Sunday, 2 August 2015

Semester 2 Week 2 Studio Outline

During Week 2, during one of my studio classes, I had been lead to trello as an interesting design tool for working out the game’s timeline, for where and when puzzles, events and story elements happen. By then, I had also worked out a sort of starting level, stemming of the idea that the plot would be secret agents vs terrorists. This level would involve the player entering a secret base, learning how the game works going in, only to have to head out with the same puzzles but with a time limit. I gave this idea to the team during my second studio class, where we had a new member join. As such, we explained our ides for the game, working out that we had two main ideas for the game, Spy vs Terrorists and Corporate Espionage. Both, however, had the same style and gameplay options, as such I was left to sort of come up with the overall story and characters.

We had settled with the idea of at least having the player and their side dressed in suits and the like, but the enemies were allot vaguer of an idea. I was looking at the idea of the enemies being sort of technologically advanced, but less well dressed. My main idea being that of one of the terrorists skins in Counter Strike. We discussed various other ideas for the enemies, however we didn’t get much further than that.


Gameplay wise we were looking at games such as The Legend of Zelda, Perfect Dark, Golden Eye and Metal Gear. This both helped with the themes and controls, such as the third person view from Zelda, the limited combat of Perfect Dark and Golden Eye and the stealth gameplay of Metal Gear. 

Semester 2 Week 1 Studio Outline

Week one I was able to secure my spot in a group we eventually called Exciting Group Title, as they were looking for a designer that could do story, level design and other conceptual tasks while still understanding Unity. As the other members in my group had little idea of what game they should do, I decided to bring up a game idea I had been sitting on for quite a while. 

This game was originally conceived as a 3D Beat-em up with a combat system involving using three different kinds of weapons. However, we quickly realised that we could not build such a combat system, nor use the story I had created for it mostly due to time constraints. As such, we decided to take the world and elements of the story to come up with sort of a proof of concept game. 

We had narrowed it down to an action-adventure game with a puzzle focus rather than a combat focus. We settled with the theme of secret spies and espionage, allowing us to get a clear idea of what the game could be. As such I went and attempted to come up with an overall plot of the game. While doing this, I also looked into some spy gadgets and spy characters to get an idea how the game could look.