GAME DEVELOPMENT FLOW-CHART
Group Ideas from Research
RESEARCH FOR PUZZLE GAMES
REFINED POWER-POINT
DESIGN VALUES TRIANGLE

DESIGN VALUES PONG
DESIGN VALUES OUR GAME
GDC TALKS (Designer POV)
1) http://www.gdcvault.com/play/1023777/-Armello-Bringing-Tabletop-Adventure
Armello uses AI for challenges as you
have to go through set of AI to get to the final boss. Once you reach the final
boss you have the next challenge which is defeating the boss. The game features 4 different ways to win the
game which is to take the throne.
· Slay the king’s guard and then the
King
· ‘Kingslayer’ “The assassin to try and
take the throne for yourself”.
· ‘The Prestige Leader’ “Playing the
politics of Armello” working with the king to inherit the throne.
· ‘The Purifier’ “Cleansing the kingdom
of the rot and corruption which is taking over”.
· ‘The Corrupt’ “Embracing the corruption and following the
dark path, becoming the new dark lord”.
Armello allows the player to choose their own load out which gives the
player some freedom and room to choose for their selves.
· This consists of choosing what party
members you allow to follow you into success.
· Choosing your own card deck to fit
the way you want to play the game.
· Choosing the items you have within
your inventory.
Armello has stories for each player
in their multiplayer game so that they can go in their own paths. This is
implemented with their quest system.
· Implementing talent trees and skills
that the player can upgrade whilst playing.
· The talent tree is different for each
character which makes the player want to experience every character, and to learn
their abilities.
· This impacts the whole multiplayer
game because they could have different traits which the other player would not
have.
Active exploring so the player choses
where they want their units to move to. This still gives the player more choice
as the card system displays the routes you can take to explore the world
(board).
ADVICE FROM THE ARMELLO
TEAM “KNOW YOUR END PRODUCT”.
GDC TALK 2 (Deus Ex – BREACH)
Deus Ex presents its challenges by
the physical models which consists of guards and obstacles, some of the
obstacles are environmental and some of them are built to end the game. For
example the environmental obstacles would be things like long jumping and doors
which you could not open. This makes the player find a way round the door or
long jump or simply breaking it down.
They also make you do puzzle
challenges or challenges which may not be solved with a simply kick and punch.
In BREACH they confront the player with files which may be locked or doors
which could be hacked into, this gives the player a puzzle to think about and
it slows them down.
The main storyline for BREACH is that
you’re a hacker which places himself into a VR world to find the files of a
huge company to expose their secrets. To do this you must pass through the
company’s extremely complex AI. The enemies in Deus Ex present themselves as a
low poly form which attracts multiple people because when the word hacker is
mentioned the audience thinks about the boring aspects.
For the mechanics of BREACH you can
do the basics which is run, jump, crouch, sneak, and attack. But the game also
implements the hacking feature to make the game seem unique. The art style of
this game also adds to its uniqueness.
Challenges in the game also come from
the physical models, this means that the game would set you a certain amount of
kill/headshot challenge in the shooting range. This was to get the player used
to the new mechanics which were implemented into the game. One of these
mechanics was hacking the intractable props.
When it comes to constrains in the
game you only have 3 movement speed and a certain amount of ammo, although this
could change because of the ammo pick up content. You can also only interacts
with certain things in the environment.
Paper Prototype Feedback and Powerpoint
Paper Prototype Feedback and Powerpoint
Feedback
When we received feedback about our prototype we noticed that the most arising subject about the game was the lack of content that was featured, this was noticeable for everyone as the only two obstacles in the video were the floating platform and the single AI. Although the players of the prototype saw the lack of content they still were entertained by the concept of the game, this shows us that were are on the right track to creating a good game.
The other faults that were included in the prototype were the very slow movement of the characters which made the game less enjoyable to play/watch. This was because it took a long time for the AI and player character to finally interact, this was also bad of the surprising movement of the AI as they were very predictable at long range.
Comments
Post a Comment