Create a Game
Published September 4th, 2008 in UncategorizedBreak into groups and sketch out a game that you want to create that you think would be the next best game. Do a small write up and post it on my blog.
Live, Learn and Play
Break into groups and sketch out a game that you want to create that you think would be the next best game. Do a small write up and post it on my blog.
Our game will be called “Stroll in the Park–Killer Robotic T-Rexes of Doom”. The game design is based heavily off of a side-scroller called “Metal Slug”. The game is a side-scroller shooter. You jump around various levels and shoot the massive amounts of enemies that pop up in your face. We hope to enable single and multiplayer; two characters jump around (for now they will be called the “crazy hat people”, or CHP). In single player, the second CHP follows your actions, while in multiplayer, one person plays as each CHP. You get points as you take out Dinosaurs and saving small children.
First Scene: A Stroll.
Your characters are walking in the park when robotic dinosaurs of doom attack. You must make your way through the park to save small children and investigate the dinosaur attack.
The music for this level will be happy park music–probably something from a musical. Light colors and swing sets and other park stuff will be in the background with explosions. The scene ends when you get to the sandbox.
Second Scene: Out of the Park, into the Sandbox
The sandbox becomes mysteriously huge and desert-like. There are many more dinosaurs. You try to find a way out of the sandbox.
The background music will be the song Sandstorm. The scene ends after you fall into a hole in the ground that the boss makes when it explodes.
Transition Level: The Elevator
You land on an elevator in the hole you just dropped through. Dinosaurs fall from the sky. You must survive the elevator trip down.
Background music will be elevator music.
Third Level: The Factory
The elevator takes you into the factory (under the sandbox) where the robotic dinosaurs of doom are being made. You must traverse through the factory to the core to destroy the factory.
Music will be futuristic techno. The level ends when you get to the core to fight the final boss.
Final Boss: Gigantic Robotic T-Rex of Doom and Destruction.
You must defeat the final boss to destroy the factory and save the world. The entire level is fighting the final boss.
The background music will be Metal. Like the final boss.
Final Level: The Great Escape
You must flee the factory as it is falling apart. A quick run through (in reverse) of the previous levels.
Background music will be some sort of high-beat, fast paced music, to emphasize urgency.
Ending Scene:
Shows life returned to normal in the park.
As you go through the levels, your characters can find new weapons and power-ups for their weapons. They can also gain health packs if they are hurt. Finding small children will also give you a lot of points. As your score goes up, you’ll eventually get extra lives.
-Kirk George, Jimmy Gallagher
Awesome Wizard Game
Protagonist: Wizard
Antagonists (common enemy): Evil Knights
Boss 1: Large Soldier that takes many hits
Boss 2: Small fast and hard to hit, but takes less hits to kill
Boss 3: Large knight with fireball attacks, takes many hits to kill
General Description:
A side scrolling game. Set in medieval times. The player plays as a wizard who can walk and jump. Touching any enemy results in loss of energy. The player starts off with 3 energy but gets an additional energy with every level it beats. So by the 3rd and final level the player has 5 energy. To kill enemies the player has 2 attacks, one is a short range magical attack, many small bolts of lightening shoot out of the player killing enemies close by, but this attack has a very limited range. The second attack is a single bolt of lightening that travels as far as the screen shows, this can only kill one enemy at a time it is a slower attack giving the enemy time to dodge. At every level the player starts off with full health.
Level one:
Fairly simple level, not too many physical obstacles to help the player get used to the controls. No more than 3 enemies on the screen at a time, some move faster than others. There are a few ledges to jump up on, but none are necessary for level completion. There are a few holes to jump over. The setting is outdoors at night, the ground grassy. The end of the level is at the entrance to a cave and the cave is guarded by the first boss, a much larger much stronger evil knight. The screen no longer scrolls limiting the battle area. The boss is of average speed, but its size make it hard to avoid. When close the knight will swing axe at you, a hit results in one energy loss. His size and range of his large axe makes it hard to use the wizards short range attack, but not impossible. The player can jump to a platform to get to the other side of the knight. The player has to hit the boss 15 times to kill it. One beaten the player enters level 2.
Level 2:
The cave is dark and lit by torches. There are stalactites in the foreground and background. Now inside of the cave the player is presented with more enemies, up to six on the screen at a time. Although now not all the knights are using swords, some are using bows and arrows. This gives the player one more thing to avoid. This level also requires that the player be adept enough at jumping to use platforms to complete the level. There are more holes to jump over as well. At the end of the level the player gets to the second boss, who is guarding and underground castle. Once again the screen no longer scrolls and there are platforms to jump on. Unlike the first boss, this boss is fast and small, it can also use the platforms just as you can. The boss wields a bow and arrow, this means you have to avoid this shots. What makes this boss difficult is his speed. It is difficult to get close enough to use your close range attack, but the slower long range attack gives the fast boss time to dodge. The boss has 15 hit points just as the first, but when it gets down to 5 it starts shooting 3 arrows at a time, making him even more difficult.
Level 3:
The castle is lit by torches. The walls and platforms are made of large gray bricks. There are still 6 enemies per screen but now there are also evil warlocks. They shoot little balls of energy. But unlike the archers arrows the path of the ball does not arch. This level scrolls horizontally like usual, but it also scrolls vertically. The player will more to the right through the level and then be forced to jump up on ledges to the next part of the stage which will lead the player to the right. This zig zag pattern will repeat 3 times having the player eventually work their way up to the boss. The boss is the same size as the character. The boss is a Death Knight. He uses a swords and also has a long range magical attack, which is a fireball. He is fairly quick, so he must be avoided, he also unleashes his attacks in a random sequence as he tries to chase you down. This boss is difficult because it combines both long and short range attacks. It takes 20 hits to kill and when dead the game is over. Like the previous bosses the screen is fixed and has platforms.
Luke Schwaner
Jesse Hatfield
This is Eric and Dylan posting off of Jimmy’s Username.
Desktop Tower Infiltrator
Synopsis: The Antithesis to the Desktop Tower Defense http://www.handdrawngames.com/DesktopTD/…). In the normal DTD games you would design a maze of towers for which enemies would slowly (or quickly, depending on the classification) try to make it past all the defenses and reach the goal. In this game, you play the role of the enemies.
The player is introduced to the computer’s selected map and must then pick the sequence of enemies to launch a siege.
During game play, the user is able to give groups of their infiltrators power ups to aid them in their endeavor. As the game progresses, the number of infiltrators that the group consists of diminishes. The point of “powering up” the infiltrators is to compensate for a bad choice of them in the first place. In the later levels, the player must make the correct decision up front to be able to complete the level.
1.Describe universal elements- common features to every part of the game (scoring rules, names, special powers etc)
1.Scoring Rules: Successfully making it past the Tower Defense and reaching the goal.
2.Special Powers: Speed Increase,
2. Details of every scene or game level
1.Name for scene
1.Level
Since this is a puzzle game, the scenery does not change much from level to level, but rather is focused on content.
2.Detail
1.The computer selects a predefined maze of defense towers and presents this to the user. The user then selects their infiltrators, 10 groups of 10 (100 total). Once the user has completed this task the game begins. If the maze contains alternate routes, the user can toggle between the routes to direct his troops.
3.Physical and audio appearance
1.Unlike the original Desktop Tower Defense, this version will not have the “annoying” popping noises and high pitched voices of the infiltrators. Only when an entire group is destroyed is the user alerted with auditory indicators.
2.The game will be represented with simplistic sprites, for both ease of creation and display in the game.
4.Background or play field
1.The play field will be represented as an actual desktop. Like something you would set your keyboard/laptop down on and go to work. Pens, paper clips, coffee stained monthly calendars, and a red Swingline Stapler can be seen.
5.Foreground objects and characters
1.The Foreground will be the actual maze of towers. The display of score and available upgrades, and any junction arrows for the user to decide where his troops should go to now.
2.The characters are the infiltrators. Coming onto the screen in lumps of 10.
6.Animations present for the scenes
1.The tower guns rotate to show which direction they are shooting. The “bullets” also animate towards the infiltrators. And, of course, the infiltrators themselves animate across the screen.
7.Music and sound effects
1.The user can select the background music from predefined genres, such as techno, classical, classic rock, pop, punk, goth, grunge, death metal, country, blue grass, folk, neo folk swing jazz.
2.Sound effects are to be tastefully minimal, to avoid excessive annoyances.
8.Script for characters
1.Little to no dialog happens in this puzzle game.
9.Scenes and transitions
1.In between each scene the computer picks a new maze, and the user is then presented with the ability to choose his infiltrators. The only transition is from one maze to another, with a sweep.
10.Flow charts for story branches
Level 1
Level 2
Level 3
Level 4
…
Level N
Name: “Derelict”
Description: In the distant future, profit-driven freelance salvage operator Joe discovers an evil alien plot to attack humanity. Armed with a mysterious alien device which gives him an arsenal of special abilities, Joe is the only thing standing between mankind of annihilation.
Gameplay: Gameplay takes the form of a side-scrolling action game. The player is armed with basic melee and ranged attacks to damage enemies. By collecting energy (dropped by defeated enemies, found throughout levels, and inside destructable objects), the player can also activate special functions of his alien-made armband.
Special Powers:
-Force Wave: The player unleashes a punishing wave of physical force in all directions, dealing heavy damage to all enemies on the screen.
-Force Field: For a limited time, the player takes less damage from enemy attacks.
-Augmentation: For a limited time, the player can move faster than normal, and his regular attacks deal more damage.
-Telekinesis: The player can move large objects in the environment, using them to damage enemies or to open new paths through a level.
-Rejuvenation: The player can heal a limited amount of damage.
Scoring: Score will be based upon level completion time, game difficulty, number of enemies defeated, amount of damage taken, and amount of energy collected. The player will be given a score at the end of each level.
LEVELS:
1. a. Cargo Ship
b. Joe arrives on board a derelict cargo ship to find supplies and parts that he can salvage and resell, but instead discovers an alien weapon and a plot to attack a nearby colony ship. He must escape an alien scouting party and try to warn the colony in time. He can also locate salvageable tech for extra points.
c. This level looks utilitarian and dark; this ship was built for function, not form. The shipwreck has been here for a while, and sections of the ship are badly damaged. The audio will reinforce this atmosphere, with a low-key soundtrack indicative of creaking bulkheads and barely-operational technology.
d. The background would appear like a series of plan bulkheads, with the occasional window or flickering control panel.
e. Enemies, crates, physical obstacles
f. Intro animation for level(?)
h. No dialogue; aliens don’t speak human.
2. a. Colony Ship
b. Joe reaches the colony ship too late; it is already under alien attack! He must get aboard and find a way to stop the alien forces. He can also rescue human survivors for extra points.
c. This level is much brighter than the first, with many sections built to resemble a planet’s surface. Sections will appear as living quarters, hydroponic gardens, and even parks. Everything looks more polished and attractive. The audio will sound moderately serene and comforting.
d. Background will include doorways, scenery, decorations like posters on the walls to give the level the feel of a place people live.
e. Enemies, assorted living objects, survivors
f. Intro…
3. a. Alien Ship
b. Joe finds a way aboard the alien craft and has a chance to stop the alien threat once and for all. However, the alien leader offers him wealth in exchange for him calling off his assault.
c. This area looks distinctly different, with biological surfaces and colors to imply the alien nature of the ship. The audio will include alien sounds and chatter with a breathing-like rhythm.
e. Enemies, alien “pods” and equipment
i. After the final battle with the alien leader, the alien offers Joe great wealth in the new order which the aliens wish to establish. The player may choose to join the aliens or to finish off the alien leader. This choice will determine the ending scene the player sees.
-Brandon & Ian