Game Description

This is description of the gameplay, story and weapons that I originally intended to have for my game.

Players Experience

The player takes control of a skater who has been tasked with bringing colour and life to his world and finally defeat the source of this dull new world. The enemies are grey and dull and want to remove all the colour and life out of the world this is there objective.

The Game:

How many levels does the game have?
The game has two levels both of these are different from one another the first level is a side scrolling puzzle and the second is run and gun.

The fighting mechanics:
Melee attacks:
The melee attack is a skateboard this would be the main attack of the first level
Ranged attacks:
The ranged weapon is the colour me flint which can turn enemies into allies this is a rare weapon which will only be found in the first level

The moving mechanics:
The first level:
For the first level the player will be able to move left and right and be able to crouch and jump
The second level:
For the second level the player will be moving along on a scateboard on a fixed screen meaning that they will not be able to move outside the screen. The player will be able to jump and crouch and also be able to move left and right.

The World:

The main aspects:
The main aspect of the game is to reach the end of the first level and collect all the collectible and the main aspect of the second level is to defeat all enemies on screen and than finally the final boss.

Players roles:
The player will only take the role of one character this is the skater.

The enemies:
The enemies of the game are obstacles for the player to avoid and will block many of the players routes. Enemies may be able to be turned into allies with the assistance of the colour me flint weapon.
Types of enemies:
The obstacle:
This is just to get in the players way and has a basic attack these just have a human figure and have a dull expression on their face and always wear top hats
The Platform:
This enemy is disguised as a platform but when the player jumps onto the platform they have around ten seconds to jump off these can be reconised by their dull expresion on the platform.
The spiked ball:
These enemies just move left and right and have no attack but if they player attacks the spiked ball the player will be hurt these can be reconside by also having a dull expression on their face and and e covered in spikes.

The weapons:
The weapons in the game are:
Colour me flint:
This weapon can turn enemies into allies but only has one bullet so the player does not overuse the weapon.
What happens to each enemy when shot with the colour me flint?
For the obstacle it will attack any nearby enemies and then explode into a rainbow if there are no enemies in the area it will just explode into a rainbow.
For the platform it will take the player to any secret areas so the player may be able to avoid some obstacles like in the original Super Mario Bro’s for the NES in the second level the player will be able to jump above the enemies and walk past all the enemies and the secret pipes that takes the player to another level.
For the spiked ball it will protect the player from any attacks for a certain amount of time like in the original Super Mario Bro’s for the NES the player can collect a star and the player will be invincible for a certain amount of time.

The environment:
The environment for the first level is just a white background and a black platform but when the player collects one of the collectibles the world starts to open up and become more colourful. The environment for the second level is a black floor but in the background the world is starting to be filled with colour.

Gameplay:

The main objectives:
The objective of the first level is to open up more of the level so the player can finally reach the end of the level.
The objective of the second level is to defeat all the enemies on the screen and then finally to defeat the final boss.

What does the player do?
For the first level the player has to move forward and find the collectibles to open more of the level also while defeating enemies in their path but there may be a case where the player needs to get to higher ground the player can use the colour me flint weapon to get to higher ground if they have found this weapon.
For the second level the player has to defeat all enemies and finally the boss while evading obstacles like stuff in the way of the player.

Interface:

The health bar and how many lives the player has are both in the top left corner.
The weapon the player has on them at there time will be in the bottom right.
The health bar will be displayed by a person’s face and next to it a paint brush that will lose it’s colour as the player gets damaged.
The lives will be a number next to the health bar.
To show what the player has on them at that time will be displayed at the bottom right.

Aspects of Play (Casual Games)

Toss the turtle toss-the-turtle-big

Name: Toss the Turtle

Coder: Forever Cut

Animator: Gonzossm

Hosting Site: Newgrounds

Year: 2009

Platform: Browser

Genre: Casual

Mode: Single Player

Toss the turtle games is basically to see how far you can get the turtle to go. The appeal of this game is that the player has to shoot the turtle as far as they can and then will try to beat that score but that is not the only interest that will keep the player playing the game. This is the upgrades the upgrades enable the player to go further and to keep them higher for longer with these and the upgradable cannon keeps the player wanting to get more money so they will be able to acquire these upgrades. I see that this game has elements of Alea, Agon and Mimicry why I see that this game uses these elements is first Mimicry. How this game uses Mimicry is that the player takes the role of the cannon shooting the turtle and also the player get’s to control the turtle like moving forward backward then there is Agon how this game uses Agon is that there are obstacles that will stop you from going further and the player will need to keep playing so that they can acquire upgrades to make them go further and to be able to dodge the obstacles and then last there is Alea the reason for this is that the player will never know were they will land. If I were tasked on making a game like this I feel like there would be nothing I would take or add to this game I feel that the game does not need anything that would improve this simple casual game and nothing needs taking away either. What I feel will keep players in the flow is the multiple upgrades and also the curiosity of what is going to come next and what obstacles will block the way or what items will help the player go further the upgrades keep the player interested.

Link to game: http://www.newgrounds.com/portal/view/508440

pullthewire-y8

Name: Pull The Wire:

Coder: JokerDenFromMR

Hosting Site: Newgrounds

Year: 2013

Platform: Browser

Genre: Casual

Mode: Single Player

basically the game is about the player trying to disable a bomb before the timer runs out. The element of the game that appealed to me was the aspect of disabling a bomb and saving the people for a while this game does keep me in the flow but after a few minutes it started to become repetitive it was the same gameplay mechanic repeated it did get harder. The element used was Agon but there was really no inkling to keep playing the only reason I could possibly think of a reason to keep playing is the point system to try to beat your friends and other people basically for bragging rights. I feel if I were tasked in making a game like this I would add an upgrade system to make it easier were maybe the player would be able to buy a certain amount of free chances. Another aspect I feel would help this game is maybe a news header or newspaper to show the certain affects the player has had on the game.

Link to Game: http://www.newgrounds.com/portal/view/624059

Dead Frontier: Outbreak

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Name: Dead Frontier: Outbreak

Coder: JaggedBladeSoftware

Hosting Site: Newgrounds

Year: 2009

Platform: Browser

Genre: Text Based

 

The appealing factor in tis game is the curiosity of what is going to happen next and how the decisions made will affect the game the player can be more invested in the story then anything else being a text based game this is what this game needs to do to attract players by the story and the events that are going on. The game uses the story to attract player rather than actual graphics or gameplay. This game in my opinion has Alea the player will not know how the decision they make will affect the game and also Mimicry were the player has to take the role of this character and safe gaurd the character home to his family in this zombie apocalypse. If I were tasked in making a game like this I would add more images then just the rooms that the chracter is in to make the player want to invset in the story and character and see the impact of there decision.

Link to Game: http://www.newgrounds.com/portal/view/511685

 

 

Collectibles Test

This is a basic drawing of what happens when the player collects a collectible. The game will not look like this this is just basic drawings to get my point across and to show that I have a better understanding of what I want the game to look like

Characters Shirt Design

This is what will be displayed on the character’s shirt who is in the game I’m tasked on making. First I looked up pop art images to get reference of what pop art actually looks like from looking up pop art the images are very colourful and is exactly what I want my main character for my game to look like. I thought using bright colours on the main character would work well.

This is what I got in the end
Character's shirt

This is where I got some of the inspiration for my characters and games general look.
Pop art 3

Enemy Design’s 2

These are my second lot of enemy design’s these are some of the previous enemy design’s in a more detailed light. The book was meant to take away control from the player. What the book would do is it would attack the player’s avatar and would go straight for the player’s avatar face and then would actually block the screen for around five seconds. The spiked ball basically moves up and down and left and right this enemy is just meant to be evaded I have not figured out what the enemy does when turned to an ally.

Enemy design's 2

Enemy Design’s 1

These are the first of a few enemy design’s for my platform game. These are a few rough enemy design’s these were drawn from shapes. I thought the basic design’s would be appealing and I also wanted enemies to have a boring and a blank expression this is to go with the theme of the game. The game is about these certain creatures who want to destroy anything that is colourful or fun.

Enemy Design's 1

Colour Me Flint (Final Projectile Weapon Design)

Colour Me Flint

The Colour me flint weapon is the final design of the ranged weapon that the player will be able to require through the level. Why I wanted this weapon to only fire once is so that it does not make the level to easy and also something the player will want to require. The weapon works like a Flint lock pistol and can only fire one shot the Colour me flint is the same size as a handgun. The Colour me flint will have a sepia tone colour to reflect the time period this weapon is based on. For this weapon I took inspiration from the Flint lock pistol, the reason for the name is because the weapon fires coloured projectiles and is based on the Flint lock pistol. This weapon can turn enemies into allies this is the reason why the player only gets only one chance to fire the weapon so that the weapon does not make the game to easy.

Collectible’s 1

Collectibles 1

These are a few rough design’s for what the collectible’s could look like. These drawings will display and unlock more of the level. The reasoning behind the bucket was that the object needed to show what could be used to add colour to something the bucket of paint seemed like a great symbol for colour. The canvas was another object which I thought would display colour but I’m very certain that I will not be using this one for the reason that it is a little to big and it might be to much of a distraction while the player is taking on enemies. FLASH.turn_normal is a fourth wall joke it is like Action script coding and is spelt out quite easily that this will turn the level to normal. With the picture of the platform jumper symbolises that collecting this object may reveal more of the level I want this to look like a sketch that maybe someone has drawn this image.