Group concept report.

Concept report.

Group project.

Last week we were given the task to design a game concept.

The game was supposed to be in 2d, no gravity, and according to a spaceshooter theme.

Each group were given two types words that we had to make use of in the game. In our case these two words where: fancy-pants and clueless.

Other than that we where free to design the game however we wanted.

Methodology.

Today was the first day since the last lecture that my group gathered to begin with the work.

Each person in the group was supposed to assign a certain area of responsibility.

The roles where:

Producer-David

Lead designer-Me

Lead artist-emma

Lead sound- Fredrik

Lead code-Agnes

QA-Sanna

As it is showed my role is lead designer.

At first we discussed on how the procedure itself should be organized, on what basis where we supposed to structure our design. And what method we should use to build the game.

It appeared that everyone in the group where comfortable with using the MDA method, and thus we did.

In my latest group project, Tetris, we made use of the MDA as well. We then begun with mechanics. But in our case now, with the new group (group 15), we had to go from the other end since we had to create a whole new game from the start. Reversed engineering.

With other words we started of by brainstorming on what aesthetic goal we wanted to deliver to the player.

It resulted in the following: Aesthetic goals; exploration,challenge, puzzle and panic.

We chose these to match the clueless theme. Especially exploration.

When it comes to match the “fancy pants”, we decided on that the setting itself should be according to that category.

It resulted in a 1920s theme, where the avatar of the player is a “fancy pants” gentleman.

The following is the ideas that we have so far about the gameplay.

Gameplay

It is night.

The avatar wakes up from a loud sound coming from somewhere inside his big mansion.

It appears that a thief/robber has entered the mansion from a window.

The graphical perspective is top down, similar to Pacman. This was chosen because we wanted to get a labyrinth/puzzle feeling of the map. And we thought it was best delivered by top down view.

Also the map itself is structured like a labyrinth.

Pac-Man_-_Pac-Man_Collection_(GBA)

On one end of the square room is the avatar, on the other is the thief.

The map is dark and the player can only see within small diameter centered on the avatar. Think of it as a fog of war mechanic.

But there is light in the darkness: since the player character is an 20s gentleman he always carries an eyeglas with him. By throwing this item, which is attached to a chain, the dark part of the room that the player is aiming for, is highlighted for a moment.

But for each throw, the enemy gets closer and closer(see alien isolation).

We are discussing the goal of the game at the moment, and have not come to any real conclusion.

Should the players goal be to get his stolen goods back? What goal is rewarding enough to make the player willing to take the risk of exploring the dark with his eyeglass? Risk versus reward. Hiding from the enemy?

The game concept is far from finished, but it has been an constructive start. So the future of the game is promising.

About Samuel Ehnberg

2014  Graphics