Wednesday, September 22, 2010

Ideas and concepts part 2

we worked to refine the ideas we had down to only 2 consepts, we found that ideas from different concepts could work together to make a single game. The two ideas we are left with are what we thought to me the most original and the most realistic to make while meeting with the goals we aim to achieve.

“Freerunner”

The player controls a character who must navigate levels of obstacles and enemies at extreme speeds.

The control input for the game would be a series of proximity sensors and motion sensors. The player is not able to stop moving and gradually gains speed as they progress through the level.

The player will be challenged by obstacles generated in their path, such as crates or chasms to leap over, and ledges to slide under.  The player gains points for dodging obstacles, attacking enemies and proceeding forwards.

Combat in the game is for the most part optional, the player can avoid enemies in some cases, missing out on points but preserving their health. Other times the player will be faced with enemies they cannot  avoid. In a combat scenario the enemy will attack the player, and using the same mechanic for dodging can avoid the attack. The player can fight back by using one of the phidgets to simulate striking the enemy.

Players can also break through certain obstacles, in order to access different areas requiring an attack to get through.  If the player does not attack at the correct time then they will be harmed.

Alternate pathways for each level would be available by traversing obstacles in different ways. 
For easing a player into the gameplay, it starts out slowly with few obstacles coupled with on screen prompts.

“Wrong Turn”

In wrong turn the player follows the main character as they try to escape the confines of a strange alternate reality, visiting places they once knew being pursued by sinister enemies hiding in the shadows.

The gameplay would be a mixture of platform based, puzzle based and require the player to think through the scenario before diving straight in. The player is entirely unarmed and must use the environment to defeat enemies and progress through the level.

The game will be driven by its atmosphere and ambience with the puzzles following the same theme, being interesting and well thought out and also dark and strange at the same time.

While the player is trying to overcome a puzzle they must fight against their own madness acting as a timer, the longer you spend in the game the more you will fight against your fear. Get stuck and don’t progress the faster you will go made and lose. There will be pickups or events along the way to lower the fear bar such as completing quests or defeating enemies.

Each area would be centred around a single puzzle or enemy encounter, with some providing a safe zone to allow the player to plan out their next move, however others will be impulsive and force the player to act on instinct.

This game would not feature phidgets as the functions they would provide would be catered for easily by the keyboard.

Our conclusion

Well as we as a group want to try something new and experimental, we have decided to chose “Freerunner” as it is going to be made using phidgets and i personly am looking forward to playing with them!





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