Idea Outlines
Now that I have my three game ideas I need to expand upon them so I can begin building my pitch to the class. I have done this by making an outline of each idea and the key features I want them to have.
Idea #1 - Sea Creature Exploration
I actually had the oppertunity to speak to James about this idea as it was the only one I had set about working on for the 1-1 talk I had with him during week 6. His contributions and suggestions that I have taken aboard are highlighted in red.
Adaptive Exploration Game
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1st Person/3rd Person 3D game - Player can sporadically catch reflections of themselves in metal/glass/plastic in 1st person
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If in 1st person the player won't know that their character changes in different environments until they see a reflection​
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​If in 3rd person this could be a gradual phase tied to how far into the level the player is​
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Collect “trinkets” - Cool rocks, fallen items, etc
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Some kind of reason to go to the bottom
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​Safety from predators keep driving you further down​​
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Focus on the environments
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Make the environment beautiful
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Structure like a rollercoaster - can just have a beginning and an end and something between
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About the way the character sees and reacts to the environment
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Photogenerate real life models into blender
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The journey is stage based. Four or five key areas to explore
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Have points of interest for the player to pass through
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Cutscenes to show the transition
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Gameplay:
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Player adapts to the environment as they descend
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Start off like a normal merperson
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Adapt to the environments in the different stages
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Become bioluminescent as you reach the darkness
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Grow more and more transparent
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Lost the ability to see, but gain echolocation
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(Find a real life touch-sensitive equivelent to echolocation)
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Become a predator. Sharp teeth, etc.
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Environment changes as it descends
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Normal seafloor near the trench
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Rough and rocky walls and seafloor
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Continually gets darker, and the pressure increases
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Eventually pitch black
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Bottom of the trench is absent of all life aside from the player
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Find different points of interest
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Caves
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Magma deposits/Hot springs
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Sunken ships
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Space debris
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More people have been to space than to the surface of Challenger Deep. Would be a cool way to highlight this fact​
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Escape ships, submarines and divers close to the surface
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Escape predators near the bottom
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Swim among other types of animals
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Aim is to just take in the environment and reach the bottom of the trench
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Concerns
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I am quite inexperienced with 3D modelling - The game would be at its best in a 3D world and I am concerned about my knowledge in this area. I would have to set aside time for personal development alongside actual development
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The game is quite large - As it stands the game will be made up of 5 explorable areas and I am worried about how in depth these could be to align with the short play time I need for the arcade (approximately 20 minutes.)
Idea #2 - Submarine Builder
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2D Scroller
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Detailed art
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Bright submersible against a cold, dark background
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Parallaxing for depth
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Control a small vessel under the water
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Start off small and rudimentary
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Can’t go very far down
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Damages if you bump things too much or dive down without the equipment
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Damage indicators
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If you get too damaged your character is shot back up to the surface with a slightly less advanced submarine than what you had before
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Collect plants, fish, and mineral life
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Have a little sonar beeper for primary objectives
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Upgrade your ship using minerals and wreckage parts
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Discover the secrets of the deep
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Use old ship parts to enhance your submarine and explore further
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Continually improve and expand your sub
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Unlock abilities/tools that can be swapped out
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Night vision
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More storage space
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More oxygen space
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Faster speed
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Control using WASD + space bar
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Collect small parts to store, bigger parts must be returned to the surface to be used
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Use submarine to move rocks and uncover new paths down
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Docking station/workshop?
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Oxygen levels deplete so must return to the surface or find new tanks to refill it
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Some kind of height meter that keeps extending as you go further and further down
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Starts off at 0-200m, extends to 500, 1000, 2500, 5000, 10000, then ???.
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Concerns
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Gameplay might be too repetative - Having only one key mechanic of collecting items may get boring
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Lots of balancing and testing - The crafting/upgrade system is going to need lots of testing to be properly balanced
Idea #3 - Pirate Scientists
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Captain a pirate frigate exploring the seas
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Learn and use sounding lines and bathymetry to uncover the secrets of the deep
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Catch unknown creatures and document their existence
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Encounter challenges and obstacles
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Run aground
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The Kraken
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Rival pirate scientists
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Manage resources (rope, etc)
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Bad weather
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Use your information to fill out a map and an encyclopedia of your findings
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Travel the earth
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Comedic aspect
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Funny names for animals, plus a funnily poor understanding of science
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Find and get rejected by merfolk and sirens
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Gameplay
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3rd Person
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Low poly 3D, but with a coloured cartography art style
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Open world
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Design and play as a captain of your own ship
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Manage a crew and resources
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Choose locations to sail to and where to weigh anchor
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Old style pirate ship / frigate
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Wooden ship
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Cannons, swords, etc
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Choose how to face obstacles like rival ships, attacks, and fires
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Use bathymetry techniques to get a map of the seafloor
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Discover trenches that scar the earth
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Discover fish and creatures from the stuff of nightmares
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And give them silly names while you’re at it
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Concerns
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Demanding potential artstyle - Cartography is very intricate and may take a while to apply to every asset and sprite
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Comedic aspect might not land well - Comedy is subjective and finding a balance between what everyone may or may not find funny might not be easy