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Advanced Game Design Project Concept

Advanced Game Design Project Concept. 3 rd cloud the rpg. Repel mounting evil, and save the land of Cloud. substance du cloud. This game contains: Solid, linear expandable story line Enjoyable game mechanics (Chrono Trigger combat system)

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Advanced Game Design Project Concept

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  1. Advanced Game DesignProject Concept 3rd cloud the rpg Repel mounting evil, and save the land of Cloud Drew Batcheller - IAT 410 - SFU surrey - fall 07

  2. substance du cloud This game contains: • Solid, linear expandable story line • Enjoyable game mechanics (Chrono Trigger combat system) • Aesthetically pleasing but simple artwork (Diablo 2 top-down view) • Programmable concepts & features Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  3. navigating the Clouds Follow your destiny, reach for the Clouds • Born to the life of a peasant on the 1st Cloud, a strange twist of fate jumpstarts your stagnant life. • A powerful artifact that was in your care has been stolen, and King Float has entrusted you to retrieve it! • Chose from good ol’ melee fighter to magic-wielding sorcerer and everything in-between • Form a party of up to 4 from people you meet and befriend throughout your adventure • Stop the would-be powers of evil from rising up, by retrieving the “mystical” artifact, before they figure out how to use it! Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  4. features/gameplay • Travel and explorethree unique planes, each more challenging than the last • Chose your professionto aid you in your quest to save the Clouds, taking one of four primary skill paths • Overcome your environment and your enemies to advance to the next stage of the game • Gather up to three allies from your adventures to aid you in your quest, or dismiss them to pick up new ones as you explore • Perform combo-attacks based on profession combinations to increase your battle effectiveness Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  5. Professions of the Clouds Eight specialty classes: • Armsman: The guy you want on your side in a brawl, the only thing bigger than his muscles is his weapon… usually. • Sword Dancer: Using magics similar to the Archers, the sword dancer often wields more than two conventional weapons. His defense and attack power are absolute, but he is relatively weak if he gets hit. • Wizzard: A true connoisseur of magic, the Wizzard is not the most powerful magic wielder, but what he lacks in power he makes up in usefulness. Don’t leave home without one! • Sorcerer: The guy you need when atom bombs are out of stock. They are good at blowing things up... • Sniper: He has honed his skills to such a degree that he is able to focus one bolt or arrow into a lethal high-ranged weapon. • Windmaster: Using the powerful air currents of the Clouds, the windmaster fires arrows that seem to fly of their own volition, and are imbued with powerful magics. • Druid advancement: Unknown. Four base classes: • Fighter: Obtain the skills of a combat master, wielding multiple weapons or protecting your allies. • Mage: Wield powerful magics’ that aid your party and devastate your foes. Just don’t get hit! • Archer: Play it safe, stay back and shoot! Your arrows are enhanced by your slight magical talent, to propel the arrows with your will. • Druid:Uncommon on the Clouds, the druids powers are relatively unknown. Word has it they fight savagely, but specifics are unavailable. Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  6. Professions of the Cloudscont • Skill advancement similar to Diablo 2. • Each level-up the user may invest in a skill of his/her choice, or improve a previous one. • Pre-requisites for new skills are displayed when the user mouseovers that skill. • Specialty classes are achieved by side quests and are usually obscure. The easy-to-get ones (such as the armsman) are straight-forward. (try inquiring at the local armory or military facility). Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  7. Storyboard n/a Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  8. Prototype n/a Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  9. justification/theory What’s so fun about playing in the clouds? • Engrossing storyline and simple to comprehend gameplay add to user enjoyment • Simple, adaptable player controls allow for user customization and optimal user performance • Attacks effectiveness based off user input as well as enemy vulnerability, making skills with the controller as important as tactical play. • Character advancement allows for players to “get in to” their characters, sharing in their success and failures • Storyline secrets and side quests allow the user to further personalize their character Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  10. Who would playthis? • Experienced RPG players will find challenge in mastering the controls and performing perfect attacks • Basic users will enjoy the primitive attacks, entertaining storyline, and quirky but fun characters. • Young or old, anyone can enjoy this intuitive style of game. If you don’t want to pay attention to the story line, beating enemies to advance your skills and parties power is inherently addicting. Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  11. User Testing In progress… Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  12. Shortcomings of Design Hope for the best, plan for the worst • Large scope, and larger environments make aesthetics of this game heavy. A very conservative art style will be needed • Visuals for every attack and enemy reactions make a huge amount of work for designers • 4 months may not be enough to cover all elements of this design. 3rd cloud may become 2nd cloud… Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  13. Possible designexpansions • Storyline can lead to more “clouds” and further adventure • Open-ended development style can leave the game open to independent modifications and storylines • Map creator may be a good idea, to allow for users to create their own “clouds” to explore and adventure on. Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

  14. next steps indesign process • Get a well balanced team of programmers, artists and designers • Immediately research on techincal aspects required to produce this game • Define, re-define, research and re-define game mechanics • USER TESTING! LOTS AND LOTS OF USER TESTING Drew Batcheller - IAT 410 game pitch - SFU surrey - fall 2007

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