Heather and I love puns and misspellings. I was messing about with some pixel art recently, and put together the head and torso of a character, but got bored before I could move on to the legs. Instead, I started thinking about ways to get away with only drawing a character from the waist up – maybe he’s always blocked by shelving, or wading around waist-deep in water. Or both! From there I started thinking about a protagonist wandering around in a pleasant but flooded city, negotiating abandoned supermarket aisles running with white water to get at the canned food section, or pushing over a hot dog stand to divert the flow out of the front steps of a building.
It’s nothing ground-breaking, but it did get me to think about the potential for adding real-world information into the game that could add an aspect of legitimacy to the environment. You could try to build in a reasonable flow dynamics system (something vaguely along the lines of Auditorium, or my good friend Aidan’s leaf sim).
You could also talk about some of the health effects of mass flooding, if you felt like it – the fact that having reasonably still water in a place for any period of time turns it into a hive of activity for microbes and other life.
I was amused by the idea of the game – similar to id’s Rescue Rover but with fewer dogs and more apocalypse.
Still banging my head against some optics stuff, but I will post the results soon!














































