Wednesday, April 2, 2014

Due to the lack of time that the group has, were scratching the rest of the islands and are beginning to discuss a new space project Christian has pitched. We came up with an idea of a space traveling game, whereby the player collects minerals from nearby asteroids in order to sell and gain levels and level the players reputation within a main city. It seems like a great idea but I'm slightly worried that the time management we have, because while I really do like the idea, it seems like were really getting a head of of ourselves. But Christian seems fairly confident that the idea would be relatively easy to make within the allotted time. I've been tasked to find different spaceship looks and ideas for the artist to design and build upon while also working out the niches in the story with Christian. 
My original task as a game designer was to work on the island game in terms of lore, recent background story, original character story as well as main character design, non-player character design, interactive design, enemy attack pattern as well as as design.

Christian Otterman and myself came up with a table of enemy content:

MONSTER DOCHealthAttack DamageWeaknessAttack Pattern
Tutorial Island:
Blob (Use stock)
Bat (Use Stock
Spider21FireWalking Towards Hero then backing off if it hits the Hero
Lungfish31WaterSlow walk towards Hero. Continuous walk not like the blob.
Boss: Bone Shark10.5 (Ranged)N/AThrowing bones for ranged attacks. Shoots 1 bone every 2.5 seconds. Shoots a burst with a slight scatter every 7.5 seconds. Makes a series of 3 bone walls with a gap every 30 seconds. Repeat pattern. Do not have the shark shoot bones during the bone wall phase.
ISLAND 2
Market Island:
Guard (Meele)31Fire, LightningWalking towards Hero, jabbing spear.
Guard (Ranged)21Fire, LightningShoots arrow every 5 seconds. waits 2 seconds to reload.
Guard (Magic)1.51Fire, LightningShoots Fireball every 5 seconds. waits 2 seconds to recharge.
ISLAND 3
Desert Island:
Condor1.50.5Lightning, ArrowInfinity sign
Cactor2.5 (Can get hit by multiple pins like a shogun)FireHops in a random direction then shoots in 8 directions every 5 seconds
Angsty Camel4Watergun (Ranged) .5 Kick 1IceWalks toward Hero. Stops then spits every 4 seconds. Kicks in close range.
Dust Devil0.51.5 (Slow short-range tornadoes)MagicMove in random direction; stop; shoot 2 in opposite directions repeat. Slow to move.
Boss: Sandpit Ant151WaterSpawn Dust Devils; Quicksand Pit (Large); if hero gets too close, chomp and then gets knocked back.

Boss battle mechanics were also a task completed by Christian and myself, where we designed the arena for the first level boss nicknamed the "Bone Shark". His attack pattern and use of different attacks were a conception of Christian and myself. and after discussing it with the programming team, seemed well within our reach to do.   

Enemy & Boss Design and Art

Worked with Christian Otterman on tutorial level enemy design and attack pattern as well as artwork.

Came up with a menacing prospect for final boss design in terms of artwork. Going with the name "Bone Shark", his design is based on a rotting corpse of a shark due to the theme fitting in with the tutorial "Fisherman Island"



Art Design are as follows:

Sunday, January 26, 2014

2D RPG Game Pitch.


Inter Somnium

My 2D puzzle based RPG would break away from the generic fantasy road and take on a psychological and philosophical concept, and really engage with the player on a gripping emotional level. Inspired by the 2D game "To the Moon", the game would rely heavily on exceptional script writing and artistic flair in order to make the game stand out from the others. There will obviously be incorporated facets of generic 2D gaming such as inventory aspects as well as loot, and perhaps a leveling system if it fits in with the theme, however I will be trying to make this game that will be driven by exceptional story telling.