> [!INFO] **[[IntentionallyBlank/GAME DESIGN/Toy Worlds Atlas|Toy Worlds Atlas]]** > **Author**: Nikita Stulikov > **Teacher**: Eric McQuiggan & Mark Shannelly > **Genre**: A puzzle disguised as a colour-book; toy software > **UVP**: Toy Worlds Atlas is a colouring book game that explores philosophy, psychology and colour theory through creative puzzle-solving. Each colouring page is a thought-provoking toy that fits into a coffee break. The game is smarter than ultra-casual mobile games, yet it is more fun and insightful than cognitive training apps. > **Pitch**: [Pitch (Mar 2026)](https://docs.google.com/presentation/d/1sea9WJTtWxqqaTsX_CcmCmgx0m5xuDjIJvpV795LEQg/edit?slide=id.p#slide=id.p) > **Production Plan**: [[DESIGNS/ToyWorldsAtlas/TWA_Production_Doc|Production Doc]] > **Style**: [Style Guide](https://drive.google.com/file/d/1ZwmhD4W7SzzeRWyANTybeawomkqsfpGs/view?usp=sharing) > **Resource**: [[DESIGNS/ToyWorldsAtlas/TWA_Resources|Resources & Credits]] > **Paper prototype**: [[DESIGNS/ToyWorldsAtlas/TWA_PaperPrototype|TWA -- Paper Prototype GDD]] > **Gameplay** (in development) > ![[DESIGNS/ToyWorldsAtlas/Gameplay/TWA_Gameplay-ABO.mp4]] <iframe style="border-radius:0px" src="https://itch.io/embed/4285995?link_color=FE6F4B&amp;border_color=3593e0" width="100%" height="152" frameBorder="0" allowfullscreen="" allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy"></iframe> ## Levels | Level | Puzzle Mechanic | | -------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **[[DESIGNS/ToyWorldsAtlas/A-Atlas_Doc\|Atlas A]]**<br>(Beetle)<br>![[DESIGNS/ToyWorldsAtlas/Gameplay/AtlasA-new_Dig.jpg]] | **Mechanic**: Some colouring buttons have an associated audio.<br>**Goal**: The player must use more than 0 and less than 5 notes to complete the atlas<br>![[DESIGNS/ToyWorldsAtlas/Gameplay/A-Gif.gif]] | | [[DESIGNS/ToyWorldsAtlas/B-Atlas_Doc\|Atlas B]]<br>(Dragonfly)<br>![[DESIGNS/ToyWorldsAtlas/Gameplay/AtlasB2_Dig.jpg]] | **Mechanic**: Each colourant represents one of three things: either a virtually real object, or a virtual object, or an exclusively physically real object.<br>**Goal**: Choose only those colorants that represent things that can be real in a virtual reality.<br><br>![[DESIGNS/ToyWorldsAtlas/Gameplay/B_gif.gif]] | | [[DESIGNS/ToyWorldsAtlas/C-Atlas_Doc\|Atlas C]]<br>(Starfish)<br>![[DESIGNS/ToyWorldsAtlas/Gameplay/AtlasC_dig.png]] | **Mechanic**: A certain combination of 5 colours represents a movie genre palette (e.g., sci-fi or western)<br>**Goal**: Choose colours to fit a classic movie genre palette.<br><br>![[DESIGNS/ToyWorldsAtlas/Gameplay/C_Gif.gif]] | | [[DESIGNS/ToyWorldsAtlas/D-Atlas_Doc\|Atlas D]]<br>(Plankton)<br>![[DESIGNS/ToyWorldsAtlas/Gameplay/AtlasD_dig.png]] | **Mechanic**: Colourants mix into new colours across transparent and non-transparent parts of the plankton.<br>**Goal**: Mix colourants to keep more warm than cool colours on the page.<br>**Compare**: [[IntentionallyBlank/ENVIRONMENTS/Zones/Daemonium\|Daemonium project]]<br><br>![[DESIGNS/ToyWorldsAtlas/Gameplay/D_GIf.gif]] | | [[DESIGNS/ToyWorldsAtlas/E-Atlas_Doc\|Atlas E]]<br>(Jellyfish)<br>![[DESIGNS/ToyWorldsAtlas/Gameplay/AtlasE_dig.png]] | **Mechanic**: Regulate the ontological properties of a ghost<br>**Goal**: Fit a randomly generated victory condition.<br>**Reference**: Dennett D. "Consciousness Explained"<br><br>![[DESIGNS/ToyWorldsAtlas/Gameplay/E-gif.gif]]<br> | | [[DESIGNS/ToyWorldsAtlas/F-Atlas_Doc\|Atlas F]]<br>(Spider)<br>![[DESIGNS/ToyWorldsAtlas/Gameplay/AtlasF_dig.png]] | **Mechanic**: Press spideedoscope's eyes to change their colour. When 3 eyes have the same colour, they draw a triangle of this colour. When colours overlap, they create a shape of a new colour. Move eyes, or shuffle them as in a kaleidoscope.<br>**Goal**: Create a shape similar to the shape shown above.<br><br>![[DESIGNS/ToyWorldsAtlas/Gameplay/F-gif.gif]] | | [[DESIGNS/ToyWorldsAtlas/G-Atlas_Doc\|Atlas G]]<br>(Worm)<br>![[DESIGNS/ToyWorldsAtlas/Gameplay/AtlasG_dig.png]] | **Mechanic**: [Luscher-based](https://psytests.org/luscher/lus8en.html) puzzle with no wrong answers. The player must choose colours they like the most in a succession. Then the game gives the player a personalized psychological profile based on their choice.<br><br>![[DESIGNS/ToyWorldsAtlas/Gameplay/G-gif.gif]] | | [[DESIGNS/ToyWorldsAtlas/H-Atlas_Doc\|Atlas H]]<br>(Amoeben)<br>![[DESIGNS/ToyWorldsAtlas/Gameplay/AtlasH_dig.png]] | **Mechanic**: A colouring book page deconstructed into a puzzle platformer. Colourant buttons make the amoeba move, levitate, sing, split, etc.<br>**Goal**: Rich the finish point at the bottom of the laboratory glass.<br><br>![[ATTACHMENTS/H-Gif.gif]] | **** ## Supporting Documents > [!example] Essentials > **Resources & Credits**: [[DESIGNS/ToyWorldsAtlas/TWA_Resources|TWA Resources]] > **Roadmap**: [[DESIGNS/ToyWorldsAtlas/TWA_Production_Doc|Production Doc]] > **Player Feedback & Idea Backlog**: [[DESIGNS/ToyWorldsAtlas/TWA_ Feedback & Idea Backlog|Feedback Doc]] (for internal use) > **Marketing Passport**: [[DESIGNS/ToyWorldsAtlas/TWA_MarketingPassport|For internal use only]] > **Business Documentation**: [[DESIGNS/ToyWorldsAtlas/Docs/TWA_ HR Documentation|For internal use only]] > > **Levels**: [[IntentionallyBlank/GAME DESIGN/Toy Worlds Atlas#Levels|Levels Table]] > **Style Guide**: [GoogleDrive](https://drive.google.com/file/d/1mN1RM27ByxoyPqmxJhQ6OF0Sup_6PNRo/view?usp=sharing) > **Code Doc**: [[DESIGNS/ToyWorldsAtlas/TWA_Code_Doc|TWA Code]] (architecture, engineering, refactoring) > **UI**: [[DESIGNS/ToyWorldsAtlas/TWA_UI_Doc|TWA UI Doc]] (HUD, Menu, Accessibility) > **Sound**: [[DESIGNS/ToyWorldsAtlas/TWA_Sound-Design_Doc|TWA Sound Design Doc]] > ![[DESIGNS/ToyWorldsAtlas/Gameplay/Menu_GIF.gif]] > [!info] Core Features > **High-level concept**: *Toy Worlds Atlas* is a *colouring book* where each page presents a unique colouring *puzzle* that enriches the player's erudition through references to intellectual subjects. Puzzle pages can be solved in multiple ways, each time with a unique colour combination. Each coloured creature appears in a separate scene (the Orangery) where it interacts with other creatures, creating emergent effects. > > (**0**) Toyishness. The intrinsic fun of interaction. > (**1**) [[DESIGNS/ToyWorldsAtlas/TWA_Coloring_Doc|Colouring]]. The game's core mechanic. > (**2**) [[IntentionallyBlank/GAME DESIGN/Toy Worlds Atlas#Levels|Puzzles]] (levels). Each uses colouring mechanic in a new way subverting the player's expectations. > (**3**) [[DESIGNS/ToyWorldsAtlas/TWA_Json_Doc|Recolouring Atlases]] (local multiplayer). Players can recolour same creatures differently, and gather variants in the Orangery. > (**4**) [[DESIGNS/ToyWorldsAtlas/Orangery_Doc|The Orangery]] where completed creatures gather. > (**5**) [[DESIGNS/ToyWorldsAtlas/TWA_Orangery-Interactions_Doc|Interactions between creatures]] in the Orangery. > > ![[DESIGNS/ToyWorldsAtlas/Gameplay/Orangery3_Gif.gif]] > [!quote] Game World > **Theme:** A [[GSc_MANUAL/Dennett_colorant/ConsciousnessExplained/Dennett_CExp_P.43_BloodyShadows.PhenomenologicalOrangery.jpeg|phenomenological orangery]] of ontological diversity. Grow toy worlds from colorants, fertilizers, soundscapes, mind-contents, epistemological anomalies, ethical paradigms. > > **Why toy worlds?** Living beings perceive reality differently. Each mind toys with a private and incomplete version of the shared world. Decide what colours these figments would have if we could substantiate them. > **Why atlases?** The game is an atlas of colour-book pages. Each page is an atlas too, a toy world, where colourants vary from [[DESIGNS/ToyWorldsAtlas/A-Atlas_Doc|geographical zones]] to [[DESIGNS/ToyWorldsAtlas/D-Atlas_Doc|existential modi of human being]]. > > **Conceptual reference**: [[DESIGNS/ToyWorldsAtlas/TWA_ConceptReference|Conceptual Reference Doc]] *** ## Feature List ==See== [[DESIGNS/ToyWorldsAtlas/TWA_Production_Doc|TWA Roadmap]] | Type | Feature | Comment | Rationale | | -------------- | -------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------- | | *Mechanic* | [[DESIGNS/ToyWorldsAtlas/TWA_Coloring_Doc\|Colouring]] | Choose colourants to meet the rule-condition | Core | | *Mechanic* | [[IntentionallyBlank/GAME DESIGN/Toy Worlds Atlas#Levels\|Puzzle mechanics]] | A new puzzle for each level (8 total) | Makes colouring logically or intellectually challenging and fun | | *Mechanic* | [[DESIGNS/ToyWorldsAtlas/TWA_Json_Doc\|Recolourable Atlases]] | Atlases can be recoloured but all will save in the Orangery through Json (see [[DESIGNS/ToyWorldsAtlas/TWA_Json_Doc\|Json for TWA]]) | Achiever psychology, self-expression | | *Mechanic* | Personalization | The player can assign a custom name to a completed creature. The game also records the time of completion. They both are displayed in the Orangery | A proof of personal contribution to the collective play effort. Makes gameplay more memorable and meaningful. | | *Mechanic* | [[DESIGNS/ToyWorldsAtlas/TWA_Orangery-Interactions_Doc\|Interactions between creatures]] in the Orangery | Each new atlas added to the Orangery triggers surprising interactions, has unique animations and visual effects. | To make the Orangery scene more engaging; to boost player's experience through the anticipation and surprise | | *Mechanic* | Player Controller (in the Orangery) | When you click on the Atlas -> The player can control this atlas (StateMachine) -> The player collides the atlas with other atlases to see the effects of the collision | To facilitate the interaction between atlases in the Orangery | | *2D Art* | [[IntentionallyBlank/GAME DESIGN/Toy Worlds Atlas#Levels\|8 Atlases]] | Objects that are coloured at each page of the atlas | A core game element | | *UI*, *2D Art* | [[DESIGNS/ToyWorldsAtlas/TWA_UI_Doc\|Menu, HUD]] | Toyification | UX | | *Animation* | Atlas's Animation on Completion | When the atlas (a creature) is complete, it gets smaller and crawls into the Orangery button | To make the completion of an atlas feel meaningful and more rewarding | | *Animation* | Atlas's Animation in Orangery | Idle movement animation | To create a swarming sensation | | Accessibility | [[DESIGNS/ToyWorldsAtlas/ColourBlindness_Doc\|Colour Blindness]] | The feature is present in D- and H- atlases where it is relevant to the completion of a puzzle. | Accessibility | | Sound | [[DESIGNS/ToyWorldsAtlas/TWA_Sound-Design_Doc\|UI sounds]] | Menu sounds, button sounds, victory sounds, etc. | UX, feedback loop. | | *Sound* | [[DESIGNS/ToyWorldsAtlas/TWA_Sound-Design_Doc\|Sound Design Doc]] | Toyification | Juice | ## Key Reference - Loco Roco - [Vignettes (2019)](https://store.steampowered.com/app/944340/Vignettes/) - [Gnog (2018)](https://store.steampowered.com/app/290510/GNOG/) - [Moncage (2021)](https://store.steampowered.com/app/1195290/Moncage/) - [Metamorphabet (2015)](https://store.steampowered.com/app/353280/Metamorphabet/) - *Noby Noby Boy* (2009). Interesting to note: the effort of online players summarizes, and the summ of NNB's lengths extends from earth to other planets. This opens new planets (game locations). - Other Keita Takahashi's games ([bundle](https://archive.org/details/LAGSEGP01Win)) - [Frog Fractions](https://store.steampowered.com/app/1194840/Frog_Fractions_Game_of_the_Decade_Edition/) & [Glittermitten Grove](https://store.steampowered.com/app/536890/Glittermitten_Grove/), Pony Island -- introduce core mechanics in transgressive contexts. - *Imagine Sisyphus Happy* (2026) -- an apparent philosophical point put at the very front. - *Tunic, Witness, Animal Well, Fez, Who's Lila?*: (1) introduce a bigger context for the core mechanics. E.g., the game world environment itself is a puzzle canvas to be solved. (2) Elements that felt to be decorative, turn out to be functional: background contains cipher, weeds are a barcode, etc. (3) The intersection of ontological layers: Steam achievement description is crucial to solving an in-game puzzle, ARG mystery, game events connected to real world-time ^900ce9 ![[IntentionallyBlank/APPENDIX/atlas.(_IB_)]]