06-23-2018 11:57 PM
07-02-2018 02:42 AM
07-02-2018 08:30 AM
Welcome to the realm of the
dead! Haunt a house, scare the living but conserve your scare goo!
ELEVATOR PITCH
Ghosted is an action
adventure where you get to scare people out of their homes. Protect
the living realm from monsters, but don't get low on goo. If you get
too low on goo you will be banished to Crud Caverns to hunt for more
goo.
The style of the haunting
part of the game would be Haunting: Poltergeist Guy/Spy vs Spy. It
would also include some poltergeist type mechanics, where you can
make noises or throw things, and we were also thinking about adding a
possession mechanic were you would be able to possess people or
animals. When scaring the living they would react like the old Ghost
Busters toys where their jaws dropped and eyes popped out. Kids and
animals would be more attuned to being scared or noticing you.
Pretty much at the
beginning you die in our game, then you enter the tutorial which
we're planning to have narrated by a beetlejuice/the great gazoo type
character, that will tell you your job is to shut down unauthorized
portals located in the living realm. The tutorial will take you
through how to scare the living, how to shut down portals and how to
fight the monsters responsible for the illegal portals. The reason
for haunting the people out of their houses is, you need bring the
monster through their portal in the living realm to defeat them. As
you scare people, you use up “goo” which is essentially your
health when your in the living realm. When you run low, you are
teleported to the Crud Caves, which we will try to make as a creepy
cave system built like a maze. You will have to collect more goo,
and defeat the creatures that dwell in the cave to refill your goo
bar. If you use too many scare tactics without scaring the tenants
out of their house, they will call in, either a medium, ghost
hunters, or an exorcist.
To cut back on the amount
of activities that would need to be animated for the ai you need to
scare, you would also be banished to crud caverns when the sun comes
out. You would inhabit their house a few hours before bed, until
dawn. We will base the scare meter of the living ai on the line of
sight of the ai when a spell goes off, or by a sound radius to draw
the ai's attention. The finished game would have 4 minor boss
monsters with a final big boss that you defeat at the end.
07-02-2018 03:00 PM
07-02-2018 04:17 PM
07-02-2018 07:49 PM
07-02-2018 08:03 PM
Mail Snail is a lighthearted VR game about the excitement and mystery
moving to a new town. Playing the game is all about collecting,
exploring and uncovering untold stories. The player joins Post the
Snail as they move to a new town and begins his new life there. To pay
the bills you will start a mail courier service which will bring you to a
variety of quirky neighborhoods (and neighbors) around town.As your business grows you’ll have the time and the cash for other
hobbies like decorating your new home, writing to pen pals, and growing
your stamp collection.
The goal is to create a fun, casual game for people who
prefer slower paced experiences built around a central narrative, and
simple mechanics like collection, upgrading and relationship building.
I'm still in the process of nailing down the exact gameplay format, but
from a high level the Snail is an NPC which you have some control over
as the first person player. More of this after I try some different
ideas out. There's several great games I'm looking to as inspiration
including Moss, Night in the Woods, Luna, and Neko Astume.
I
started to write out documentation right after bootcamp ended, and am
polishing up the game design document to get a handle on my vision for
the project as a whole. I decided my initial submission will
essentially be a Vertical Slice - a short demo that shows off the core
elements of the game including the basic game loop, and visual style.
To keep me on track I've also started a Trello board, yay organization!
On the development side of things I've setup my Unreal 4
project and have started some initial work on levels, environment art
and UI. I've decided to keep the art style dead simple for now, relying
on unlit gradient textures. This has a lot of benefits - it's cheap,
fast to use, and looks great in VR. To facilitate this I made a
"gradient sheet maker" in Substance Designer. I brought the Substance
into UE4 and can now make an infinite number of gradient sheets all
within the engine. This lets me tweak colors super quickly in game as
shown below.
This
is the first model I made this past weekend, Post's house. Everything
in this scene is textured using a single 256 gradient sheet, with the
exception of the mail sign (Please ignore the gif compression :P) If
you haven't checked out the Substance suite for texturing, I highly
recommend it, it's been a huge time saver for my workflow. That's it
for now, next week I hope to have updates on the game controls and UI to
share.
07-03-2018 11:51 AM
07-03-2018 08:00 PM
07-04-2018 07:46 PM
Hello everyone,
For a week the concept that I have for the game-experience has changed. Originally it is a virtual simulation of taking care of a bird growing through life stages and eventually passing or leaving. I wanted to create this experience because I felt there is lack of emotion on how the game industry approaches creature/monster raising games. Pokemon, Digimon World, and Monster Rancher are all fun, but the purpose of raising the creature on those games is to combat them with other creature. In addition, PetLab allows you to express your creativity but at the same time, it feels like a factory. I wanted to create an experience that revolves around care and empathy, however, with the current idea it lacks dramatic tension to create a stronger bond between the player and the creature.
I was struggling to find a game mechanic as well as I was not completely sold with the idea that I had. I was reviewing my notes to find inspiration; from Yelena Rachitsky’s Oculus Experiences, and Robin Hunicke’s Experiential Game Design then I started browsing GDC videos on game design and re-watching Extra Credits videos on YouTube. In the process of finding a more concrete concept, I constantly wrote more question challenging the ideas that I have, then I wrote multiple possible answers. The answers that I have presented more questions.
While reviewing my notes there was an acronym I was unfamiliar with “MDA” from Robin’s presentation, after searching I came across a paper titled “MDA: A Formal Approach to Game Design and Game Research”. That’s when I was introduced to the idea of dividing the concept into Mechanic, Dynamic and Aesthetic. From this paper, I can clearly distinguish both my Aesthetic and Dynamic or have an idea for those. The experience I wanted to create matches with the description of Fellowship and Discovery for the aesthetic. I wanted a social interaction between the player and the bird. I also want discovery for the player to have bonding moments with the bird. The main dynamic I have for the player is protecting the bird. To create that experience I need to design an environment that creates tension and will present challenges to the player. As a result, the player should feel compelled to protect the bird from harm. The main actions the player has is to use their hands (controller containing a collision detection) to protect the bird against from harm (projectiles targeting the bird).
As for the story, I have an outline of certain events occurring, but details are not written. I hope that a basic outline will suffice, because how I design certain parts of the game may change the direction of the story.
Similar games that I may take inspiration from are Last Guardian and Undertale. Last Guardian contains an experience navigating through space with a giant creature as a companion. Undertale contains a gameplay where you avoid projectiles to survive an encounter. I will also take inspiration from Journey and Ori and the Blind Forest on how they introduce the player on different parts of the game.
For Week 2 I will be working on programming the main mechanic. I will have projectiles that move in different ways but targets the bird, and a collision detection on the hand/controller.
I’m also hoping that I’m doing the process of developing efficiently. I’m starting off with a mechanic that I believe is flexible with different variations and have an outline of a story to keep me on track with the feeling and experience I want to convey.
Karlo Noel Feliciano, FelicianoArts@gmail.com