“Workshop Introduction”
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So today we got a rather short noticed task… We were separated into groups of five and we were supposed to deliver a game pitch the very next day at 1 PM. Each one in the group decided a role, or we discussed about whom wanted which role in the group. Each group received a unique “dream”, the dream was supposed to be fulfilled and contained the genre or goal our game was supposed to have. We got the dream “I want to be an olympic ice skater”. The difference roles were: Lead Designer, Mechanics designer , Level designer, Art designer and UI designer. I took the role as mechanics designer, since i felt rather confident that i had the right math potential ( even thought math was not really needed) Semih took the role as UI designer, because i do not know. Love took the role as Lead designer, since he kind of felt like doing it . Evelina took the role as the art designer, mostly because she is the only one in our group which is going graphics and shes great at art. Andreas took the role as Level designer, since he wanted to. So we discussed from 15:30 AM to 22:30 PM. The discussions were really interesting, the only problem was that we were going in to too much detail. I believe we discussed the last bosses stages and movements for three hours, though this had a reason since we still needed story towards the end. So game play wise we figured that it would be cool to circulate around enemies to cut the ice out from under their feet, so that they plummet into the water also known as die. And after that a hole in the ice is still there and the player then gets a more difficult stage to maneuver. Monsters will spawn in waves. six or seven different monster types. including at least one boss. And four or more stages. I delivered the idea to have a mechanic like in ghost´s and goblins where the player has to complete the game twice at different difficulties to be able to face the final boss. But we figured that it would be too much of work for this particular task and would not be worth it to mention. We had a really hard time to decide of which perspective we were going to use. We kept altering between aerial view to 2D to 2.5D to aerial once more and then finally we decided to use third person 3D. Mostly because we wanted to be able to see everything that happened in the crowd and be able to see the tricks that we performed as the character. Since we decided on 3D we decided to add a radar, so that the player kind of knew what happened behind him and where the holes in the ice were. Thought game play wise we figured aerial view would be a bit more fun to play. There is still a lot of things that we decided on but i am not able to write it all down. In short terms, we really learnt a lot today. Over and out! |