Week 3: Game designing project.

As written before we were assigned titles to our so called “professions”. Being part of the graphics group, I got elected Lead Artist. Under the duration of this project well have to present the work that we have done! For now I also carry the title of “producer”, keeping track on the project and planning according our deadlines ahead.

I created a logo to add a bit more identity to the company that the player will have to infiltrate, and one that would also support the title of our game: “Plans of Futura” (“Futura” goes for both the company and the future):

logo

I chose the Font because of its art deco style. Art deco is an architectural style that was prominent during the 20-40’s. It fits perfectly with our aesthetics.

An artifact of my choosing to present for this week would be a weapon, the “Gun”.

To design this artifact I had to follow our concept, converging the 1940s with future technology. So I used an attachment on a recognizable weapon, a revolver:

gun

I removed the barrel and the cock, and placed two fuses that represent the two loads (charges) of ammo, and an activation button instead of the cock. The pipe is replaced with a technological device that will convert the projectile and the result will be plasma pulses that work as damaging bursts.

To make it a bit more “futuristic”, I applied two red diodes lighting up the gun when it’s activated. And of course to show the manufacturer I placed the company logo visible on the new device. I skipped the shadowing of the gun so that it would fit our level of graphics (clean and not cluttered). The gun will be placed at the HUD, this is not how it will be displayed when the character carries it, but the red dots on the gun should be visible though. We haven’t tried it yet on the sprites but it should make the gun recognizable from a top down perspective.

We had to think a lot about the usage of a gun in our stealth game, so we had to consider a few outcomes or consequences to use this weapon. Even though the player thinks that this would be the easiest way to clear the game, using the gun can have some devastating results. As the gun only have two charges (two rounds of ammo), and the high noise making, this attracts guards that stands further away.

If the guards get alerted the process of reaching you goal will be a lot harder. We want this to trigger a kind of fear of using this weapon, and hopefully this won’t be a “shoot ém up” going out of hand and resulting in the player shooting his way through the game (That is also why I chose to only give the player two rounds to shoot with so that it would prevent the possibility to go on a killing spree). If this happens, our core feature will lose its value; the reason to sneak around would be meaningless.