Monday, 15 October 2012

difficulty and structure in gameplay

Introduction
Both of my games will have a high difficulty as i have chosen the gameplay to be a hard and rigurous level just like Heart of Darkness (PlayStation 1) is a one hit kill and a hard level based game. My two games will have obsticals to get past as you need to complete challanges and get past enemies. Innicially i want the game to be linear but in my 3D game i want the theme of some traps sending all the way to the begining. The reason why i choose these difficulties and the structure is because

Game Brief 1
In my 2D Eskimo game it will be a hard level set in an ocoan tsunami in the north/south pole where the character starts on the oppisite side of his village and he will need to navigate from ice berg piece to another ice berg piece. The wolves (NPCs) will also be trapped in the tsunami so it is upto to the player to either avoid and leave them to be swollowed up by the tsunami or attack them if they get in the way.

The tsunami is a torrential and dangerous obsticle as it destroys any and all things in it's path and the pressure of the tsunami breaks the icebergs into smaller pieces as the player needs to cross those ice beergs to survive as does the wolves (NPCs). If the NPCs or the player  fall into the tsunami there helth will be put to zero and for the player the game will be over.
The wolves will be skattered all over the level and will try to attack the player alone from all directions and will try or fail to jump or cross to the next ice berg.

The structure of this 2D game is purely linear with no means of returning back or even moving forward only the means of beating the game or simply achieving game over which results in restarting of that level.  








Game Brief 3
In my 3D time travel game it will also be another survival game but it will not have any NPCs to get in your way. The Obsticals in the game will be trap doors to a bottomless black hole, will be swooped away and will never be able to return and you may get burned unless you figure out how to complete a puzzle.

The Difficulty of the game is purely puzzle based as you gwet from one building to the next until you get to the goal which is a cup to send you to the next level. In each building there is one puzzle from the next as it will need to be solved for the buildings to move and for you to get to the next building. There will also be traps which will need to be avoided as it will be an instant Game Over as will a failed puzzle solving as they both set of a trap to inniciate Game Over.


The structure of the game is basicly a linear game where the level will be going from one level from the next without going back to revisit the game but i want to add the element that you will be forced back to the last level via trap door.
 

Monday, 8 October 2012

Gameplay fundermentals

Gameplay
The gameplay for both games will be to get across by jumping or running to the goal and even having to attack with a weapon as in game brief 1 the player will attack with a harpoon and the character in game brief 3 will not attack but only figure out clues and solve puzzlesz and escape/avoid traps

http://www.youtube.com/watch?v=l16OQlrmH3k
The gameplay that i can relate to from another game is Heart of Darkness which is a PlayStation 1 game made in 1998. This game is about a boy having to traverse the realm of darkness to find his lost dog as he traverses all sorts of traps, puzzles and having to solve a way past a dilema which lays infront of him.



All these pictures and the link above this text are the type of gameplay i want as it shows that the boy needs to use all his survival skills to survive each encounter even if a ledge is about to fall you will have to move at a constant pace, you will have to survive the onslaught of the enemy, and avoid the enemy as best you can as they are too strong to take on.

Level i have chosen in Heart of Darkness
http://www.youtube.com/watch?v=WFKG19G82bk
I have chosen this level of heart of darkness because it shows everything i wanted to put into my two games as you have to get past living man eating plants, man eating slugs, figure out on how to proceed through the cave as some places don't have a place to walk on so you need to make ladders by shooting the egg shaped object to proceed to the top of the cave.

1 Notes

2 Location
The level i will be making is in the arctic in the middle of the night, The weather for the level of my game is a cold and wet weather as it is nightfall and the level is based on blocks of ice. The terrain style is an ocoen full of ice bergs with one player one side of the game and the goal (village) on the other side.

3 Player
The player will start at the opposite end of the goal with only his harpoon as his weapon to get past the enemy (wolves). The reason for being there is that he was collecting fish from a certain area unitl the landscape started to be dangerous so he decided to go back.

4 Objectives
The main objective is to get from A to B from the beggining of the game to his village the goal. The second objective is to collect the lanterns s that youi cann see what is going on at night which the game is set in. The hidden objective is to get rid of all the wolves so that you know the village will be safe from harm.
5 Challenge Highlights
The Challanges for the game is the wolves as you need to get past them to proceed, the other challange is the icebergs are splitting into smaller pieces and get easily destroyed so both enemy and player alike get harmed or end gamed if they fall into a below temperature water.

6 Wow Factor


7 Map Description
the map in game brief 1 is in the arctic as the player traverses the icy and slippery blocks of ice in a night ridden time and the player will jump from one crumbling ice block to another as you encounter the wolf pack as they have been trapped in the icy trap along with you. The player jumps from icy block to icy block so that he can get back to his ice iglue, cloth tents and sturdy wood for the bonfire to keep everyone warm. 



Game brief 2: the map in that is that just like lara croft where a teenager lost in time is lost in a crumbling ruin of a temple with a lot of buildings all around her as she needs to activates switches on the crumpled cracked walls to make one of the building available to you as the building moves in a vertical 360 turn till the door and stairs is in front of you and in that building you do another puzzle as

8 Assets and Requirements


Sketches and Additional Reference
These artworks are different ways on how both games work in the two games

In game Brief 1 2D Eskimo game it shows all the functions that will happen with the game such as jumping from block to block, Being attacked by the NPC, Falling of a cracked piece of ice and more. In game Brief 3 you can see that the player can be killed by either falling to his death or burned by fire and even lava.
As you can see i have made my game into a survival type game where you need to figure out which way is which and what is the right path as you can see in these drawings in each possible turn something may happen to make you come to an obstical that will end the game if you are hit once as all of these traps are fatal such as in brief 3 you fall into traps into either a bottomless hole or burned alive. In brief 1 you have to get from A to B but there are obsticals such as wolves which are in the same predicament as and you the ice you travel one is breaking into pieces.


Brief 3
Brief 1


Monday, 1 October 2012

Game Character

Akina Fujiwara Art

Posted Image



Posted ImageThese artworks are done by an artist called Akina Fujiwara these artworks is the idea on how  i wish to style all my characters in both my 2D and 3D game design of my Playable Character and NPC but done in my own way. The reason why i wish to use her style is because i am a big fan of all of her artworks as she is an isperation for when i draw. Akina Fujiwara is a concept artist mainly for Konami Games such the game shaman king Master of Spirits 1 and 2 and Yugioh archtypes and random yugioh artworks along with her own artwork all over the internet.




Game Brief 1 character Ideas


Overview
The design of my characters in game brief 1 will also be represented from the disneys tarzan, mickey mouse and hercules games as it is a 2D cartoon game but of a bit of a 3D look as they move across in certain points as well as forward and backwards. My 2D character with the concept style of akina fujiwaras style I will have for my eskimo and the NPCs. The reason why i chose the theme of these three games is because it does represent a 2D game as it goes back and forth but it's the art style that gives the game the main props such as mickey mouse standing out in the game more than anything else and the scenery behind it, Hercules theme stands out in the game aswell and the same with tarzan as that is more 3D and less artistic but is still based on the 2D back and forth routine.
Disneys Hurcules: I chose Disneys Hurcules (1997) PS1 game because the 2D character of the enemies, hercules and all the other NPCs.
Mickey's wild adventures: I chose this game because I rather enjoyed how Mickey Mouse was animated such as when you come to a ledge he will wabble on 1 leg to seem as if may fall, how he jumps and many more.
Disney's Tarzan:  I chose this 3D game because even though it is a 3D game it shows that it is more 2D because the camera is fixed to 1 place only. The artistic style that I wanted from this is depth as it has 3D models.
Castle Crashers: I chose Castle Crashers because of the artistic style that this game has got such as the way it was drawn, how the animations play out such as cat laser eye beams and a barbarian swinging a massive wooden pole.
Game Brief 2 character ideas

Vault-Boy Shaded my first work.

Overview
These are the ideas i have for my 3D character and 3D enemies are closly resembled from the games i used for my game world ideas such as final fantasy and Legacy Of Kain series. These pictures will represent most of the NPCs and my characters that i will be making as the world is pretty much decaying around him so are the NPCs. I wanted to use vault-tec logo (vault boy) (Fallout) as a representation of the main character as he is a simplified picture of a roughly 20s character.

Final Fantasy: I chose the characters from this game because this game has always shown how well managed and how they can make both portraits of people as well as a manga style look.
Legacy of Kain:I chose this game because I wanted the idea of the design for my character as it shows safistication, well managed animations for the character (such as fire, electrical aura etc.)
Fallout boy: I chose the simplified image of the mascot pipboy because he shows a well disigned 2D image with a lot of simplicity and because I saw it as a great piece of material to make my tie travel character.

Game Brief 1 Character and NPC Drawings
This is my Character design for my Game Brief 1 which is a 2D game. As you can see i did a funny lined artstyle to give the drawing more style within the game. The legs for the NPC is back to front a mistake i made but part from that i have shown a idea of what the NPC will look like in the 2D game maker game. These wolves will all look the same but they will not immitate each other.   



Game Brief 2 Character Drawings



 This is my Character for my Time Travel game and as you can see i  have made a simular artstyle of Akina Fujiwara. In my 3D game there will be no NPCs only traps Though there will be designs of Statues which may attack if a trap is activated. As i said before i wanted to give it an Akina Fujiwars look by making it a bit more anime and so by looking at my character moddboard on this post for my 3D game i came up with this.