<a href=”https://youtu.be/10kFNQPDUXM”>https://youtu.be/10kFNQPDUXM</a>
banana man
<a href=”https://youtu.be/10kFNQPDUXM”>https://youtu.be/10kFNQPDUXM</a>
This game is a maze puzzle game in which the objective is to complete the maze in as little time as you can, with the time constraint any wrong turn can completely ruin a try, as it might take too long to recover.
Speed is fast, but the timer is faster in this spin on a typical maze, as the player tries to maneuver through these increasingly difficult maze, and if you happen to complete with extra time, you might just be able to treat yourself to a nice prize in the shop, but if you haven’t completed it before the timer runs out, then you’re out of luck, you have to go back to the beginning and try again.
The player will start with a lot of time, and with a very simple maze. After about five levels we up the ante and give them less time with harder and bigger mazes, the harder and the more time you have left, the more you can treat yourself to some nice in game currency and take a trip over to the in game shop, to buy boosters and cosmetics, like level colors, music types, player models, and more. Or if your not into those fancy cosmetics you can make your next attempt easier with extra time boosters and take back those bad moves, with rewind, it’ll let you rewind to a certain amount, but be careful these boosters take away your score and give you half currency.
There is really no narrative behind it, but your goal is to make it out of these atmospheric mazes, you are the main player, as a controllable square. One objective is to add a global leaderboard, so the players can climb the ranks and compete to take the title as the best.
The quest is to make it out of the maze with as much time as you can. The obstacles are your judgement as you have to decide which way you want to proceed and what turns you have to make. The rewards are an in-game currency in which they spend at the shop. The game will be broken into sections that share a certain atmosphere and aethstetic, which will be broken down into levels that get increasingly difficult.
The main character will be a square, in which the player will hopefully be able to buy new character models, they will only have the ability to move and use boosters, the color of the character will change to match the colors of the section that they are in. It will be top down, looking down at the player from above.
The environment is evolving, as the game gets harder the colors will become more vibrant and the music will get more wild and faster to entice the player
The menu will have a series of mazes that have very vibrant color palettes and music that gets them excited to play, as this game is supposed to give off a very energetic vibe and my hopes are to be able to provide music that puts the player in that very energetic feeling and try to improve every time they launch it.
The player will only be able to move on the four basic directions, up, down, left, right, but the players movement speed will be very fast, almost instant, to counteract the constant timer that goes down while you navigate through the levels.
There will be upbeat music at first that has a peaceful type of feeling to go with the easy levels and probably a green type of color pallette to go with a feeling of ease, but then when we get into the harder levels it will have more vibrant and colorful neon levels and fast music to go with it, increasing with the difficulty, for example easy is green with a BPM of around ninety, then medium levels will be a mostly blue color palette with a faster BPM, hard will be red with a very fast BPM, in which will let the player feel the energy and hopefully make the levels not feel boring and bland, but actually give them personality and something fun and exciting.
The player is fast, but the timer is faster, in this exciting fast paced maze. The player will have to learn the mazes in and out to get a perfect score, which will end with some very sweat rewards. As the player gets into Boxed In they will be treated nicely, but don’t get too cocky, it puts you in the deep end in no time. In this no hands held fast paced puzzle game the player will be able to finally answer the aged old question, “What happens when mazes are competitive?”.
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I learned that it is important to stay organised and that you can’t be afraid to use programs from the internet to help you
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I am going to be using Trello as it performs the best compared to the others, with its ease of use, free to use, and just it’s overall visual platform is very good for communicating what is being done and what needs to be done.
“Boxed In”
You start out in a relatively small box, with a maze. You have to press the arrow keys to navigate out of the maze. There will be limited time, each level further increasing the difficulty (that be the size of the “box”, and decreasing the time you have to work with. Mistakes will have a big impact, as it will take a good amount of time away from you. They are not random, as the player will learn how to navigate the mazes with trial and error. You will get points at the end of each level, that being the amount of time you have left, which you can buy power ups and cosmetics with those points.
There are really two core mechanics to this game, one being the countdown timer, which activates when the level starts. It determines your score, when and how the end game procedure starts. The other core game mechanic is the movement, as it is how you control the player and play the game. Movement is instant, as you move until a wall hits you.
The target platform is for PC/Mac/Linux, but would like to have a mobile version as there could be a very good saturation for simple maze like games in the mobile scene. This game will not have any monetization practices. It will cost no money, as all the work is done in class, on the given programs and assets. The time frame is about six weeks, which is very doable, as the game is very rudimentary and has simple mechanics. The team will be comprised of three people.
The title page includes general information about the game:
The credit page should present information about the person who authored the document and for what company.
The sign-off section lists all the people involved (by rank and role) and confirms that each member of the team has read through the document and agrees with the current plan.
The introduction should include a brief sentence or two about the game, its genre, player type, technical form, references and theme. Everyone that reads this should be able to understand what the basic idea of this game is.
A new purpose for the introduction can also be the reason for the concept and history of the game the concept is based upon. Here is a short list of subjects to address in the introduction:
The game analysis provides a general overview of the game.
Genre: Describe the Genre, Examples are listed below:
Game Elements
Game elements are the basic activities the player will be doing for fun during the game, Examples are listed below:
Game Content
Examples are listed below – pick one:
Theme
Examples are listed below – pick one:
Style
Examples are listed below – pick one:
Game Sequence
Examples are listed below – pick one:
Players
The Number players that can play the game at once
Game Story
Story Idea
Characters
Setting
Problem/ Conflict
Game Storyboard
Sketches for all scenes. Shows excellent planning and organization of visual details.
Game Taxonomy
Game Taxonomy is here as a reminder of what the design direction is.
Player Immersion
This is an attempt to understand what kind of enjoyment the player will receive from the game.
Reference
References can come from anywhere.
Technical Form: Basically there is 2D graphics (Flat) and 3D graphics (Form)
View: Camera view the player will experience the game from
Platform: iOS, Android, Mac, PC
Language: C#, C++, Ruby, Java
Device: PC, Mobile, Console
Consumer Group: This could involve conducting a research or focus group with actual consumers to gather or validate market acceptance data
Payment: This could involve discussions on monetizing the game and receiving payments from customers
Estimated Price: This could involve market sizing and market pricing strategies for the game product
Game Atmosphere
In the game atmosphere section, it is best to have a mood board or a clear description of the game’s style. This is a good place to start interacting with a graphic designer.
Atmosphere Mood Board
A Level (Locations) Sketch & Description
Character/Units Sketch & Description
Audio Description
The game play section is utilized to create a descriptive paragraph about how the game is played. The idea is that you want the person imagine they are actually playing the game. Try not to use ge- neric (i.e. broad, non-descriptive) names when writing about the game play.
Example: Few readers want to hear statements such as: “enemy_1 will have more hit points than enemy_2.” Instead, it is better to make statements such as: “the Lazarus Fighter has more armor than the Apollo Fighter.”
This outline will vary according to the type of game – include what makes sense.
Key features are a list of game elements that are attractive to the player. It may be a good idea to research the key points below or consult with a professional marketer – include what makes sense.
This is a list of features that could be potentially helpful to market and/or sell a game. If a game has any copyrightable material, note it here. It may be a good idea to research the key points below or consult with a professional marketer – include what makes sense.
This document describes how game objects behave, controlled and properties they have. This is
often referred to as the “mechanics” of the game. This documentation is primarily concerned with
the game itself. This part of the document is meant to be modular, meaning that you could have
several different Game Design documents attached to the Concept Document.
A version can single out a certain series of devices that may have limitations, different OS or more
advanced features. A code convention for different versions would be advisable.
This is an important statement about any creative restrictions that need to be regarded and includes
brief statements about the general (i.e. overall) goal of the design.
Game Design Definitions
In this section, the definition of the game play is established. Definitions should include how a player
wins, loses, transitions between levels, and the main focus of the gameplay.
Issues that should be addressed here are:
Game Matrix
The game matrix is a spreadsheet containing the generic names of the player and antagonistic
elements and their game properties. This should allow an easy cross reference for any elements in the
game that have numerical or other descriptive values associated with their name.
Game Flow Chart
The game flow chart provides a visual of how the different game elements and their properties interact.
Game flow charts should represent Objects, Properties and Actions that are present in the game.
Flow chart objects, properties and actions should have a number reference to where they exist with
in the game mechanics document.
The player elements section lists all the elements that are directly related to the player or serve to
benefit of the player.
Devise two sets of names for player elements.
Use the player definition section to make quick descriptions that define the player.
Below is a suggested list of player definitions:
Make a list within the player properties section that defines the properties for each player. Player
properties can be affected by player’s action or interaction with other game elements. Define the
properties and how they affect the player’s current game.
A suggested list of player definitions may include:
Each property should mention a feedback as a result of the property changing!
Within the player rewards section, make a list of all objects that affect the player in a positive way.
(i.e. health replenished)
Define these objects by describing what affect they cause and how the player can use the object.
This is where a description of the user’s control of the game can be placed. It is also recommended
to think about which buttons on a device would be best suited for the game. Consider what the
worst layout is, then ask yourself if your UI is it still playable?
A visual representation can be added, where we relate the physical controls to the actions in the game.
When designing the UI, it may be valuable to research quality control and user interface (UI) design information.
The HUD section is where a description of any graphics that will represent information during game
play should be described.
A visual representation (mock-up screenshot) here would be useful.
This is another good place to seek the advice or collaborationof a graphic designer.
A screen shot is very necessary in the player view section.
It is also beneficial to include a definition of how the camera moves for the player.
Finally, a (mock-up) overview of the level relative to the screen size will help create a perspective of a
levels size compared to what is actually seen.
This is where a list of antagonistic (i.e. enemies, opponent) objects should be listed with graphics and
written description.
Describe the terminology that you used to describe antagonistic properties.
Devise two sets of names for player elements. One set is a generic name (or code) and the other is its
game name.
This is another good place to collaborate with a graphic designer to ensure the game graphics
match the game titles, names, and descriptors.
This where a description goes of what makes an antagonistic element.
This is a list of properties that antagonistic elements have in common.
This is where a list of all the antagonistic elements goes.
This is where visuals and written description(s) of the antagonistic element’s behaviors. These should be
labeled in such a way that they can be used in level design without having to describe them again.
Devise generic names for repetitive behaviors.
This is how an AI action could be deconstructed:
In this section, it is important to describe the boundaries, neutral objects, camera views and scale of
the world.
Neutral game world objects can be things like a static background, objects that do not interact with
the player or antagonistic elements.
This is where the story can be described in detail. A story board can be used to tie in graphics to the
text. This can later be used for splash screen concepts.
A shorter version of the story (the in game version) should also be written here. This is where the script
for in game characters or story information during the cut scenes would be placed. This category
does not always pertain to the current Game Design.
Sketches that are used for the concept can go into this section as visual reference. In the case of a
brand, certain creative restrictions should be noted here. This is a good place to collaborate with a
graphic designer to ensure game graphics match game names.
This is where information pertaining to level design and visuals of the level design goes. Level design
can best be shown as a flow chart. Use generic names to create level design.
This is where the script for in game characters or story information during the cut scenes would be placed.
This is where game audio and Sound F/X should be listed, first with generic names and then described.
This section also includes deciding if you will use a device’s vibration ring mode.
The game architecture section is best produced using a flow chart to represent the overall game.
Be sure to identify (i.e. name, number) each screen.
The splash screens or video clips need to be in accordance to game story and style.If cut scenes use
video then story boards should be created.
Menus should be designed with the most important options easily accessible. Be aware how many
clicks it takes to accomplish a task.
The game instructions should be written so that the player understands how to play the game.
Mock-ups should be made so that the game programmers get the correct layout of the menu.
It is a good idea to mention and describe the high score screen in this section.
All text from the game can be compiled here.
Review the Game Architecture Overview section.
This section will organize the game copy.
The game copy includes information for the player, clearly
describing how to play the game.
The information concerning the technical aspects of the game should be placed here. The technical
document is best achieved with consensus from the people responsible for the Visual, Programming,
and Audio aspects. This part of the document is meant to be modular. This means that it is possible to
have several Game Technical documents attached to the Game Design Document (GDD).
This is a list of system requirements that a device will have to meet to run the game.
This also represents the restrictions that may apply to the end product.
A list of technical requirements from those in concerned with the visual aspects of the game. All
objects should be listed with their generic names.
General
Player Elements
Heads Up Display (HUD)
Antagonistic Elements
Global Elements
This is the section for organizing the audio content. It is very important to communicate with the audio
designer before and while the audio content is being developed.
General
Player Elements
Antagonistic Elements
Global Elements
Splash Screens
Menus
The programming content section should help permit good collaboration with the programmer. The
objective of this section (and task) is to try to organize and modulate as much as possible.
General Requirements
Player Elements
Heads Up Display (HUD)
Antagonistic Elements
Global Elements
Menus
Options
This is where an overview of how objects/functions/data interact, a list of what specified functions/routines do and a list of what order modules will be written.
If there are concerns about something technical, they should be stated here, along with any
alternatives to the concern.
The resources section lists applications and equipment that are acceptable for use in the development
of this game. This begins to satisfy a legal challenge that developers must begin to be aware of.
The technical matrix section will be split into the different device series for each content category.
The technical matrix includes the content lists of Audio, Visual, and Programming.
Additional Resources
Casey is the only one of his kind. He has been my best friend for almost ten years now. He has the ability to stay on task, even when whoever he is working with is not. He has a very interesting personality, but can when he likes something and is passionate about something he goes after it, until he gets better and better. If Casey wants something and he tries to get it, you can be confident he will try his hardest to be better than the competition.
In this project we, for the first time, tried to make a 3D game, and that entails we tried to get a ball to move around a plane, collecting these cubes, that when all were collected a win message would pop up on screen.
Day 1: I had successfully gotten the play area in the game, and had made the player move through script.
Day 2: I had tried to make the script for the moving Camera