Postmortem: Cashmere Game

Knitting Playable Glossary

Game Logo

This project began inspired by my fascination with the unique colloquial terms within the knitting community. The entire game focuses around the journey of a cashmere goat learning the knitting slang from the mostly friendly sheep who live on Yarn mountain.

When experimenting with the physics for the game to see how the player would explore the game space I used squares and blocks, I felt that the ease of movement and visual aesthetic This provided gave an unobtrusive backdrop to the main focus of the game which is the terminology. In light of this I also opted to instead of having the player go into caves have all the NPCs Be present at the same time within the game space but to remain dormant until interacted with by the player.

Itch.io page

I did a great deal of research for the creation of this game and tried to put as much as I could into it. There are lots of little details in this game, including knitting tools, the fact that each sheep is named after a real breed of sheep which wool can be obtained from and the introduction of the game includes the actual sound of me knitting. Given more time I would like to improve and expand on the animations throughout the game utilising some of the aspects explored In the Illusion of Life[1] and Drawn to Life[2] which presented some very interesting and generally culturally accepted ways of both exaggerating and imitating life to improve animations.

Instead of a map I opted for visual and auditory definitions of location, if you are at the base you can hear and see the ocean. As you climb the panels are grassy, there are leaves falling and distant crickets can be heard. In the middle of the mountain its rocky with little vegetation and an eerie hollow sound fills the air. At the peak it is snowing and the wind howls, with the addition of snow capped panels. This involved lots of experimenting with particles, audio sounds, trigger zones and overlaps. Each background noise has some similar underlying ambience to make the transition smoother.

I was very focused on creating a game that was educational as opposed to creating an educational game; Imparting knowledge through play by allowing player freedom in navigation and engagement. I feel that key elements for development are the animations and player movements.

It is still in development but the most current version can be downloaded from itch.io, though I am working on making it playable in the browser.

References

  1. The illusion of life https://vimeo.com/93206523 [Accessed 26/11/19]
  2. Stanchfield, W. (2009). Drawn to Life: 20 Golden Years of Disney Master Classes. Amsterdam: Taylor & Francis.
  3. Dance eJay 4. (1997). eJay, Explosive Games, Microsoft,.

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Shanique Thompson

Shanique Thompson

Eclectically skilled indie games designer & researcher interested in crafting in games, budding curator & lingerie researcher {Neurodiverse — Dyslexic Team}