IDEA #1(CHOSEN): TIME IS YOUR ENEMY, a cinematic side-scroller game
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Game Genre
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2.5D Action-Runner Side-scroller Game
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Platform
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PC
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Target Audience
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Hardcore gamer, due to the game’s difficulty.
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Suitable to gamers who are 18> to get the game’s references.
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Goals
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To let the gamers be the character in-game to create a sense of
immersion
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Create a story than relates to the journey of life
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Build a sense of thrill with time-based to enhance the message that the
game tells
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Risk Assessment
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Building a full game might not be possible within the limited timeframe
BUT I’m able to build a game demo with sufficient amount of core gameplay
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Technical Specification
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Unity 3D
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Cinema 4D
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Adobe Photoshop
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Adobe Audition
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Deliverable
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A documentation contains the details of the game including the working methods,
designs, etc.
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A demo digital game in Unity Engine
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Concept
YOU, the runner, must run through
obstacle in a world of YOUR LIFE. The game begins You being a child running
through some small obstacles like ROCK, BOOGERS, GRASS, WHOOPIES, STARVATION, etc.
to indicate that having mistakes or troubles are easily overcome while a big
red rod that called itself, DEATH, where it will catch you from behind. If you
lose this round, YOU will have to go from square one. If you win that round,
YOU will proceed to COLLEGE LIFE. In COLLEGE LIFE, YOU must run through
obstacles like ASSIGNMENTS, PARTY, RELATIONSHIP, DEBTS, WILL TO LIVE, etc. and
DEATH will not come for YOU this time instead DEADLINE will. If YOU fail this,
YOU will run through greater obstacles in YOUR SENIOR YEARS but if you
completed it, YOU can run through it like he runs in the CHILD YEARS, small
difficulties and DEATH will be back with actual silhouette appearance of the
CLOAKED MAN. If COLLEGE LIFE completed, YOU will run with DEATH but if COLLEGE
LIFE lost, DEATH will decapitate YOU. The SENIOR YEAR will have no point where
it’ll indicate completion instead DEATH is YOU’s point of completion.
The visual concept inspired from a
video called The Child by Alex Gopher
where objects and people become texts. It has potential to be comedic and
serious time by time which I’m quite fond to its flexibility. It can build a
very metaphoric way of storytelling which may stand out from other indie games.
Player must mash the specific keys on
the keyboard to outrun the BIG RED GAME OVER ROD while jumping over or slide
under obstacles. If the character hit any obstacle, it’ll slow YOU down, but it
can be recovered when the player mashes the buttons faster.
Flow Chart
Sketches
Mood board
IDEA #2: ICARUS'S LIMBO, a parachute simulator with ME
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Game Genre
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3D FPS Comedy Simulator
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Platform
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PC
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Target Audience
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Indie gamers, due to their preference on indie games
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Adventurous/ Mystery solver gamers
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Goals
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To teach how to survive a parachute failure in gamified environment
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Risk Assessment
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Might be too comedic that the learning turned obsolete
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Technical Specification
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Unity 3D
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Cinema 4D
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Adobe Photoshop
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Adobe Audition
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Deliverable
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A documentation contains the details of the game including the working
methods, designs, etc.
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A demo digital game in Unity Engine
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Concept
Paul, a parachute guy, falling to his
death due to parachute failure. During the falling, Paul must find a way to
survive which he has no idea how. Me, the inside voice Paul or a persona of
hope, where he will ask tips and dig up some memories of Paul for Paul to
flashback to convince him to accept his death due to the recent break-up with
his girlfriend. Paul can try pulling the parachute cord again, check his wallet
for anything, dig his nose, breakdance, check his social media, check for
tutorial in MeTybe (a YouTube rip-off) or fixing his parachute while falling. Me
doesn’t always provide hope, he sometimes asks Paul to give up to death. Paul
will then fall to his death and respawn back in the sky to create the sense of
Limbo. Paul will still have his experience after his death and use that to
survive AGAIN. If he keeps on failing, the environment will turn dreadful that
it seems to look like Hell. If Paul finally able to survive the fall, he’ll
land amongst the trees in the forest and now he’ll die from waiting, and Me
will still be there. There’s where the game ends and rolls the credit, Me still
voice over throughout the credit scene.
The game will require the player to
looks around for hints from Paul’s body. Every actions links to another to
create progression. The first try will have limited choice of hints, but it’ll
be gradually more whenever a hint is found.
Flow Chart
Sketches
Mood board
IDEA #3: FUNKY ALEX VS. THE DANK DEMONS, a rhythm fighter game
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Game Genre
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2D Rhythm Game
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Platform
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PC
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Target Audience
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Rhythm Enthusiast Gamers, due to their preference in rhythm games
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Goals
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Create a very catchy rhythm game
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Create a very whimsical virtual environment to enhance the awe-factor
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Risk Assessment
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Developing a rhythm game may quite new to me which I might shift my
visual developments to lesser priority while more towards technical
developments. Visuals will not the best.
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Technical Specification
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Unity Engine
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Adobe Photoshop
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Adobe Audition
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Deliverable
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A documentation contains the details of the game including the working
methods, designs, etc.
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A demo digital game in Unity Engine
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Concept
FUNKY ALEX falls asleep in class
while listening to music. In his dream, he is in a trippy dungeon to forest
where he must battle his inner DANK DEMONS in rhythm according to the music
he’s listening. When the music ends, it means that ALEX can now be awaken which
will proceed to the next level, which is tomorrow where he’ll sleep in class
again with different music.
FUNKY ALEX can attack left, right and
up in rhythm. The DANK DEMONS will advance to FUNKY ALEX in rhythm as well. If
FUNKY ALEX missed the rhythm or his attack in time, the DANK DEMONS will attack
FUNKY ALEX and disappears, and FUNKY ALEX’s lives will be deducted. The goal of
this game is to battle through the DANK DEMONS with EDM music or tunes.
Flow Chart
Sketches
Mood board









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