Game Design Workshop - Interaction South America 2013
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Transcript of Game Design Workshop - Interaction South America 2013
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http://www.jorisdormans.nl/machinations/
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Game Design DocumentCircus
Application NameApplication VersionAuthorsLast update
CircusNot definedRaphael Sócrates, Glaubert OliveiraAug 24, 2010
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDTExecutive Summary
High Concept
Drag and dropBasic Control
To pass all phases of the 3 locales (circus) to become the best circus artist of the world.Game Goal
N900 and N8Target Platform
OVI Customers
Target Audience
The player is a human cannonball and he has to jump around the circus passing trough of obstacles to arrive on the target.
Parachute Ninja, Doodle JumpComparative products
2D ActionGenre
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDTElements (characters)
Pierre can be launched by elements in the phase. While he is flying he has to rotate and he collides with other phase elements. He doesn’t collide with the edge of the screen. If he falls, he has to suffer damage and loses life depending on the height. If he falls into dangerous elements, he loses energy according to the damage of each element.
Character Behavior
Pierre is a human cannonball and he is the main character of the game. All actions in the game will happen around him.Pierre ( Human Cannonball )
Waiting Rotating
The player can be moved trough the phase by launchers. Some launchers have to be directed by the player. This will be described further in each item behavior.
Input
Visual Design
DataEnergy: 300 (3 lives, 100 / life)
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The fire is burning all the time.
Element behavior
The fire is the less dangerous event of the game.Fire
Burning
Elements (dangerous)
Visual Design
DataDamage: 33
If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinksDamage behavior
If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The lion is static on the screen, but if Pierre falls upon it, it opens the mouth and swallows Pierre. After it swallows, it licks the lips.
Element behavior
The lion is a very dangerous element of the game.Lion
Eating
Elements (dangerous)
Visual Design
DataDamage: 100
If the character falls upon it once, the character loses one life and he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.
Damage behavior
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The knife is thrown horizontally. The sense will depend on where the character is turned to. It will be throwing 1 knife per second.
Behavior
The knife man is a man that keeps throwing knifes. And if one knife hits Pierre, he suffers damage.Knife Man
Elements (dangerous)
DataDamage: 33 / knife
Draft
Damage behaviorIf the character is hit and he has more energy than the damage value, the character suffers damage and changes the route.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The fire is launched during 3 seconds and can be launched horizontally, vertically, and diagonally.
Behavior
The Fireman is a fire launcher. Fire Man
Elements (dangerous)
DataDamage: 66Draft
Damage Behavior
If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinksIf the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The wheel of fire can be positioned horizontally and vertically.
Behavior
Wheel of fire is a wheel that Pierre has to cross through without touching the fire.Wheel of fire
Elements (dangerous)
DataDamage: 66Draft
Damage Behavior
If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinksIf the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The elastic can be pulled down by the player to launch Pierre when he is on the elastic. The elastic has to be deformed while it is pulled down.
Behavior
The elastics are the most common launchers of the game. There are two balls holding one elastic.Elastic
Elements (launchers)
Draft
InputThe character has to rotate according to the drag position.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The wood barrel can be used just once because when it explodes the wood breaks. The barrel takes 3 seconds to explode. The direction is preset but it can be changed by the player before the explosion. The wood barrels have just one force to launch the character.
BehaviorThe wood barrels are elements that explode and launch the character.Wood Barrel
Stopped
Elements (launchers)
Burning
The player can rotate the barrel. The limit of rotation is 90 degrees for both sides.
Input
Visual Design
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The iron barrel functions like wood barrel but the difference is that it doesn’t explode, the time for the explosion is not necessarily 3 seconds, it can be shorter. The iron barrels can change the directions automatically before exploding.
Behavior
The Iron Barrel is a launcher that can be used many times. But the direction is automatically preset.Iron Barrel
Elements (launchers)
Draft
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
If the player falls in the Magic Hat, he will appear in another phase point. Each Magic Hat has another Magic Hat, one to enter and another to exit.
Behavior
The Magic Hat is a door between two phase points. The player can use the Magic hat to arrive faster to the target.Magic Hat
Elements (launchers)
Draft
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
It can be used horizontally or vertically. When the character hits the elastic bed he changes the direction keeping the speed.
Behavior
The elastic bed can be used to help the leaps. It is an elastic barrier used to sling more the jumps.Elastic Bed
Elements (launchers)
Draft
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDTGameplay
The Jump
While the player is pulling the launchers (only those that have input) a parable will appear to help on launch. The parable shows the movement path.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDTGameplay
The camera will follow the human cannonball through the screen. The camera
When the player dies the camera has to go back to the launcher point
The character had to be always on the center of the screen in the end of the movement. The camera can have a little delay and easy in.
While the player is pulling down the elastic the camera is zooming out for better view of the phase.
Camera move
If the game has checkpoints, the camera has to go back to the last checkpoint.
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDTGameplay
When the player touches or falls in any dangerous element he suffers damage. Depending on the danger he dies or just flicks and continues.The dangers
When the player falls on the stage he can suffer different damages depending on the height. The criteria is:The fall
The player can suffer little damages passing through fire but he can suffer big damages falling in the lion’s mouth.
Very high: damage = 100high: damage = 66low: damage=33
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDTKey Elements
The player has 3 helmets( lives ) and each life has 3 states. Considering that each helmet has 100 hp, the dangers can have a damage ranging between 33.3, 66.6, 100. So the player has maximum 9 chances in one phase and minimum 3 chances.
Life
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDTKey Elements
After the phase is complete the score shows the performance. The criteria is:Scoring
Remaining Time x 10Remaining Lifes x 100n Special x 500
The player can win 4 kinds of trophy: bronze, silver, gold, and diamond. The criteria for that is bellow:Rewards
Bronze: max time, life>11%Silver: time, life>50%Gold: >=1 combo, min time, life 100%Diamond: All combos, min time, life 100%
The player can publish on Facebook his score
Sharing the score
The criteria can be better discussed later
DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDTKey Elements
The player wins when he jumps on the rope and arrives on the phase target on time.Winning
The player fail in the phase when he loses 3 helmets (lives) before arriving on the target.Losing
Montanha russa de intensidadesLeft 4 Dead - Zombies
Portal 2 - FinalDead Space 2 - Ishimura Level
5 - Um bom level design é surpreendente.
Livros -> Você imagina.Filmes -> Você vê. Jogos -> Você faz.
10 - Um bom level design é conduzido por mecânicas.
CORDACORDA BOLHABOLHA
ÁREA DE ÁREA DE CORDACORDA
CORDACORDAESTICAESTICA
DADASPIKESSPIKES
NOVA NOVA DINÂDINÂMICAMICA
DIFÍCILDIFÍCIL DIFÍCILDIFÍCIL DIFÍCILDIFÍCIL
[email protected]@indt.org.br