Moo.
Initial Concept
 

The story of Animoo's development is an interesting one. At least to us.

Animoo's development began as a simple joke made by someone on a forum about how a cow that watches anime all day would be called an 'animoo' fan... Yeah, it was a totally lame joke, but somehow, it stuck with us. The idea was kept in the back of our heads until we were brainstorming game ideas. The joke returned, and from there, Animoo was born.

Of course, it wasn't created exactly the way we first thought of it.

The initial idea, if you haven't read any of the other pages first, was to have Animoo take place in a semi-real world, with a few animals who could talk to people. Of course, people wouldn't react too awkward to the animals, as that would ruin a few gameplay elements, but in the end, the whole idea did not work with a few of the ideas we wanted executed in the game.

The next idea was to have a mix of animals and humans in a somewhat realistic but partially fantastic world. The problems with these would be introducing the convincing the audience to just go along with it. It's kind of lame to just thrust the player into such a different universe that is supposed to have realistic qualities and expect them to roll with it. So that's when we decided to go into our final idea: a more cartoony world with animals in place of humans. The reasoning behind this is that players can actually accept a world filled with anthromorphic animals with no traces of humans (except in one instance, but, y'know, that's a joke) and also allows for a cartoony style in which all the characters can have very discerning differences.

And that's how the idea of Animoo came to be.

 

 
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