Thursday, 29 December 2011

Final Major Project team roles...



During the planning phase me and Ken sat down and split up our roles to match our strengths, this way we feel we will be most successful. I will be doing scripting, animating, game design and controls, Ken will be completing the Concept Art, UV Textures, Music and Game Graphics. Together we'll be working on the Story, Modelling, Rigging and Design Interface.
After these roles were decided we could then move onto the planning of the game itself.We brainstormed together and came up with the basic story for the hack and slash game:

"In the medieval Kingdom of Faranway on a quite night, the Kingdom's beautiful Princess was taking a night stroll on the balcony of the castle. With a Crack of thunder an evil, hideous wizard suddenly appeared before her and kidnapped her so that he may finally have a bride. Just as the Wizard is escaping upon his dragon with he princess, the Kingdom's bravest knight; Sir Gutsy, sees and gives chase."

From there the Player will have to control Sir Gutsy as he fights his was through several areas to reach the Wizard's lair, defeats his dragon and rescues the Princess. We decided to call the game "Gutsy's Quest". As it flows nicely and fits well with the ideal of fairytales but familiartiy to fit the audience.

We initially didn't know how to portray the story without having to do extra animated scenes. Such games as Super Meatboy use a comic book style way to show the development of the story in slide form. These will appear on screen before the player starts the game, allowing them to understand their role within the world.

For this game we cited our main influences as classic, pre-2000s games that focus more on gameplay but specifically our main visual influences are "Super Ghosts'n Ghouls", "Legend of Zelda" (specifically Ocarina of Time 3D and Skyward Sword) and "Super Mario 3D Land". we chose these games for the stylised and simplistic artstyle and that it can appeal to everyone. For Gameplay we cite influence "Legend of Zelda", "Mini Gore" and hack 'n' slash games like the "Devil May Cry" series and the "God of War" series, we're not sure quite how technical we want to get with gameplay, either one button for attack with 3 different animations of some kind of combo system. We're still ironing out our ideas for gameplay.

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