Thursday, 26 March 2015

Design stages

after presenting our ideas to the class and some feed back from our coordinates we have continued to build upon our ideas and have been having meetings on skype and discussing details  on who and what to present at the pitches and desk crits.

 trello so we can all organize workflow for the group.

we have created a meeting document and a design document that we have been populating with our ideas plans designs and sketches that have been presented by the group at theses meetings to await feedback

after some feedback there is still a few things we have to think through and work out details on like game play, immersion, and ramping intensity.

i have had an idea for  ramping intensity maybe best used as audio cues whether it be music crowd roar or a commentator as sound now plays a big part in the game play experience.

and for the game play intensity to keep that consistency and flow of game play in a short round by round situation would be an type of episodic flow to it play-feedback-play curve up intensity than rest than where the curve ends on first is where the second starts.

this will mean ramping difficulty or speed or reaction time or whatever it may be.


in the green areas maybe a penalty are as well as a feed back area this give the player time to reflect reload and plan out an attack

this making intensity dynamic and fun as well as not exhausting the player.audio can also foreshadow what you may face  in the traps as well as engage the player further.


Sunday, 22 March 2015

Playthrough Ideas

This is a play through design mock up o have been tasked with this week we met on skype and chatted about our ideas this i what i came up will.

Play through
Player spawns in round room with all other players they all charge for the second room a platform room With flames that engulf certain platforms but leaves a path for players to find and follow player must make it to the entrance to the second room the air gun can be used to extinguish flames and get to the other side quicker and try and blow your opponents into flames or of platforms but beware air gun has cool down.

Room 1
Players enter room in this room there is a grid on which the saws travel on different axis’s randomly  the player must attack or defend against opponents as well as evade the saws. Turrets placed up high that shoot at players but there will be a switch or some mechanism that you can reprogram the turrets to attack other players for you players must reach exits.

Room 2
Players enter room and cleavers fall down blocking the player’s path the player must wait for cleaver to rise again to be able to proceed there will be many of these in the room. There will be no way for the player to get around cleavers because all the wall are electrified and will damage player or force them into cleavers room players must attack and defend using air cun against opponents and reach the exit.

Room 3
The players enter this room this room will have elevations and magnetic explosive ball tumble and fall from above side and below  the player cannot get to close or the bombs will be stuck to the player and explode. The air gun can be used to blow the bombs at players or away from themselves players much reach exit to proceed to the next level.

Room 4 (End)

This room is the most complex this is the final show down  this is where the players fight to the death all versions of traps are here Turrets, Saws, Platforms etc. players eliminate each other until last man standing and then must undergo one final test to become champion of the cobra arena.