DynaMine: The Beginning.
|
Hello, and welcome to the start of a new set of blog posts. These following posts over the coming weeks will document our entire group’s work process for our arcade park game ‘DynaMine’. For this section of the course we have been given the task to create a theme park game with an unconventional input device that we are to create/build ourselves. For this section of the there weren’t as strict guidelines for production. However, we knew as a group that we wanted to keep the gamerelatively simple as in order to not over-scope. The previously formed group from ‘Burning Hunt’ (our game from the previous studies) stayed together, along with the addition of Mikael, the new sound guy! We have a great base to start from in regards to group dynamics and we’ve all been looking forward to this important project that could land us a spot on the floor of the GGC (Gotland Game Conference). ![]() With the beginning of any design process, for the first week, the entire group has been getting together on a daily basis and putting our minds together to create some awesome concepts. From the many concept ideas such as; mixing potions, cruising the high seas or petting life-like animals we discovered that a unanimous decision for creating a mine-shaft that you get to blowup yourself and steal the gold within came out on top. During the process of iterating input devices and possible game play, the group created an extremely structured concept that we then went on to name ‘DynaMine’. Our high concept became perfect for an arcade game themed game: ‘You are a thief rushing through a mine shaft, tossing and detonating dynamite sticks to fill up your cart with gold’. There isn’t a finalised plan on how the player will be arming and detonating said dynamite but we have our input device concept complete. ![]()
After finalising the concept document as a group there also needed to be other documents that needed focusing on before production began. These included the style guide and design document. Both of these documents will be imperative within the design process to keep us on track to create a solid and coherent final product. As production is in the very early stage there’s not much more to show right now apart from a couple of screen shots of current in-game footage from the alpha build of the game. There has been some valuable feedback from the play testing and we must thank anyone that played our game once again. ![]() There’s is still much more in the pipeline so keep watching this space or our Facebook page to see any development. https://www.facebook.com/DynaMineGame/?pnref=story Thanks for reading and come back next week for any updates from Team Daemonocle!! //Benjamin Lockwood: Lead Art. |


