Thursday, 24 November 2011

Gaming Research & Game Element Breakdown

Overall themes & Settings
  • Space/Future - (Levetation, portals, sci-fi, robots)
  • Jungle - (vines, trees, fruit, wild animals)
  • Tomb - (bats, caves, dungeons, bones, spike pits)
  • Sea - (sea creatures, waves, sharks, swimming)
  • Air - (clouds, flying, balloons, birds, stars)
  • Forest - (trees, clearings, bandits)
  • Industrial environment - (machinery, moving  parts, molten metal

Iconic Game Characters & Game Concepts/Themes
  • Tomb raider – light puzzle solving – multi paths – collect artefacts
  • Mario
  • Sonic – speed game
  • Master Chief (e.g.) – tough military character, fighting in an alien world
  • Solid Snake – espionage, hiding in the shadows, conflict avoidance, stealth
  • Prince of Persia – agility, aerobatics, pole swing, wall run
  • Ico / Shadow of the colossus – made up language, help 2ndary chara (Yordra)
  • Monkey (Enslaved) – strong & agile
  • Limbo chara – visual style – child chara – use of environ
  • Crash bandicoot – 1 hit dead
  • Link (Zelda)

Platforming Elements

  • Treetops
  • Clouds
  • Metal scaffolding
  • Floating islands
Climbing Elements

  • Vines
  • Ladders
  • Hot air vents
  • Trampoline
  • Ropes
  • Anti-gravity device
  • Grapple hook
  • Cannon/Launchpad
  • Drawn in bridges by player

Floating/moving platforms – up/down –side/side
  • Clouds
  • Birds
  • Teleportation pad - (space)

Bottomless pits  & instant death
  • Water (can't swim) – Pirate/jungle
  • Empty space, Black Hole – space/future
  • Spikes – jungle/tomb
  • Get eaten by a giant monster stalking you underneath the platforms – e.g tiger in a jungle/giant space worm
  • Crushing gears - Industrial
  • Electricity
  • Spinning blade traps
  • Spike pit
  • Piranha infested tank
Enemies

  • Wild animals
  • Zombies
  • Ninjas
  • Mummies
  • Vampires
  • Native tribes people
  • Shadow beings
  • Aliens
  • Monsters
  • Elemental enemies


Weapon(s)/combat – which could be upgradable 
  • Gun
  • Sword
  • Ratchet & Clank Weapons – e.g. tornado launcher – crazy weapons
  • Jump attack
  • Spin attack
  • Slide attack
  • Punch
  • Kick
  • Slingshot
  • Magic power
  • Axe
  • Any available objects lying around – starting with wooden stick – Ico style 

The Hero - Playable Character Genres

  • Female / male / unidentified
  • Robot
  • Soldier
  • Anthropomorphic Animal
  • Vehicle
  • Riding a horse (SotC indirect chara control)
  • Team of characters (RPG party)
  • Anti-hero

Special ability / weakness of hero - balancing gameplay

  • Balanced  strengths and weakness
  • Acrobatic
  • Strong
  • Can’t swim
  • 1 hit vulnerability
  • Time limit element
  • Super speed
  • Telepathy
  • racing
Initial Concept Ideas


Elemental

Earth/Air/Fire/Water – travel through different elements – transition between environments, - simple cartoonish style – gain powers to progress into different areas – use different abilities/techniques for different enemies/environments – enemies have different attacks – fire: explode, set on fire / air: blow you backwards & track you to prevent passing / earth: cause earthquakes, platforms to collapse / water: cause flood on sight, have to pass over higher platforms.  Hero takes on elements to negotiate environ ( water beats fire etc…)

Underwater Escape - Dark & Foreboding

Underwater – pipeline / Mega sunken submarine – trying to get to escape hatch – ocean floor, sea monster outside – gritty environment, possibly set in the future or an extra-terrestrial mission gone wrong.

Tomb raider style – exploration of an ancient abandoned/lost city e.g. Mayan 2012 prophecy / Egyptian tomb – underground element – enemies:  mummies/zombies/native tribes (shoot poison darts from background & can’t attack directly – puzzle solving element)

Cloud Kingdom

You’re an evil minion character tasked with causing havoc in the ultra-cutesy unicorn fluffy cloud kingdom.  – Humorous game – non typical /anti-hero


Refs








http://www.kongregate.com/games/capnbubs/drillboid
http://unity3d.com/kongregate/?utm_source=Kongregate&utm_medium=main%2Blink&utm_campaign=Kongregate%2BContest
http://www.kongregate.com/games/Chronodrax/antimatiere
http://www.kongregate.com/games/SophieHoulden/sarahs-run-preview
http://www.kongregate.com/games/limbo_cow/aurora
http://www.kongregate.com/games/uvmarko/save-toshi
http://www.kongregate.com/games/ZeroPointSoft/bullseye-interstellar-marines

Wednesday, 23 November 2011

Constructing the brief.

Okay guys so as you know any project needs a brief to structure and keep a project going. I've been looking at a few sites and this one was rather interesting it had a a few design briefs and a general outline so I've included the general brief and requirements but id suggest going and having a look at whats there.

Research
  • Project Title, expansion of project Brief and rationale- 500 words 
  • Mood boards 
  • Project timetable

The section above is what we need to focus on at the moment to build a solid foundation.

Concept
  • Concept sketch books- What does it look like, what is the concept? 
  • Usability or game play sketch books - how is the product used? 
  • Concept boards - 3 colour boards illustrating selected designs (A3 format on foam board, carefully trimmed and mounted)
Development
  • Construction sketch books - what are the parts, how is is assembled, what are the functions? 
  • Ergonomics- human scale or character scale if within a game. Overlaps with function- user ergonomics, usability. 
  • Experimental 3D modeling- form, resolution, space envelopes- proportionate scale. 
  • Preparation of branding, image maps and presentation backdrops.
Implementation
  • Final Computer Model - producing design communication outcomes such as presentation boards, animations and interactive demos.