Des Bois
From Electronic Arts Bright Light
You are part of a game development team working on a 3rd person action adventure game called Des bois. The game takes place in a forest environment and the main objective is to protect your forest. You play as a protector of the woodland, Morea. The urbanised world is very slowly moving in on your home, and you must try to keep them away.
General game mechanics:
Characters:
The forest:
USP:
From this game concept, work up the following:
Develop one of the game mechanics:
Take one of the game mechanics which are outlined above and develop it further. When designing the mechanic, you need to think of all the elements needed to make it work well while keeping it true to the concept. It also has aid the game to be unique, stylistic, attractive and different from any other similar games.
Example: Movement mechanic
Write a scenario walkthrough:
Write the walkthrough for one of the main scenarios in the game.
Scenario synopsis: after just fending off a large amount of urbanites, resting atop the forests tallest tree to survey her forest she notices a fire in the distance. She must race down in the direction of the disturbance. Using the environment to her advantage, and fending off any urbanites she encounters on the way.
Walkthrough:
Describe the scenario by using step-by-step descriptions. You may use any of the mechanics which are detailed above. While making sure the gameplay engages the player at all times.
When writing the detailed walkthrough, you can use the following template as guideline:
Location:
Describe any location(s) used for the scenario.
Items:
List any interactive items, or pieces of environment
Characters:
Are there any enemies in the scenario or destructive machines?
Are there any friendly NPCs around, like animals to aid you?
Wow moments of the scenario:
Describe any spectacular, Wow! moments that will make an amazing experience for the player. Do certain actions set off set pieces? Do they trigger non-interactive cut scenes or do you still keep control of your character as the cut scene plays out?
Above all, games ask the player to invest their time and energy, and as such should be equally rewarded for their efforts. Although the game should silently ramp rewards throughout the game through the guise of player empowerment, it is these sections that visually spoil the player and should make the most memorable parts of the game.
References:
Think beautiful environments, stylistic characters. The machines and people should be easily distinguishable from the environment. The types of machines, how they move and function are completely down to how you imagine them, try to think differently from your average machine.
A few examples are:
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