Sunday, April 24, 2011

Week 4

 The flow chart above is pretty self explanatory from the storyline, player looks for the relics activates all 4 of the elements receives the archives and then the exit is revealed.
This map layout is more detailed then the prototype (of course). There are a lot of light sources I figure they will either be from torches or from the elements in the rooms, to add some more curiosity to the space I might make the flames from the torches different colors. It would help the player keep track of what side of the temple they were on before then everything seeming the same, and the player running to every room, every time, to activate the element from the relic they had picked up.






Monday, April 18, 2011

week 3

 This is the paper prototype above, further down is a digital version.

Surveys



This week was time to do the paper prototype, I first do mine in photoshop to get a good idea of the final product. i decided to go with a modular design but will be making it more organic by adding in the alien tech. from the roof i would like to have hanging wires and tubes and each of the 4 corners to represent the different elements.

Sunday, April 10, 2011

Week 2


Game Prototype Project 1: Design Document - Worksheet
GA422 Advanced Level Design
Instructor: Celeste Masinter

Game Title:Alien Aztec 
Student Name: Kyle Parrino

Target Audience Concerns and Interests:

Inspiration for organic forms and structures (example: viruses, cells, flowers, insect forms) :

High tech – Alien technology -


Game Space History/ Story:


The game space is going to be a variation of an alien ship, and an Aztec temple. Originally it was going to be just an alien ship but I wanted to go more original, the adding of the temple could give it more interesting texturing and open ideas to the story.

The story will be about an alien race that didn't live here on earth but that started the evolution of life on this planet. The point of the game is to explore the temple and figure out why earth was chosen. I would like to add in effects leaving behind hints that the aliens gave us the elements that exist on our planet.


Limitations on the Game Space/ Project Scope:


The game space will be limited to 1 large floor with a secret passage that leads to the goal. The goal is to learn why earth was chosen and why the human race instead of another species being dominant.


Player Goal:


The players goal is to find the archives left by the aliens.


Player Motivation (How do they know the goal exists in the level, and why do they care?):


The player stumbled into the temple unaware of what it was but in trying to find a way out finds evidence of the aliens and decides to search for whatever he can find.


Start Emotion: (How does the player feel when they first begin to explore/ interact with the space?)


As with any game the first emotion I want the player to feel is curious, that they want to explore the area around them and figure out what there is to expect.


Finish Emotion: (How does the player feel when they achieve the goal/ reward and finish the level?)

I would like the finished emotion of the player to be to want the story to continue.

Maze/ Platforming Mechanics (Full Description – How does the player get from start to finish, in
order to experience the emotional transition?):

I want the platforming of the game to be for the player to only be able to continue through the temple as they find each objective.

Due to project constraints, you can only use 10 - 15 structures in your prototype level. What will
these be?

I won't be 100% certain what I want to have in the level as objects until I start concept art but I do like the idea of having some sort of tubing hanging from above and possibly some intricate columns that resemble french curves.

Art Style:
The art style I chose is going to be like Giger's art work, but more techy.