Our game one

1- Experience
What does the player do when the playing?
The player won't have control on how fast they move or be able to stop running but they will have have full control of jumping and firing the weapon.

2- Theme
What is the game about?
The game's theme is built around a cyberpunk aesthetic combined with the classic spaghetti western train heist trope.

3- POV
What does the player see, hear, or feel?
The player will have a very basic UI to show how far they've reached and how many lives they have left. Other than that they'll just be able to see their character, the train, any obstacles, and any enemies.

4- Challenge
What constraints does the game present?
Not being able to stop creates an element of challenge for the player. If an obstacle appears they won't be able to stop or slow down to avoid it, they'll either have to jump over it or destroy it. There's also the life constraint, if the player runs out of lives the won't be able to continue in the game.

5- Decision making
How and where do players make decisions?
The player will be able to choose wether they want to run on the roof of the carriages or inside the carriages. This gives them the ability to avoid certain perils in their path.

6- Skills/Strategy/Chance/Uncertainty
How is the game played?
Knowing when to jump and when to shoot will be a big aspect of the gane, because of this I think the game would be classed as strategy

7- Context
Where and how does the player play the game?
The game will be made primarily for PC but when making it we will keep in mind the limitations of a mobile game. Once we're happy with it as a PC game we can continue to adapt it into a mobile game.

8- Emotions
What emotions are players encouraged to feel?
The game will be fast passed and pretty intense to make the player feel pressured and excited, the game shouldn't make people angry but frustrated enough to play again in the hopes of getting further.

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