Concept of game I am developing
A first person massive open world maps, that take place in various urban setting; a small-town and countryside setting; woodland and farm setting. Players play via the Internet, 4 co-op game modes including Checkpoints, Retrieve items, Survivalism and Invasion.
Overcoming challenges of the game
One of the challenges with the game, after game testing, was; it’s too easy, so to overcome this problem I made the enemies more difficult to kill, by editing the health of the enemies. Another problem was getting atmosphere into the game, the game was not frightening enough and music sorted this problem out, by placing scary music into the game. Another challenge was getting the level right, making the level too large meant the player would wander around too much and get bored, so I made the level short, but fun.
Different games concept
The Dark Deceit is a thrilling shock shooter that delivers a frightful experience and an impressive assortment of horrific baddies to battle. The Dark Deceit is essentially a first-person shooter set in a massive open area gothic castle. You play as Henry Irving, an Englishman travelling to Romania for the wedding of your sister Rebecca to the mysterious Count Vald Orlock. Set Victorian times, in the late 18 century the dark Deceit captures the classic hammer horror feel, with vampires, goules, zombies and much more.
Skills I could demonstrate for the game
o Laying out the larger design of the map by sculpting out hills, rooms, tunnels, etc. for players and enemies to move around in.
o Adding realism by filling in with details such as level-specific graphic textures, sounds, animation, lighting and music.
o General play testing looking for general problems within the game itself or its user interface. Major issues include stability (does the game crash?), correctness of game mechanics (does the gun deal damage?), and integrity of game assets (are textures corrupted?).
Thursday, 5 March 2009
Tuesday, 3 March 2009
Game Sketching
What is game sketching
Game sketching is a method of pre-prototyping the basic interactivity for the purposes of playing with game ideas. Simple 3D object, puppets, actors and basic virtual characters. can be made into a controllable game piece with rudimentary functionality, not unlike tabletop or live-action roleplay.
Why game sketch
Sketching would be a useful bridge between full-fledged game prototypes. It's important for game designer to understand that good games boil down to good game play, regardless of presentation. The hope is that it will allow game makers to try new things and to rapidly prototype a game and allow playability as early as possible.
If the game sketching was a stage on the game development lifecycle
Game sketching is a method of pre-prototyping the basic interactivity for the purposes of playing with game ideas. Simple 3D object, puppets, actors and basic virtual characters. can be made into a controllable game piece with rudimentary functionality, not unlike tabletop or live-action roleplay.
Why game sketch
Sketching would be a useful bridge between full-fledged game prototypes. It's important for game designer to understand that good games boil down to good game play, regardless of presentation. The hope is that it will allow game makers to try new things and to rapidly prototype a game and allow playability as early as possible.
If the game sketching was a stage on the game development lifecycle
Game sketching should start early in the pre-production stage, when ideas are still occurring and experimentation is still needed. Game sketching would start after the Business parameters stage, to ensure that the game focuses on game exploration rather than on game building.
Limitations of game sketching
- Build a very simple construct of the game world
- No fancy textures or lighting
- Basic movement of a character
- Single director/dungeon master that oversees the entire play of the game, who lowers the gates on cue, resets the world, moves objects, etc.
- Acting and role playing out the game
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