2D Platformer: Found & Lost - 寻与失
- Caesir Zhang
- Oct 18, 2020
- 3 min read
FOUND & LOST is a single-player 2D puzzle platformer. In this game, the player will act as a girl, unlocking different mechanisms in all available ways in strange surroundings, including gravities, moves and fluctuations, overcoming difficulties, escaping the unreal world eventually.
《寻与失》是一款横板2D解谜游戏。游戏中,玩家将扮演一位女孩,在陌生的环境里运用一切可以利用的途径解开各种机关,包括重力类、推移类、升降类等,克服重重困难,最后从这个非现实的世界中走逃离。
What the protagonist lost and found will be revealed at the end of the game scenario.
主角失去了什么,又找到了什么,将在游戏剧情的结尾揭晓。
BGM(Iroha) credits to Mizuta Naoshi(水田直志) from Final Fantasy XI.FOUND & LOST is inspired by the experience of a classmate in the period of high school, which is adapted to become the background of this game. In terms of scene design and object placement in the scenes, coordinate colors are coordinated as possible, relatively clean and simple pictures are made without light and shade.
《寻与失》的灵感来源于我在高中时期的一位同学的经历,我将其改编为此游戏的故事背景。在场景设计与场景内物件摆放方面,《寻与失》尽量做到同位色的协调运用,不依赖光影,制造相对干净简单的画面。
The design intention of the game is oriented to family contradiction and dissolving contradiction.
游戏的设计意图主要是指向家庭矛盾与化解矛盾。
Research 调查
The initial inspiration of Found & Lost was as I wrote in the diagram: it was adapted from the real experience of one of my classmates in high school; it also comes from the general experience of the art and sports students in China.
《寻与失》的灵感来源正如我在配图中写到的:它改编于我高中时期同班同学的真实经历;也来自于中国高考除开文科理科后艺术与体育类学生普遍的经历。
Although the development of the Chinese art industry is now booming, these students cannot be truly accepted by some personages (or even most) in the context of China's inherent high academic qualifications. They have always looked at the art candidates with colored glasses (only because the admission scores are much lower than the requirements of ordinary students). These students have been labeled as "underachieving" or "having to study art in order to get into college". Even worse, it affects the students' parents; parents can't stand the contempt from the outside world, and finally forcibly intervene in the direction of their children's learning and development for no nag, so that the external stereotypes disappear.
虽然如今中国艺术类的行业发展呈现蒸蒸日上的态势,而这些学生在中国固有的崇尚高学识高学历的大背景下仍不能被一部分,甚至大部分的社会人士真正接纳。他们一直以有色眼镜看待艺考生,仅因录取分数比普通学生要求要低,这些学生被扣上了“学习差”、“为了混上大学不得不去学艺术”的标签,更严重的甚至影响到了这些学生的父母。父母们受不了来自外界的鄙夷,最后强行干预自己孩子的学习发展方向,以此来换取耳根清净,让外部成见的消失。
My original intention was to make a game of "changed stereotypes", but as I further designed and modified the plot and characters, I shifted my focus to "contradictions".
我的本意是希望做出一个“改变成见”的游戏,而随着进一步对剧情、角色的设计与修改,我把重点转移到了“矛盾“上。
Because the contradiction is the root cause of stereotypes.
因为矛盾正是成见产生的根源。





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