses & signs of life other than creatures. Turtles :3 Little bit of the beach in the foreground, characters in shallow water, volcano in the background.
Time of Day: noon! 11 to 2 range
We all just got back from a week long vacation, now it’s time to get back into work mode. The first task before us is to finalize our ideas of the stories of the seasonal levels that we agreed on at the end of last quarter. We figure that every level needs to have some kind of narrative to help tie together the visuals and the gameplay, even if the narrative isn’t explicity presented to the audience. It will be more of a guide for the designers and the programmers for building the game, than an actual story for the players.
We went through many different iterations of scenarious for each level. Below are some of the one I found more interesting.
Dan
There will be two trees on each side of the screen with branches overhanging the middle.
Season: Winter
Overall Goal: Old man winter is feeling cantankerous and has decided to share his wrath across the land. The trees branches are all frozen together.Blocks: A giant wall of ice surrounds the branches. Icicles would hang down.
Goal in Blocks: Clear the ice away from the branches.
Controllers: Frying Pans
Ball: Fireball of sputtering oil
Seasonal element: Snow flakes fall, ice drips as it melts
Separation between sides/characters: Snow covered boulder
Characters: Cuddly animal dressed in parka with gloves and scarf.
Landscape: Snow covered trees and hills. Maybe waving snowmen?
Transition: As the ice ball melts more and more the snow starts to thin and
ground appears beneath. The character will remove clothing as it gets warmer.
Ira:
Season: Winter
Overall Goal: To release a spring creature trapped in the ice blocks and facilitate transition to spring.
Blocks: Made of ice, snow, nests / clumps of branches
Goal in Blocks: Ladybug frozen in the middle of the goal block.
Controllers: Mittens on a string, small trampolines, rubber bands
Ball: Fireball to melt through the ice
Seasonal element: Snow everywhere, falling snow, pine trees, occasional flurries
Separation between sides/characters: a desolate barren tree, a snow fort wall, tracks in the snow
Characters: bundled up creatures, much winter clothing, red noses
Landscape: hilly and covered with snow and evergreens. a high blue sky with clouds, large trees in the foreground (oak, etc), snowmen strewn about
Transition: The lady bug flies away and everything begins to melt, revealing brown earth with little spots of grass. the trees get some green leaves. Flowers sprout at their feet. The division between the players melts to reveal a small fence underneath the snow
Linzi:
Season: Winter
Overall Goal: Everything is frozen. Melt the ice to get to the center block goal.
Blocks: Blocks are chunks of snow/ice that are close together in a circular pattern – so you can spin it.
Goal in the Blocks: a seed
Controllers: have to be hot or be able to catch something hot, so oven mits, metal pots, fire tongs, spatula, little fans, ceramic tiling, charcoal, metal grate, or hot/cold packs.
Ball: has to melt ice, so fire ball, lava ball, or lightning
Seasonal Element: timer/power bars covered in snow & ice and it’s snowing on the scene
Separation between sides/characters: a sled, a crack in the ice, a sign stating “Watch out for Thin Ice!”
Characters: cute bear thing;
Winning attribute: hat, scarf, coat, hot chocolate, hot soup, warm socks, mittens, ear muffs, or parka
Losing attribute: naked, pointy nipples, shivering, sees it’s breath, [nothing], or British Flag underwearLandscape: rolling barren hills covered with snow, lots of ever-green trees covered with snow – feels cold.
Inspiration: http://www.hiroshige.org.uk/hiroshige/triptychs/MiscTriptychs/images/GenjiWomanSnowLandscape.jpg and http://newsimg.bbc.co.uk/media/images/41260000/jpg/_41260184_simon_cull.jpg and http://www.grosh.com/upload_images/original/ES1189.jpgTransition to Spring: More clouds will move into the sky, it will change from snow to rain, small plants will start to poke and tear through the fabric hills slowly and then shoot up really thick into really lush redwoods. The brown dirt will grow out onto the white fabric (like dirty ink) and at the end of the transition, flowers will open.
Andrea:
Season: Winter
Overall Goal: The queen of ice has sealed her heart away with the the coming of spring.
Blocks: A dazzling fortress of snow an ice, seals the passage to spring. Guarded by snowmen that break into snowballs.
Goal in Blocks: A seed within a heart of ice.
Controllers: A bar of hot iron.
Ball: This magical ball of wood glows in constant flame. It is said that if provided with enough power it can even melt the heart of the queen.
Seasonal element: Occasional dropping blurred snow flake.
Separation between sides/characters: Rock, or tree.
Characters: Addorable bear yettis are so cute and adorable that perhaps they can even bring a smile to the queen’s face.
Landscape: White rolling hills of snow. Simple background. Fort shaped design of snow and ice. Some simple pines in the background.
http://www.flickr.com/photos/zebandrews/2230418266/
http://www.flickr.com/photos/zschnepf/1088969939/Transition to spring: Snow melts away as winter grows in. The bear yetti sheds it’s fur into a plant creature.
Ira:
Season: Spring
Overall Goal: To plant as many seeds as possible and get to the inside goal, which carries water
Blocks: Made of seed shells. When hit, they burst and let the seeds fall, which drop on the ground and start growing into new plants.
Goal in Blocks: Water to water all the new plants with
Controllers: Shovels, gardening tools, trampolines, rubber bands
Ball: Rock or something hard to break the shells of the seeds
Seasonal element: Brown earth everywhere with small green shoots, there are small leaves on the trees around the edges of the screen. Everything looks wet and fresh and clean. High sky with fluffly clouds, sunshine.
Separation between sides/characters: A farm fence separates the players
Characters: grassy monster dudes. The serve as anchors for the bucket meters on the pulley system.
Landscape: hilly, two trees on the either side to which the meters are attached. Same as in winter minus the elemental stuff. Flowers at the feet of the trees, grasses and brush growing.
Transition: The water waters all the plants that have been planted from the seeds and they immediately grow into lush flowers and grasses, making the hills a little jungle like. Butterflies, bunnies, etc. The trees get much more leaves, in full crown.
Mike:
Season: Spring
Overall Goal:
rain on the flower seedsBlocks:
flowers and seeds maybe clumps of mud fertilizer vines clouds – mud disintegrates – seeds fall to the ground and make flowers – clouds dissipate and cause additional rainGoal in Blocks:
the sun held down by clouds, maybe clouds with faces actually ‘holding’ the sun? sun could be squirming D:Controllers:
shovels burlap bags twine, vines, leaves, stringsBall:
ball of water with particle trailSeasonal element:
rain, falling on everything in scene.Separation between sides/characters:
wall of mud, wall of vinesCharacters:
weird dude with the big lips![]()
Landscape:
Wide open field ( unplanted )Transition:
clouds fall out of the sky onto the ground, sun lowers from the top, and the unseeded ground rolls up like a carpet to reveal the beach underneath
Linzi:
Season: Spring
Overall Goal: Destroy all the poison crystals before your spring characters eat them.
Blocks: Giant plants hang for the ceiling with open mouths displaying poison crystals (obviously poison due to skull symbol on it) in two small circles with goals in the center of both. The circles spin to either side, but if you pick the wrong goal – you die.
Goal in the Blocks: starfish, shell, sand shovel, towel, margarita, small sun, sun glasses, or beach umbrella.
Controllers: rubber gloves, machete, rope, rifle, umbrella, or weed whacker.
Ball: ball of aloe or lotion, or ball with a serrated knife coming out of the center.
Seasonal Element: timer/power bar covered in vines, raining on the scene
Separation between sides/characters: logs covered in moss or dangerous plants
Characters: plant monster
Winning attribute: rain coat, umbrella, pretty colored – I’m not really sure, it’s hard to dress a plant…
Losing attribute: ugly colored, gets rained on, shivers, gets poison ivy bumps, scratchesLandscape: ground covered in logs and plants and large trees all covered in moss.
Inspiration: http://img112.imageshack.us/img112/1220/mononokewall01smalllf6.jpg and http://www.johnwatsonart.com/picsunpublished/batman_ivy02_large.jpg and http://www.mooseyscountrygarden.com/hampton-court-flower-show-marquees/venus-fly-trap-plants.jpgTransition to Summer: The trees start to shake and then get smaller and shoot back into the ground. The mossy ground gets pulled off like a towel at the beach revealing sand and water.
Linzi:
Season: Summer
Overall Goal: Cool off Summer before it bursts into flames!
Blocks: super heated blocks, like red-hot coals, in a hexagonal formation
Goal in the Blocks: sparkling magic, rock, or orange leaf
Controllers: buckets, squirt guns, bouncy tarp, towels, cups, snow cones
Ball: ball of water
Seasonal Element: rays of sun; timer/power bar on fire(?)
Separation between sides/characters: sand castle, beach toys, quick sand sign, beach sign, weird sand animals – horseshoe crab?
Characters: super flower monster
Winning attribute: sunglasses, towel, suntan lotion, snow cone, Popsicle, margarita, water tube around waist
Losing attribute: burning red, singed petals, sweatingLandscape: flat beach with water lapping against the sand, cliffs in the distance on the sides, Hawaiian flowers around the edges – to incorporate the character into a beach scene. Houses & signs of life other than creatures.
Inspiration: http://www.hawaiimagazine.com/images/content/Lantern_Floating_Hawaii_Memorial%20Day/Lantern%20floating%20Hawaii.jpg and http://schwabnathanbhxp.files.wordpress.com/2009/02/hawaii-beach.jpg and http://www.cruisevacationsguide.com/images/Hawaii%20Beach.jpg and http://www.gobelins.fr/galerie/animation/film2008-Apreslapluie.htmTransition to Fall: the water recedes in waves backward, the trees from the sides walk over to new positions as they drop themselves into the sand their leaves turn orange and fall – covering the ground. Everything has life. Small creatures appear out of the trees and mushrooms grow. Wind starts to blow.
Dan:
Season: Summer
Overall Goal: The evil clouds have descended and are blocking out the suns much needed light. Help save summer vacation by destroying those pesky vapors.Blocks: Dark evil looking rain clouds.
Goal in Blocks: Uncover all the leaves and destroy the head cloud honcho.
Controllers: Sun shades (those metal shiny things used for tanning)
Ball: Orby ray of golden sunshine
Seasonal element: Rain falls and lightning cracks with booms of thunder.
Separation between sides/characters: Full growth of vines over boulder.
Characters: Cuddly animal dressed in rain coat with goulashes and rain hat.
Landscape: Drenched hills and lots of clouds
Transition: As clouds are destroyed less rain falls and the sky becomes less gray. The screen will lighten up.
Zach:
Season: Summer
Overall Goal: Get the Kool-aid
Blocks: Bright translucent spheres
Goal in Blocks: The kool-aid man
Controllers: sand toys/ shovel, rake
Ball: beach ball
Seasonal element: sun, ocean, beach
Separation between sides/characters: sand castle
Characters: sand creatures
Landscape: beach
Transition: wave washing away scene, leaves fall on scene to start fall
Ira:
Season: Fall
Overall Goal: Get snow to fall and burry all the ugliness of fall!
Blocks: Dying branches and old leaves, pumpkins, fruits and veggies of harvest season
Goal in Blocks: a pile of snow
Controllers: rubber bands or sling shot kinda things
Ball: rocks to beat down the fruits and veggies and get them to come down
Seasonal element: Wind blowing the leaves around, rain, clouds
Separation between sides/characters: a farm fence
Characters: Rock gollem guys
Landscape: hills, leaves blown all over, barren landscapes, dark, gloomy, dying vegetation
Transition: when the snow pile gets released a huge snow cap drops atop everything and coats everything in snow pretty much instantaneously. Everything freezes and we go back to winter.
Andrea:
Season: Fall
Overall Goal: As the life begins to die the undead come out to play. Before they reek too much havock you must transition the season to winter by knocking all the leaves of the tree.
Blocks: Leaves on tree, undead
Goal in Blocks: Sparkling crystal snow fake behind the leaves
Controllers: Rake
Ball: Silver ball, great for leaves and undead
Seasonal element: Fall leaves and trees, lots of gold, and orange coloring.
Separation between sides/characters: Pumpkin, dead vines
Characters: Cute and friendly scarecrows. They scare more than crows they even spook the undead.
Landscape: Flat landscape with tall spindly trees and gravestones.
Transition to Winter A blizzard of leaves and snow you find yourself in winter. The scarecrows coated in snow become the yetti-bear.
Linzi:
Season: Fall
Overall Goal: Capture all of the tree spirits before they die.
Blocks: From skinny to round and Buddha-ish, little tree spirits are stunned by magic in rows from weakest on the bottom and strongest on the top.
Goal in the Blocks: The largest tree spirit at the top is clenching an ice crystal or snowflake.
Controllers: glowing bars of “magic” that have orange butterflies & sparks that come out of them
Ball: golden ball – much like a pokeball/snitch
Seasonal Element: wind w/ occasional leaves
Separation between sides/characters: rock formations, small stream, vegetables, or a mushroom covered log.
Characters: rock monster
Winning attribute: scarecrow hat, jack-o-lantern, magic locket, or magic wand.
Losing attribute: feet are muddy, rotting apple w/ worm, vampire cloak, or [nothing].Landscape: kind of flat, but slightly hilly land covered in orange and yellow leaves. Have a couple large trees and magical creatures (look at inspiration*).
Inspiration: http://www.hoganphoto.com/Fall_Stream_Near_Frenchtown_a.jpg and http://www.alaska-in-pictures.com/data/media/19/denali-fall-foliage-taiga_1393.jpg and http://www.goldenwoodstudio.com/uploads/images/Fairy/FF115_Fall%20Fairy.jpg and http://www.lightscapephoto.com/images/LongCanyonSlotTreeFallTN2.jpgTransition to Winter: Everything starts to get crystals of ice on it, all the magical creatures hide in the large trees, and leaves fall from above that mask out the old scene into the winter one. It starts to snow. Maybe the rock creatures lay down and get covered in snow that the winter ones form out of – like snowmen?
Andy:
Season: FALL
Overall Goal: I like the idea of the capturing of tree spirits from linzi’s. Or we could do something like apple picking? Rochester/ upstate new york is famous for their fall’s and maybe we could pull inspiration for the fall from around here?
Blocks: Apples. Possibly weird fruits with faces? Or if we went with the spirit idea, maybe just like glowing akudama heads (i heart akudamas godamnit). I also like the leaf idea
Goal in Blocks: maybe an apple with frost on it? or like a frozen fruit? or just the akudama clutching the snowflake, i like that. or a frozen akudama’s head.
Controllers: a plank of wood. rusted metal rod? a dirty shovel?
Ball: i like the glowing ball of magic or something and then when the akudama’s are hit they release that weird child voice thing from princess mononoke and explode into glowey particles that then collect in your magic meter!
Or a dirty old baseball? maybe a ball of mud/dried dirt?
Seasonal element: rustling leaves/ wind/ ghosts!/ tombstones
Separation between sides/characters: tombstone! root, log, stream, wooden apple picking bucket
Characters:rock dude
Landscape:brown/gold/ orange leaves covering the ground with tree’s and shit all around and receding into the distance.
Transition: For the transition here I just imagined the snow dropping down from the sky all at once and coating everything. Clouds would then move in (or maybe the clouds would come before the snow falls) and then snow would fly.