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Showing posts from November, 2017

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
1- Experience What does the player do when the playing? 2- Theme What is the game about? 3- POV What does the player see, hear, or feel? 4- Challenge What constraints does the game present? 5- Decision making How and where do players make decisions? 6- Skills/Strategy/Chance/Uncertainty How is the game played? 7- Context Where and how does the player play the game? 8- Emotions What emotions are players encouraged to feel?
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Steam-Bee Game 1. The Genre and mechanics The Genre of the game will be primarily steampunk and the main mechanics will be flying and collecting pollen. The steampunk elements will be shown in the general aesthetic of the world and the characters, lots of brass cogs and wheels, steam powered machinery, and a smokey sepia theme to the world. 3 Successful games of the genre - Bioshock Infinite (IGN 9.5/10) The Order 1886 (IGN 6.5/10) Styx Master of Shadows (IGN 7.2/10) 2. The General Theme and Aesthetic "Steampunk is a sub-genre of science fiction or science fantasy that incorporates technology and aesthetic designs inspired by 19th-century industrial steam-powered machinery." Some of the key ingredients of the Steampunk Genre is the theme of steam and steam powered machinery, it's been described as 'The past if the future had happened sooner'. Often the aesthetic of steampunk media has themes of Victorian fashion and architecture, things like air
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3 Lessons from the first level of cup head 1. Tight responsive controls make a platforming game much better, if the controls feel slow and drifty the movement will be less intuitive. 2. The level was very hectic, there were enemies and obstacles coming at the player from every angle. This makes the level extremely hard to complete but the sense of reward the player gets from just getting further than the previous attempt feel very rewarding. 3. The music and visuals of Cup Head play a very important role in the game. Without the very stylised art direction and the jazzy soundtrack the game would be totally different and probably a pretty generic platformer.

Cup Head analysis

1. Actions What you as the player can do •run •shoot •duck •dash •kill enemies •collect coins •parry •charged attack •revive parry •drop through ledges 2. Rules Actions are governed by rules. What you can and cannot do •gravity •can't shoot in the overworld •being hit by and enemy removes one health •some enemies actively attack the player, some passively do damage •the players cannot hit eachother •players start with 3 health •players respawn with 1 health •parrying give the special attack •blue blob boys don't die •the players loose when both players die •players can only parry on pink objects 3. Goals The things you're trying to achieve using the actions and the rules •progress through the level •take as little damage as possible •kill the bosses •collect coins •collect the souls •upgrade the players powers and abilities •revive teammate 4. Objects Everything that the player interacts with in the gane. Power ups, health, enemi