Saturday 16 January 2016

GAMEPLAY AND INTERACTIVITY - 2D GAME - INTRODUCTION


INTRODUCTION - FIRST GROUP THOUGHTS - AND MILESTONE REVIEW


When our group got together, we decided we wanted to have a game where the main focus was the constant need for movement and some sort of tool that would allow for this to be done smoothly. We wanted the mechanics of the game to be grappling look focused and for this to aid with movement and momentum. This would be on a momentum bar, so when movement is halted it would act as punishment to the player.


Our model sheet outlined the key aspects of our game. We wanted to make a hyper violent momentum based plat former, which required fast smooth movement. The main mechanics revolved around constant movement, Grapple hook movement and a reliance on not being stationary.  






These were the first ideas, for what the characters and environments could be like for our game. We wanted to have a dreamworks/ Disney style, and were deciding on having 3D modelled characters in the game. However from out meeting with Ewan, this turned out to be a wrong idea. We decide to go for 2D sprites, weather it be pixel art or vector etc. This proved great as it was much simpler than the ridiculously ambitious 3D models!



Early concepts for what a very basic version of our level would be. Character not too small or overly big, momentum bar top right, as indication of movement and points. Depletes when stationary.





An image of a rough concept for the main menu which has been complexly updated to suit our theme and style.


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