Wednesday, September 16, 2015

gd2015 assignment #3

Assignment 3
Homework 3: The Tetra Due: Thursday Oct. 17, 2015 Now that you have an initial storyline, follow what we have done in class and apply it to your own game. Discuss each element of the Tetrad (Story, Technology, Art, and Mechanics) and how each element relates to the other elements. Suggest a minimal prototype for your game that if implemented would convey the essential elements of your game. Chapters of use in the book (2nd edition) are 4 (Venue), 5 (Tetrad), 12 (Mechanics), 17 (Story), 20 (Characters), 21 (Spaces).

Story:    A young girl wakes up on the shore of a beach on an island, with no memory of who she is, or how she got there.Aside her is the wreckage of a boat which seemed to have carried her to the island. She must overcome various obstacles in order to regain her memory, whilst not giving into despair or grief. Using her surroundings and braving the elements our heroine will have to travel where no other has gone before in order to obtain her true goal.
The first level of the game will be to find shelter in a cave that she sees off in the distance. (or maybe give the option to choose a direction, either a cave in one direction, or a little hut/house with a mysterious light in the other direction) She encounters different beasts, or animals during the trip to the location; where she uses any tools available to her to fend of attackers. Upon reaching the end of the first level,  a dialogue sequence will start which will determine the fate of our heroine.
The second level of the game will be to reach the top of a mountain, or hill on the island to get an understanding of where she is. encountering different wildlife, enemies, and
people along the way. Upon reaching the top of the mountain a hooded figure stands there and tells her that all of her questions will be answered if she would only close her eyes and listen.The hooded figure fades away and the the girl passes out. The game ends with a closeup of the girls eyes quickly opening as she lay in a hospital bed.

Story can be added through text boxes. (think final fantasy or other rpg’s) or Notes, that act as collectables throughout the island.



Technology: projectile weapons.
Rock tossing to divert attention away from yourself.
Guns for enemies.
Blade weapons. knives/swords
Stealth Mode Feature
Changing of Environment (night, day, rain, snow, etc..)
Deformable Scenery
Health Bar and Breathing Bar


Art: Mountain/hill, (think Hawaii), plants. Cabins.
http://oyster.ignimgs.com/mediawiki/apis.ign.com/far-cry-3/d/db/Fc_portal_game-info_US_single_03tcm1972265.jpg
Paradise music, ambient jungle sounds, waves sound
Mechanics:  Third-person platformer, with world exploration, and task oriented goals. Ability to pick up and collect objects, ability to manipulate the environment (such as lowering a bridge or moving a boulder, etc). Stealth ability/crouch/stalk. Sprint. walk/neutral. Short missions that may involve gathering objects by passing through enemies. There should be two types of approaches for the player to take: 1) a direct approach, which may involve confronting and killing enemies directly and 2) a stealth approach for which.the player can achieve the goal without violence by avoiding detection. There will be a real-time HUD that shows the player’s health, stats about collectibles, weapon information, etc. There should be feedback about achievements reached (such as collecting n items or killing n enemies).  Text based dialogue between characters. A menu that allows the user to review past messages, dialogue, perhaps view a map.  Possibly have the ability to gain experience points by performing different actions. The game will have a limited set of sound effects as well as a musical theme.

The idea is to provide more than one way to flow through the game, to give the player a sense of choosing his/her own adventure and increase playability. Collectibles add another dimension to the fun and playability of the game; players can optionally choose to try to collect all the items. The player can finish the game to different levels of completion, in order to appeal to various levels of abilities or interests among players.
Ledge grabbing to pull yourself up.

Simple/Minimal Prototype: Large island like map that is open world and completely accessible. Main character is able to walk/run around the island and determine what is needed for survival. They will be able to acquire certain materials and tools and store them in their personal inventory to either later equip or use them. The main character will have to traverse certain paths in order to reach the end of each level. They will have the ability to run the section of the map in either stealth mode or just charge straight through the area. Either choice of the user will directly impact the playability and storyline of the game. The user will also get a choice to degrade certain objects in the game in order to effect their stealth rating. If possible an experience system would be beneficial to further the different types of  strategy in the game. Overall the game will focus on the characters journey defeating enemies and sneaking obstacles.

No comments:

Post a Comment