![]() ![]() Halfway through the year there will be a Beta test, where the game is almost complete and a select group of candidates will get to play the game before others to aid in the correction of flaws in the game. During this phase it is mostly debugging and implementing level design through the programming section. Then move to integration of the narrative script into the game. It will mostly just be a test to see if the game play is fun.ĭuring the second year, we fine tune concepts and mechanics. The accumulation of the year’s efforts will be the alpha test where the game is tested in it’s “bare bones” form will little to no story content in it. Some marketing will be involved but mostly to raise awareness on the upcoming alpha during the alpha testing phase. Most of the time spent during this year will be for narrative development and game programming. In the beginning we nail down the concepts and the game mechanics of the game. Here I have split the Gant Chart into years. Programmers are expensive hence hiring them only during the period where there is work to be done is important. This is mostly for advertising and publishing as the development log will be update by the game designer or people on the team.īefore one can calculate budget and such one would need a Gant Chart to show how long each role has to work for. This would mean that Budget has to be allocated for Marketing as well. From Justin Tan’s lecture I have come to realize that marketing is an important part of making your game successful hence I dedicated an entire section to it in the Game WBS. Because the workflow of each game is largely similar, the same WBS can be used for each game.īasically it is mostly what is written in the image but matters I want to highlight is Marketing. This will then be split into 3 parts for the games. Narrative Story-line will be written by the writer as a novel of some sort. Important parts of this is mostly the Project Planning and Development phase.įormation of Development Team would include, 2 Programmers, 1 Writer and 1 Game Designer. In order to find out what is needed we have to do a Work Break-Down Structure model. Now its time to do the actual planning for the project. So I have talked about my proposal on expanding Justin Tan’s work. The hermit, recognizing these totems, teaches the man to use them. He shares his story with the hermit and reveals the totems in his pocket. He wanders to look for food and shelter and he stumbles upon a hermit living in a yurt. The only things he has in his possession is a poncho, and 3 mysterious totems in his pocket. ![]() This game mechanic has potential to create puzzle elements during the game and also make for interesting COMBAT situations.Ī Sci-Fi narrative that takes place on a desert planet about a lost traveler trying to find his way home.Ī man wakes up in the middle of the desert and he can’t remember his name. TOTEMS can come in 3 types, ATTACK, DEFENSE and SUPPORT.Į.g Placing 2 ATTACK TOTEMS will have a DAMAGE effect, placing 2 DEFENSE TOTEMS will have a SLOW effect, placing 1 ATTACK and 1 DEFENSE TOTEM will have a STUN effect. The effect stated above will then occur within the TRIANGLE. If a player places 3 TOTEMS in the correct physical proximity it will form a TRIANGLE. When this happens the space between the TOTEMS will have an effect such as DAMAGE or STUN depending on the type of TOTEM placed. Most of the game revolves around placing points called “TOTEMS” on the map these points act as beacons of a sort when the player dashes into a TOTEM he is transported to a corresponding TOTEM. Reason being after completing the game, I want this game to be the kind of game you pull out once every few years just to play around with and Pixel Art tends to stand the test of time more effectively that your AAA 3D games.įor mechanics, I took inspiration from games like PORTAL and VOLFIED to create what I believe to be a unique main mechanic of which the game revolves around. I feel that this game would best suit the Pixel Art style. Taking inspiration from games like, CRAWL, HYPERLIGHT DRIFTER, WAYWARD SOULS, EITR and MOON HUNTERS. ![]() This Project is an Isometric RPG that focuses of action and strategy. What is the player going to be doing for the next 1 to 5 hours. Not just the look of the game but how the game is played is most important. There are many games out there in the world of today, but what I feel that most people can agree on is that the Game Design element is the most important. Cursus is a Latin word for relay and with that in mind that is what the crux of this game is about.
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