Activity 2 : Game look and feel – Game 2

For this game we’ve decided to try to build a game as follow

Mood board

The mood will be serious but ironically. No one would ever protect a giant rubber ducky with a sniper rifle. The game isn’t happy or unhappy. It gives the player the choice to how to see the game.

The style will be greyish since it will be set in a city. We want to do graphism similar to Garry’s mod but we probably won’t be able to have a render like that in the prototype.

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In the game, the player will be locked on the roof of a building. The spatial dimensions will be realistic, and the game map will be a part of a city. The player won’t be able to jump or escape the room. We’re not sure yet if the player should be able to move or not as it depends on how we create the game world.

To give a bit more detail about the city, we could say that it would be similar to an actual major city, with roads, big buildings, parks etc. The will have 5 main types of entities. The player, the enemies (terrorists), the civilians (Allies/Neutral) and non-moving entities like trees, bench etc.

The player, civilians and enemies will all have human appearance.

The player might have to do some moral choices like kill civilians to protect the duck.

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Activity 1 – Defining Player Experience Goals – Game 2

When we decided what to do for our game, we wanted something quite challenging like our first game, but that would also somehow link with current news in the world.

The game needed to involve reflexes, strategy and would be a precision shooter kind of game.

We try to do game set in a world that isn’t “classical”. Our first game was a minimalistic game, and this one would be satirical.

 

Our two favourites game ideas were first the giant rubber ducky sniper defence and then the national security fish costume threat. The first game is linked with 2 news. The first one is the biggest rubber ducky that will cross a sea in Canada, and the second is a mistake made from a sniper in France while he was defending the president. The second one was about a man disguised in fish and who got arrested because he was judged as a threat for the national security.

We decided to go for the rubber ducky.

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We kept the same player experience goals we had before. We decided of what we wanted to do in terms of PX goals regardless of what our idea would be. The game would be a sniper / precision shooter game when you’re protecting the rubber ducky. A game of reflexes and strategy in a satirical context.

The game will be focused on cognitive attributes. The most important part will be visual processing as well as choice making to keep the rubber ducky as long as possible. The player will have to make choice about which terrorist to eliminate first or which ammunition to use.

These player experiences are important in our game since in our 2 game ideas, shooting precision and time related stuff were involved. I believe they are the base elements when building a FPS where shooting enemies is the major thing to do in the game.