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
- 
Become bioluminescent as you reach the darkness
 - 
Grow more and more transparent
 - 
Lost the ability to see, but gain echolocation
- 
(Find a real life touch-sensitive equivelent to echolocation)
 
 - 
 - 
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