OVERVIEW
One Sentence Slam Dunk
A robotic intelligence designed for
space exploration crash lands on a hazardous unknown planet, losing many of its
essential parts in the process; the player takes control as it embarks on a
harrowing journey across the surface and deeper inward to repair itself and
escape the environment, as well as its hostile inhabitants.
Game Vision
This game
is intended to give players the experience of controlling an intelligent
machine in an interesting location. It
will capture both the adaptability and limitations of this AI, and apply them
to the circumstances of the game environment.
Figuring out how to combine the abilities of the AI to overcome its limitations
will provide both the challenge and fun of the gameplay experience. It will be designed for lovers of skill based
puzzles, as well as fans of science fiction, space exploration, and artificial
intelligence.
The primary
Mechanic of the game is to control the AI that crash landed and lead it to its
parts, which will allow it to depart the planet and finish the game. Environment puzzles and enemies will separate
the player from obtaining parts. As the
player obtains parts, new transformations and abilities will be added to the
AI’s repertoire. In order to progress,
the player must learn how to apply these abilities in conjunction.
As the
player progresses through levels, they will discover that the planet they have
landed on has had previous visitors arrived there under similar
circumstances. Along with discovering
the AI’s missing parts, players will discover how and why these circumstances
came to be.
Game Audience
Audience:
|
People who like puzzle games, space, and robotic
intelligences
|
Genre:
|
Action, Adventure, Puzzle
|
Platform:
|
PC
|
Property:
|
“Nuts and Bolts”
|
Expected ESRB Rating:
|
E or T
|
GAME
DESIGN
Game Scope
The game is intended to span about
the length of 5-10 levels, each utilizing the mechanics in different ways to
progress. Each level would be based
around the pursuit of a main robot part necessary to allow the AI to escape the
planet. Each level would showcase a
different part of the planet and contain different environmental hazards and
enemy types. It is not intended to be a
character based design, though it is hopeful that players will develop some
degree of attachment to the AI.
Increased levels and graphical improvements would be the primary foci of
an increased budget. Currently, the
design and development team will focus on 1-2 levels to demonstrate the core
concepts.
Core Mechanics
The game will utilize an isometric 2.5d camera with a WASD +
mouse control scheme. The AI will obtain
parts in order to unlock access to new transformations. Each transformation will grant the use of a
different special ability. Using each of
the abilities will consume a percentage of battery power, when the battery
power is reduced to 0 the game is over. These forms and abilities represent the
primary mechanics of the game:
-
(first priority) A normal (starting) form that provides
the most balanced speed and strength.
-
(second priority) A battery gauge, representing the
player’s power reserve, used for powering abilities and measuring health.
-
(third priority) A small form that allows the AI to
travel to smaller spaces with better movement.
-
(fourth priority) A strong form that will give the AI
greater strength to move objects in the environment and a melee attack.
-
(fifth priority) A thruster form that will allow the AI
to fly/traverse gaps.
Each of these mechanics is central to the concept of the
game; although I don’t think it would be possible to remove any of them this is
their relative priority.
Secondary Mechanics
Several other ideas have been presented for ways to expand
and deepen the gameplay experience.
Their order of priority is:
-
(first priority) A grappling form that gives the AI a
grappling hook to pull itself to objects, or objects to it. (which one happens
will depend upon their relative strengths + masses). This form will also give the AI a ranged
attack.
-
(Second priority) Upgrades that modify the effectiveness
of individual forms
-
(third priority) different battery types, affecting
the rate in which the AI consumes power.
It is also unknown what degree of graphical variation will
exist between different transformations.
It is possible that many similarities exist between them, but preferably
each form will be clearly distinguishable through visuals alone.
Metagame
The ultimate goal for players is to collect enough parts to
make their AI spaceworthy. These parts
will be dispersed throughout the levels; some will be hidden, others will just
be difficult to get to. In most cases,
more than one solution will be available to find each individual part. Also strewn throughout environments will be
evidence of earlier occupancy, including destroyed ships, information logs, hints
describing future puzzles or hazards, and other Easter eggs providing insight
to how and why the AI came to arrive on the planet. Along with discovering its own reason for
arriving on the planet, the AI will learn about the other inhabitants of the
environment as well. Unfolding the
mystery of these events, as well as improving the functionalities of the AI, is
intended to be the main motivators for players to progress.
Art
Direction
Art Style
What does this game look like? What is the consistent visual style that ties
all of the elements of the game together?
What do the characters look like?
What do the environments look like?
What will players see in this game that they haven’t seen before? What does the game not look like?
Art Example
What is the single key-art image for this game? What picture will sell this game? What parts of the vision, core mechanics, art
direction and humor can we summarize with a single awesome picture?
Technology
Core Relevance and Competencies
Which game design features represent core competency and
comfort level for the studio? Are there
specific developer technologies that will boost quality of features? Which specific execution will be most
appreciable to the player in the final product?
Technology Scope
Will the scale, ambition, and execution of this title be
adequately addressed by the technology as it stands today? Are there interesting or breakthrough ideas
in the game scope that have been tried or experimented with in the past? Is the focus on the game technology directed
primarily at providing compelling content and visuals, or interactivity and
behavior?
Technology Stretch Goals and Vision
Will technology be pushed and enhanced for this title to do
something we’ve not seen before? I.e. which
game features will be supported by new techniques and implementation? How will technology be used to deliver the core
mechanics to an exceptional quality? What
specific game design features represent a degree of new development and
invention on the part of the developer?
THEME
Story, Characters, and Setting
What makes up the universe of this game? What is the overall story that the players
are involved in? Who are the main
characters? The main character doesn’t
have to be the sole player-controlled-character. The main character can be one of many
characters the players control (Arthas), a sidekick (Han Solo), a mentor
character (Gandalf), or even a villain (Darth Vader, Ursula). Where is the game set? How do these locations support the player’s
progress through the game? Do the story,
characters and setting all support the theme of the game?
Closing
Summary
Goals
What are our overall goals in creating this game? In many ways this is a follow-up question to
the “why” section of the One Sheet.
Cover not only the goals, but also how we think we can achieve them, and
how we’ll measure our success towards the goal.
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