
Tutu
Group Work
Code: Jammie & Wei Siqi
Design: Jammie & Shen Ziqi
Drawing of art materials
Main character and monster animation by Jammie
Scenery and items, backstory by Shen Ziqi
The game is a side-scrolling overworld game that includes platform jumping and monster battles. It is also a role-playing game, with exploration as the main focus throughout the game, with some parts of the plot. The player takes on the role of operating TUTU and defeating monsters to clear the dream pollution. The game type is 2.5D game.
Background

Dreams are a collection of everyone's subconscious mind. When something bad happens, it affects the person's underlying consciousness and emotions, causing the entire dream world to be infested with bad feelings. Making things worse and worse.Conversely, when the dream world tends to be happy and positive, people in reality are able to solve problems and identify issues in a more positive way.In the game, the effects of dreams on real humans are amplified, so the bad emotions in dreams need to be cleaned up by a creature called a dream eater. This race A race that survives in the dream world by devouring nightmares. Tutu is one of these creatures. They don't live in the real world, but instead seek out the person who may have the “Nightmare seeds” in the real world and go to their dream, to clear those bad emotion. The emotions that can infest the entire dream world are called "Nightmare Seeds".

INSPRITION
Our initial idea was to make a side-scroller similar to Hollow Knight, which, similar to traditional platformers, focuses on jumping and fighting. Also add a small amount of text on some items to side-step the worldview.
On top of that, to show the difference between reality and dream world, we decided to use dream world as the backdrop and reality as the foreground. The player interacts with special objects from reality to the corresponding level in the dream world. The idea of platforming, front view and back view interaction came from the effects of Kirby: Triple Deluxe.

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How to PlaY
Use WASD to move, space to jump and interact item by E. when Tutu is near the item could enter the dream, the Eye in the UI layer will half open the eye. After entering the dream, the temperature scale will record the enemies killed, when scale fulfilled, the door of the dream owner’s home will open, and player could get the item to clear the dream to good dream.



Art Design - scenery
Our initial plan was to create a paper sculpture light effect to give the whole scene a layered and dreamy feel.
Finally, when implemented in unity, since stacking materials would have resulted in a game that was too large, we chose to use a three-layer background to reflect this. That is, the background of the layer where the protagonist is, the foreground above the protagonist, and the rear view, which is made to follow the protagonist through lens tracking





Map Design
Based on the fact that dreams are another reality, we define the birth point as underground, and tutu needs to crawl out of his house into reality to find traces of the nightmare. In tutu's home there is a record of its previously modified dreams (in the bookshelf), as well as the energy of the beautiful dreams it had collected (huge bottles with orange objects)

![XHRJ{]O~)`VL`0RVWOE~0KS.png](https://static.wixstatic.com/media/777bf8_6d905237d991488d83d8859735d6bb6f~mv2.png/v1/fill/w_423,h_301,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/777bf8_6d905237d991488d83d8859735d6bb6f~mv2.png)
Demo Story
Arguments in the home lead to nightmares that haunt the child, and the nightmares affect reality. It makes everyone more irritable, leading to more and more real-world conflicts.Tutu awakens from its home, senses the shadow of the nightmare and travels to find the source of the nightmare, enters the dream world to destroy the nightmare monster, opens the heart of the nightmare's possessor and acquires the symbol of the beautiful dream, transforming the nightmare into a beautiful dream.After the nightmare is transformed into a beautiful dream, reality is no longer disturbed by the nightmare, and people become more optimistic and positive, choosing to understand each other and solve problems.



Charactor design
tutu

Monster
Based on the nightmare elements, all the monsters are on the darker side of the color spectrum. However, since the game itself is like an illustrated book-like fairy tale style, the monsters are designed to be on the cutesy dark side. We used fear-inducing animals as monsters, including spiders, wolves, and bats.Each monster will have their own pattern of movement and attacks, such as bats by firing bullets and wolves by charging at the player.


The main idea of the game is the interaction between the reality and the dream world. The game is based in a world where the real world is affected by dreams, and the main purpose of the character we are operating is to make sure that the dreams don't intrude on reality, while the enemies are nightmares materializing in the dream world
Due to the theme of the game, we mention above, the main character will be a creature that can fight off nightmares in the dream world. Based on the elements of dreaming and sleeping, we decided that its look would be on the sheep-like side. We expect it to be softer looking with the feel of a creature that only appears in the dream world. It's a creature that lives in the dream dimension and can shift between the reality dimension and the dream dimension.
However, while they in the real would be more akin to a ghost-like being, unable to be perceived by humans. We decided to add a smoke-like tail and fluff to add to this dreamlike feel. When there is fighting with monster, they use their tails. Meanwhile, due to TUTU does not have gender, the personal pronoun for TUTU is they.We decided to name the character tutu, a name derived from a late Egyptian god.
Tithoes is the name in Greek. TUTU’s duty was to slay demons; they were initially the protector of tombs, and later responsible for protecting sleeping people from danger or nightmares.
