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Dundee, Scotland, United Kingdom
University of Abertay Dundee*** MProf Professional Master in Games Development*** Hello, I am Bruce.Lately I am doing a master study in games design, working as an artist, 2D arts, 3D modeller and Animator. Thanks for visiting.

Monday, 30 January 2012

The 4th Idea

A fourth idea had been generated last weekend, just in case of the other 3 ideas are not stable and suitable for this semester project.

Game 4 - Reboot by Daniel Falconer


Robot Game: Single player.  Working title = Re-boot.
Key Themes: Dependency, Vulnerability, Risk and Reward.

Synopisis: The game has the player assume control of a Robot character who needs a power supply to remain active.  The power supply acts as a sphere of influence – an area which the Robot will be powered in.  If the player leaves the area of power then they will shut down and lose the game.  The player is required to navigate the environmental obstacles with their power supply to reach a goal. 
Environment obstacles will inhibit the carrying of the power object and therefore the player will have to think of ways to negotiate the landscape whilst maintaining connectivity to the power sphere.
The aim of the player is to collect parts so that they can repair the environment they are playing within.  Repairing the environment unlocks new levels.

Gameplay: Users will navigate in a 3rd person perspective around an environment.   They will be able to manipulate the location of the “power field” by interacting with it and carrying it to a new location. Some elements of the game will require the player to move out with the vital power giving area – introducing the risk element of the game.  When the robot “shuts down” it remains a physical element – A sphere which can freely role around the environment.  If the robot subsequently roles back into a power area they will be re-activated and the player will resume control.

This will add a thought process to some levels – where the player will be required to consider where they can be safely powered down in the knowledge that they will end up in an area where they will be re-activated.
Other mechanics could then be introduced to offer a variety of environmental puzzles, these could include:
  • A depleting power source, as the player moves with the power source the area in which the player can navigate will be reduced.
  • Power-supply isolation – The player could be removed from the “moveable” power supply forcing the player to navigate between other stationary power sources.  This could add a traditional spatial puzzle element as a player navigates between toggling (on/off) timed or moving power supplies.
  • Power supply abstraction from the player – the player could interact with elements of the environment to move the power supply – they would then need to move with the “area of power” to progress. 
A collection mechanic would form the basis for the structure of the game.  Within the environments players would have to collect parts to repair the game world.  This would be based on a percentage based system where new levels would be unlocked when enough items have been collected.

Key Features:
  • Environmental puzzles.
  • Characterised game world.

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