Concept Art:

Concept Proposal:
People: The Great Tree (or at least this portion) is primarily inhabited by Mushroom Folk, fungal creatures who live off the tree and drink its sap. They’ve lived here a long time as evidenced by some of the abandoned ruins, and they have a thriving culture and economy including trade with other parts of the Tree. The player comes from another part of the tree and is on a journey to reach the top. Having arrived at the Shroom Shop, they must now explore the area to be able to buy passage to the next level of the tree. The player could be some type of Mushroom Folk themselves but could also be some other species that lives on the tree – perhaps some sort of insect or plant inspired creature.
Places: The level takes place in part of the Great Tree, a towering plant that stretches high into the sky. Here, part way up its trunk, is the Shroom Shop, a hanging marketplace suspended from a giant mushroom growing from the tree. The mushroom’s cap provides cover from the rain on this drizzly afternoon. In addition to the shop, the player can explore around some of the outside of the tree as well as a tree hollow inside that contains a sap pond and some ancient ruins carved into the wood in ages past.
Things: One important item is a Sap Scooper, a tool used to collect sap from the pond in the tree hollow by balancing precariously above it and lowering the scoop down. The player can buy a Sap Scooper from the shop or find an abandoned one hidden in the hollow. The player can collect sap using one, which itself can then be sold at the shop. There’s also the Ancient Mushroom Idol that can be found within the ruins and traded to a collector at the shop in exchange for passage further up the tree (which is how the player would leave this area in a full game.) Another item I might add if I have time would be a sword of some sort that you can buy to cut through vines and enemies, though I suspect that may be out of scope and I’ll have to include some sort of key to gain access to the ruins instead.
Style: For style I was thinking of using a cel-shaded, slightly cartoonish style. I want to give whimsical but slightly mysterious vibes, and I think that going with a more stylized approach will both achieve that result and be quicker to model than more realistic visuals. I’ll likely play into some of the tropes of the classic tiny fairy or gnome forest, but present things in a more practical light and as a full fantasy world as opposed to a tiny hideaway without the problems of the real world – this place has commerce, history, and people going about their lives. I’ll likely incorporate some medieval European aesthetics to play into the fantasy adventure game genre, though I won’t necessarily stick hard and fast to any particular time period. Colors will mostly be natural hues, with the bright colors of mushrooms and sap providing contrast. Lighting will be muted thanks to the overcast sky, with the inside of the tree likely having dim areas but also some sort of lamps providing light. There will be a lot of curves and organic shapes, but the shop and ruins will have more straight lines considering they’re artificial. The view of the vast sky around the tree will provide depth and space, with the more confined hollow and claustrophobic ruins in contrast. Texture will be mostly smooth if I go with cell shading, but I might experiment with making tree bark more rough. I’ll likely use a third person camera, though first person isn’t necessarily out of the question. There probably won’t be too much of an emphasis on season, but I may experiment with that. For time of day, I plan to have it be a cloudy/drizzly afternoon.
Gameplay: The game is a sort of adventure/platformer game, with its main mechanics being traversing and exploring the tree, talking to NPCs, and trading with the shop. Combat would also be interesting to have, but is likely outside the scope of this project. The player’s goal will be to explore, find items, and trade with NPCs until they can afford passage up the tree. The experience should be mostly relaxing and whimsical, though some platforming may be challenging.
Reference Images:



I’m excited to see how you end up stylizing your game! I think cel-shaded 3D models are so cool. How do you think you are going to set up the platforming? Will be they be more about timing, difficulty, or unique mechanics?
Not quite sure yet, the platforming will likely be mainly a way of making exploration more interesting, so it probably won’t be too hard, but I might add some harder challenges in secret corners of the level. While a unique movement mechanic like a grappling hook would be cool, I don’t know if I’ll have the time to implement anything like that.
I like the idea of platforming in a big tree! For the atmosphere, how do you plan to make it rain in a cel-shaded style?
Huh… good question, I didn’t really think about that! It might be that normal rain fits the aesthetic well enough or that whatever shaders I make/use will apply to it, but if not I’ll definitely have to play around with making it look more cartoony.
I love the concept, and I’m really excited to see all the shroom-folk! Do you plan on doing low poly or high poly models?
For time constraints I probably won’t use super high poly models, but I’m not specifically aiming for a super low-poly style like N64 games.
Woah this just unearthed a deep memory I have of playing some mushroom game on the DS where you played as a little anthropomorphic mushroom man, I hope there’s someone in this class that remembers that game too. Anyway, this game concept is super cool! I love the idea of a full fledged society living in this tree, and the ancient ruins/sap economy is really fun. Are you planning on making more houses/doors for implied living spaces on the tree? or mainly just the shroom shop?
I’ll probably have little doors or small houses scattered around to give the area a sense of being lived-in. If I make some of the mushroom folk very small, I’ll be able to fit their doors/houses in a lot more places!
This idea is really good. It reminds me a bit of the world tree in norse mythology and the vibes of the village remind me of the Nopon village in Xenoblade Chronicles. Would there be other non-fungus npcs in the area?
Xenoblade was definitely an inspiration here! I think the npcs will probably all be mushrooms, that way I only need to make a few character models and can change the size and coloring to make them varied.
This game seems like it would be relaxing to play. Are you going to base your mushroom people on different types of mushrooms?
I really like the idea of the game taking place in this mushroom treehouse. I noticed you mentioned enemies at one point, what types did you have in mind for the game?
I find the concept of small fungus creatures and their population cute, especially how it seems like they have their own economy. The concept art shows the tree being on top of clouds, will the game take place starting from the ground or in a mid-way area in the tree?
cute concept! how much variation in the mushroom folk do you have planned ( ie different species of mushrooms)? and will they have any kind of mushroom abilities (mycelium communication etc)?