Wednesday, September 15, 2010

Saturday, July 24, 2010

Game Design Document

Here's a game design document template to get you started on your awesome game...
http://www.drewfx.com/TAFE/iPhone/GameDesignTemplate.doc

Thursday, July 22, 2010

Make MMO games at home

Just found this for those of you wanting to make your own MMO...

http://www.thegamecreators.com/?m=view_product&id=2130

Monday, June 28, 2010

Magnificent Steve - D.I.R.T Final Documentation








PLAYER :we chose the player character as a bunny because it was the ‘cutest and the easiest’ to design and recognise on the screen. Seeing as our demographic was girls, we were hoping to implement ‘cute but kickass’ as demonstrated by the tween movement and girls who play videogames adopt.

‘ei, yeah im cute and ill kick your ass at halo’

The attractiveness of the main character is very important to girls, a flair of femininity helps but knowing that they aren’t any less powerful than other characters.

BOYBOTS: the enemies of the game are aimed to be the opposite of the girl orientated main character. The boy bots were designed to look vicious, almost viperish, one could even say bitchy. Mindless monsters who destroy because it’s the only thing they know how to do and without a parental figure telling them not to, there’s a sort of childish mindset to it.

THE UNSEEN HUMAN CHARACTERS: Although we were unable to implement the game in the finished product I wanted the player to be continuously aware of the unseen human element, namely that they were missing and the chaos they created could have been avoided if only from their input. The robots were created for a reason that no longer exists.

character- character concepts go long and wide, ranging from a a medieval fox to a futuristic detective.

Level- levels were desginded on the building blocks idea, or even lego aspect of building what you can from blocks, rearangeing them for quick, cheat and effective level design.

and progression concept drawings, how we got from point A to point B

Level- the building blocks the flow of the level, why it was desgined that way.

The idea of the level blocks came from the sentence of the brief that simply stated ‘must be cheap to product’ the blocks could be overlayed with better graphics and vectors to ‘snaz’ up a game.

Environment- space and scifi, why we chose scifi, and ecetera

Space is a relatively common scenario for games and scifi and general. Only because of its riged form it is easy creat in flash, you can go into credible detail if you wanted to or keep it simple and it woulod still look realistic.

Scifi opens to the imagination, but can be seen as not just kids stuff.

The acton is set aboard and abandoned spaceship, so we wanted the elements within the ship to appear broken and rundown. Parts breaking, pipes leaking and elevators sparking, to the point where the environment around you will either kill you or completely fall apart

Marketing – who is the target audience? (13-22 females) a market that could be a potencial gold mind. But could be completely off putting other players unless done right.

Females tend to find the games with outreaching storylines and visuals. People aged 13-22 tend to be a lot more obbessed with image, and get bored easily tso we tried to make an easy to play and visually pleasing.

Gameplay- simple jump and shoot, why we chose that format, the restrictions and the plan.

Sometimes you don’t need a totourial, people who want a quick fix or a 5 minute lunch time waster don’t want to spend half the time learning how to play the game. The greatest asset to a web brower game is one that is easy to play but hard to master.

The simple consept of jump and shoot, can be done by any player reguardless of age. But getting the timing right and learning when and when not to jump allows for the game to expand and grow on the player so they will want to keep coming back to master what they know.

Using these funda mentals people can jump right into the game without having to go through a toutorial.

Themes – the underlying theme of the game and what we wanted to accomplish.

The theme laying underneath the story is one striving for identity, to fight for what they know is right, not just good verses evil. The boybots are not destroying be cause they want to they are destroying because it’s the only thing they know. This leaves them open for pity or even a chance to repent their ways.

Accessability- how easy it was to play would it be free?