Monday, September 26, 2011

Deceptus!

Here we go; right back into school time like if the freedom of summer was a thing of the past. My group, Team Smash (earlier known as Team Lightning but due to some difficulties the team was separated and we felt it was not right to keep the name) got together and wrote a commitment determining what each of our obligations to the game will be. We also had a very long and detailed brainstorming session where we came up with our game idea. 

In my previous post I had mentioned a ninja game with the main character being a small ninja with a big temper however after hearing the themes that our game must be characterized under I felt that the game I first had in mind wouldn’t be suitable. After talking for a while we came to the conclusion of basing our theme on fear. We created a game that has a feel of an interactive experience. The player is a character that is tied up in the basement and must find his way to escape out of a house to save his life. 

The game is called Deceptus (trapped in Latin). The first scene the player sees a man digging a grave in the rain and then the player is sent back in time couple hours before the grave scene. The player wakes up in a dark and frightening room, the walls are covered in blood and there is torture equipment all around him. You must escape your bonds and find items to use to pick the lock of the basement and try to make it to the next level. This will be timed and if you cannot make it within the time you die and have to start over. The second level the player must escape the house but the only exit is locked with eight keys. The player must explore the frightful house, this including the main floor and the second floor which includes doors that cannot be opened and other victims screaming for their life. The third level the player makes it outside to find the killer digging a hole for his body, they get into a fight and the player kills the killer. 

The mechanics of the game will be a first person interactive experience, placed in a three dimensional environment the player must look for clues, pick them up and use them in order to open doors. While opening a door a quick button selection will appear and the player must follow the button sequence to complete it properly. Fast button sequences will also appear the player must act quickly to stop something from falling or dodging falling objects.  
Brainstorming Our Ideas


Thursday, September 15, 2011

Back To The Grind

First week back to the hard work and the ups and downs of game development. Learning from my mistakes from last year I will try to create a new game with my team. I would like to start early and have some ideas as to what I would like to produce. The first step is to brainstorm.

Brainstorming our ideas is a good way to see what we want and what ideas we want to bring to the table. Since this is the first week we are all getting settled and trying to get back into the rush of things. My idea that I will pitch to my group is a Ninja based game. The main character is a short ninja that was picked on all his life. One day his village gets attacked and all their secret scrolls are stolen, only the mini ninja can get them back.

Gameplay -
I would want it to be a three dimensional role playing game. I would want the player to be heavily involved in the game making decisions that would change the outcome of the game. His main weapon would be a sword and for the projectile weapon a sling-shot. I want to make the colour scheme very vibrant to stand out from other ninja games.

This is just an idea I have come up with and I will post a drawing of the ninja I would like to use as a main character in a few days. With the readings and knowledge that I have gained from courses I have previously taken I believe we can complete a respectable game if we start early.