Wednesday 4 May 2016

Pr03: Game Thoughts (3/3)


Game intended to be an RPG (therefore allowing for exploration), DS, Pixel, Isometric

Audience - typical hc gamer??? 13 - 35yo male, likely to have played the genre before

Inspiration from - other RPGS such as Pokemon, Zelda, Sword and Sworcery

Add to backgrounds and props especially in my portfolio to make it more complete and less character based

Designing this as a quest based game can possibly help when it comes to what props/items are needed to be made - environment needs to make sense as a place to be given quests, however - random characters and items dotted all over? Or would navigating work better instead i.e move these boulders etc in a certain pattern to escape a certain part - could involve a labyrinth? -----> could make items to help navigating such as an ax, demolition things, lights, a rope ----> an inventory map interface could be created (although design for that sort of thing is not main priority).

---------> people who come to this village hardly leave (half b/c it’s so hard) and so expect everyone else to stay including main character - obstacles are in part to stop anyone from ever leaving? It could get slightly creepier as you go through and realise this. ----------> nicer friendlier colours in the centre or wherever you start, less saturated/bright colours as you go through

- Escape Game - less NPCs etc have to be made, easier to manage and create?


Ancient from/ancient civilisation, underwater, viking, pirate, post-apocalypse, science fiction, medieval, horror/creepy/dead town, magical/druid version of fantasy, dragon lairs, troll caves, sea serpent island, ICE, Tropical2





Maze: use own navigation skills or use Garden Shears item if it is hedge based


Boulders: Some kind of strength power up (tin of spinach!!!)


Walls/cliffs: Some kind of grappling hook, or just rope and have convenient places to throw it every where.





Trees: axe

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