Got the cover artist's go ahead to do a game based on the inspiration so thought I'd start a devlog on my thought process even though there's still 2 days til the jam starts.
What drew me to the cover was actually the font, and how it elicits a y2k vibe. Which the artist is also very much into. I feel like Y2K isn't as approached as much as say vapourwave or 1980s neon aesthetic that's all the rage these days. What is y2k? To sum it up it's a pop culture aesthetic (prominent in commercials/music videos) that displayed what I'd describe as blobby futiristic optimism. It ironically doesn't really start in the 2000s but rather in anticipation in the 2000s. It was somewhat short lived due to the 9/11 and iraq war which lead to a lot more negative outlook with grunge and skateboard punk aesthetics taking over. Obama era might have lifted it up with the rise of minimalism and smartphones, but there's something a bit more hollow about it. I'd characterize the y2k mindset as a bit more naïve yet genuine.
As for the actual game idea I'd like to explore the eco-friendly utopian aspects of y2k. Even the the source image of the utopian meme likely owes a lot to the iconic gooey blobitecture. I was also looking at a video about the alternatives to extremely car reliant suburbs and the discourse surrounding that. I'm probably going to start out making a first person walking simulator, or rather an architect's proof of concept of what an ideal living space would look like as the context. Then add some sort of collectibles or activities to do, but overall very chill. Boku no Natsuyasumi is the obvious goto scenic inspiration, but it's a little harder to pull off than throwing in a first person controller.
I'd like to go as wild as possible and basically use any source material I can find, there's a lot of unique designs to use. The biggest issue, and the reason why y2k probably isn't as prevalent is that the designs are very complex with its organic shapes. The UI will probably be the most fun and simple parts of the game, something akin to Wipeout or Ace Combat 3, things like architecture and furniture will be hardest to manage. Also shaders will require lots of reflective chrome and transparency. Low poly is something to fall back on, and maybe I could go for a retro throw back worlds.com chatroom or something to even out the workload, But I mostly associate Y2K with the CGI and less realtime. I might resort to prerender tricks to take advantage of 3D software as opposed to wrangling with in-engine stuff. Who knows.
So yeah that's where I'm at. I'll probably post more progress when the jam actually starts.