Friday, August 13, 2010

What of Game design/play?

So the running concept for this is that Franklin needs to overcome his feelings and take back control. There are four feelings. Confusion, Anxiousness, Helplessness, and Anger. These feelings make up the basis for the games levels. So the player enters a fantasy world based off one of four feelings. As the player succeeds in completing each stage (feeling), Franklin gets stronger. This is representative of a child taking ownership over their feelings and learning to control it. Anger will be the final stage because its the most concerning. Due to time constraints I decided I would focus on just Confusion and Anger. These being what I wrote as the first and last stage. By completing these two, technically I can create a full game. Then at a later date, creating the middle two stages, Anxiousness and Helplessness, these can serve as expansions to the game.

Game Style: Point and Click Adventure.

How do you play?

Each stage will require a different method to succeed as the gameplay is specific to each feeling.

Confusion: In order to succeed in this stage, player must be decisive. The correct path may not be what it seems to be.

Example of Confusion in a game:

http://www.kongregate.com/games/FireNox/most-confusing-game-ever

Anger: In order to succeed in this stage, the player must have patience. Going in no holds barred isn’t always so efficient.

Example of a patience test: http://www.addictinggames.com/testyourpatience.html

Level Designs:

The aesthetics of the levels will be associated to the feelings they represent.

1) Confusion

Multiple Colour Style.

2) Anxiousness

Blue and Black Colour Style

3) Helplessness

Black and White Colour Style

4) Anger

Red and Black Colour Style.



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