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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

  • 1st Person/3rd Person 3D game - Player can sporadically catch reflections of themselves in metal/glass/plastic in 1st person

    • If in 1st person the player won't know that their character changes in different environments until they see a reflection​

    • ​If in 3rd person this could be a gradual phase tied to how far into the level the player is​

  • Collect “trinkets” - Cool rocks, fallen items, etc

  • Some kind of reason to go to the bottom

    • ​Safety from predators keep driving you further down​​

  • Focus on the environments 

    • Make the environment beautiful

  • Structure like a rollercoaster - can just have a beginning and an end and something between 

  • About the way the character sees and reacts to the environment 

  • Photogenerate real life models into blender

  • The journey is stage based. Four or five key areas to explore

    • Have points of interest for the player to pass through 

    • Cutscenes to show the transition

  • Gameplay:

    • Player adapts to the environment as they descend

      • Start off like a normal merperson 

      • Adapt to the environments in the different stages

        1. Become bioluminescent as you reach the darkness

        2. Grow more and more transparent

        3. Lost the ability to see, but gain echolocation

          • (Find a real life touch-sensitive equivelent to echolocation)

        4. Become a predator. Sharp teeth, etc.

    • Environment changes as it descends

      • Normal seafloor near the trench

      • Rough and rocky walls and seafloor

      • Continually gets darker, and the pressure increases

      • Eventually pitch black

      • Bottom of the trench is absent of all life aside from the player

    • Find different points of interest

      • Caves

      • Magma deposits/Hot springs

      • Sunken ships

      • Space debris

        • More people have been to space than to the surface of Challenger Deep. Would be a cool way to highlight this fact​

      • Escape ships, submarines and divers close to the surface

      • Escape predators near the bottom

  • Swim among other types of animals

  • Aim is to just take in the environment and reach the bottom of the trench

​

Concerns

  • 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

  • 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

  • 2D Scroller

    • Detailed art

      • Bright submersible against a cold, dark background

      • Parallaxing for depth 

  • Control a small vessel under the water

    • Start off small and rudimentary

      • Can’t go very far down

    • Damages if you bump things too much or dive down without the equipment

      • Damage indicators

      • 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

    • Collect plants, fish, and mineral life 

    • Have a little sonar beeper for primary objectives

  • Upgrade your ship using minerals and wreckage parts

    • Discover the secrets of the deep

    • Use old ship parts to enhance your submarine and explore further

    • Continually improve and expand your sub

    • Unlock abilities/tools that can be swapped out

      • Night vision

      • More storage space

      • More oxygen space

      • Faster speed

  • Control using WASD + space bar

    • Collect small parts to store, bigger parts must be returned to the surface to be used

    • Use submarine to move rocks and uncover new paths down

      • Docking station/workshop?

    • Oxygen levels deplete so must return to the surface or find new tanks to refill it

  • Some kind of height meter that keeps extending as you go further and further down

    • Starts off at 0-200m, extends to 500, 1000, 2500, 5000, 10000, then ???.

​

Concerns

  • Gameplay might be too repetative - Having only one key mechanic of collecting items may get boring

  • Lots of balancing and testing - The crafting/upgrade system is going to need lots of testing to be properly balanced

Idea #3 - Pirate Scientists

​

  • Captain a pirate frigate exploring the seas

  • Learn and use sounding lines and bathymetry to uncover the secrets of the deep

  • Catch unknown creatures and document their existence 

  • Encounter challenges and obstacles

    • Run aground

    • The Kraken

    • Rival pirate scientists

    • Manage resources (rope, etc)

    • Bad weather

  • Use your information to fill out a map and an encyclopedia of your findings

  • Travel the earth

  • Comedic aspect

    • Funny names for animals, plus a funnily poor understanding of science

    • Find and get rejected by merfolk and sirens

Gameplay

  • 3rd Person

  • Low poly 3D, but with a coloured cartography art style 

  • Open world

  • Design and play as a captain of your own ship

    • Manage a crew and resources 

    • Choose locations to sail to and where to weigh anchor

    • Old style pirate ship / frigate

      • Wooden ship

      • Cannons, swords, etc

    • Choose how to face obstacles like rival ships, attacks, and fires

  • Use bathymetry techniques to get a map of the seafloor

    • Discover trenches that scar the earth

    • Discover fish and creatures from the stuff of nightmares

      • And give them silly names while you’re at it

​

Concerns

  • Demanding potential artstyle - Cartography is very intricate and may take a while to apply to every asset and sprite

  • 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

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