What type of game are you going to produce?
For this assignment, I have chosen to create a platform game. The platform games, in my experience, are both more challenging and more engaging than the avilable shooter games. They allow more flexibility in terms of storyline, design, and features. The game will likely not be linear, as such a montonous progression shall be unsuccessful in garnering the attention of the gamer. Rather, the game shall be open-ended, (the object of which shall be to collect the crystals). The gamer shall not have to follow a fixed path, and may go after the crystals in any order. The addition of a jetpack shall give the player added versatility, allowing them to make of the game what they will. The game shall follow a general progression of difficulty, in which less accessible areas shall have more difficult trials/enemies which must be handled.
What will it look like?
The ideal template shall be using ground and sky regions, in which the skies shall be generally pertaining to obstacles and enemies, while the ground section shall be predominantly water-based. The 'underground canals', so to speak, shall be all linked, but not completely accessible. Certain regions shall require key passes only attainable on the surface, while there shall be certain areas accessible only after having used certain weapons/tools (as is the case of the flamethrower and melt block). To ensure that the aesthetics are generally pleasing (and are highlighted), lights shall be placed at regular intervals underground, as well as other glowing objects to illuminate the path. Nevertheless, certain areas shall ideally be darker than others to create a sense of foreboding when necessary.
How will the characters be controlled?
As in all of the platform game templates offered at this site, a fixed set of controls shall be used to manipulate the character's movements. The directional pad (up, down, left, right) shall be used to move the character in the corresponding direction. The default setting is to equip the character with a sword and shield. The shield can be sued for defence from melee weapons by pressing the 'shift' button. Weapons in general can be used to attack by pressing (or holding) the space bar. Later on in the game, various other weapons are attainable. The space bar applies to these weapons as well. Once the player has more than one weapon in his arsenal, pressing 'Z' will cycle weapons. All weapons which have been obtained (and which still have ammunition) can be used by cycling through. Like the weapons, various tools may be gotten (as in the case of torches, powergloves, grapples, etcetera). To cycle between these tools and accessories, press the 'X' button. At a point in the game, it is possible to receive a jetpack. The jetpack has limited fuel, and is replenished by returning to the location and obtaining another jet pack, or its respective fuel tank. To fly once the jetpack is equipped, press and hold 'C'. Directional flight is allowed by using the 'C' button in concert with the directional pad.
What will be the objective of the game?
The platform games offered at the 'sploder' site have a limited number of objectives. The default setting of these games is 'Destroy all Enemies', in which the character must defeat all enemies which ave been placed in the game. Once crystal(s) have been added, the setting changes to 'capture the crystals', in which the character must locate and retrieve however many crystals have been placed in the game. The last setting is an escape mission , in which the character must locate and enter the one available escape pod. Once this task has been accomplished, the character has won the level. For the purposes of this game, the 'Capture the Crystals' setting shall be selected. The first setting would be impractical given the sheer magnitude of the playing field described above, while the escape pod mission would result in the game being linear, an avoidable grievance. The addition of crystals in various locations prompts the character to journey to various places on the grid, as opposed to cutting a course directly to an escape pod. The crystals shall be placed in a wide variety of locations, and shall encourage the gamer to experience all of the game, as opposed to a singular section.
How are you going to test its functionality?
In terms of technicalities, the game may provide some unforeseen issues which shall have to be resolved. To prevent any major issues arising, the game shall be regularly tested with the addition of every major obstacle. (ex. one testing plus per additional chamber/challenge/boss). The 'testing' option shall be heavily relied upon to regulate the functionality of the game. With frequent testing, all prominent issues shall be avoided and/or dealt with in the early stages. This shall inhitbit the growth of any substantial problems with gameplay.
How will it be evaulated?
As a means of evaulating the value of the game, the features shall be monitored by applying the 'objective criteria' which were mentioned in the 'Investigate' post. Such issues as replayability, originality, difficulty and more shall be taken into account. The game must provide a challenge without being utterly unbeatable, and in short must be entertaining, engaging and must leave a positive impression upon the gamer.
How long will you need to create it? Give a timeline for its completion.
Due to the complexity of the game being created, the timeline must be adjusted so as to accommodate for not only the designing, creation and completion of the game, but also the testing and subsequent editing which shall inevitably occur. Taking all of these variables into consideration, the finish product should be available by the 2nd of March, as the game has been in progress for the past few days. The vast majority of the details are now complete, and await editing by myself and other testers.
Sunday, February 28, 2010
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