2D Platform Game Design Test for GD Selection from Gameloft

Sample target hardware: Samsung S8000
http://jet.samsungmobile.com/#/feature

Main character and abilities
Basic abilities are:
- Move to the right
- Move to the left
- Jump (Jump height = twice the character sprite height)
- Crouch
Main character description

The main character is called Tom Ryan Jr., who was the youngest son of old Tom Ryan, an owner of a famous huge winery. He is now a strong thief helping the poor. He has a strong mechanism left arm.
Game context

The brother of Tom took over the winery and wanted to turn it into a mechanism brewery. The big brother also turned the workers into machine by drugging them and locking iron arms and legs on them. When father and Tom went against that idea, the brother put the father into dark prison and turned Tom into mechanism-human. But after one arm was turned, Tom escaped. Several years later, he grows strong and goes back to the brewery to find his father. This story happened in 1900s, California.
2 special skills for the hero. Those skills should be available from the beginning of the game.Skill One: Common gun attack. Long distance but takes long time to beat the mechanism-human.
Skill Two: steal: take really short time to beat the mechanism-human but only works within short distance. (Steal the main mechanism item make the mechanism-human to disable the mechanism-human)

1 special skill that will be unlocked at a specific point in the level
Note: This skill will be used in the LD of Part three.
Special Skill: Electricity Attack. Generated by the mechanism left arm and can freeze the mechanism-human for a while and kill the common human immediately. This skill allow play use steal skill to mechanism-human in short distance because they could not disturb the player when they are freezed.


Entertainment culture / Competitors
visual references

“Steam boy”,“Zorro”
The direct competitors of this game?
Cell division
Tomb Raider: The Elixir of Life

Other competitors of this game in terms of gameplay
Metal Slug series
Controls
iPhone 3GS
- 1 virtual pad + 2 buttons.

1) Move to the right: right virtual pad
2) Move to the left: left virtual pad
3) Jump: up virtual pad
4) Crouch: down virtual pad
5) Special 1: A press or hold
6) Special 2: B press or hold
7) Special 3 (to be unlocked later): A+B

How will the lack of double input controls (i.e: two touch inputs cannot be processed at the same time) affect the design of your controls? What will you do to overcome this issue?
- Double input

Gameplay elements
Surface properties
Surface #1: empty surface
Properties:Player or NPCs may drop from it and dead. Sometimes it could be buried fragilely by barley.

Surface #2: Beer
Properties:Play and NPCs could swim in it but could not last for long time. It could extinguish the fire on player’s body caused by the fire bottle.

Surface #3: tons of barleyProperties:Enemies may hide in this and reduce player’s speed. Player could not kill enemies if they are hiding in barley. If player hide in the barley, then enemies could not find him, so player could use steal skill to kill the Mechanism-human fast.
Interactive elements
Interactive element #1: conveyer belt
Gameplay:Move horizontally or in other direction. Player uses his mechanism arm to interactive with conveyer belt to reach difficult places such as high place or cross the beer pond.

Interactive element #2: bottle packing machine
Gameplay:Move from the ground into the air, damage the player, player need to jump to get rid of it that increase the game difficultly.

Enemies
Enemy #1: Mechanism-human
Behaviour:Throw fire beer bottle cause large and continuous damage, low speed
Enemy #2: Hooligan
Behaviour:Normal gun attack, may hide under the barley or throw the barley to protect themselves. Has higher AI than Mechanism-human quicker but low HP.

Rewards
In-game reward structure:
HP in game could recover consistently and slowly. Drink wine could make the play in fever which means HP increase immediately to a high point but then reduce gradually to the point when player drink wine. That may help the player deal with hard meeting engagement.
Out-game reward structure (in-between levels):
Player could update his weapon or change different clothes by spending
the point gained in past level. Or update the beer so could gain more HP.

What kind of behaviour is encouraged by this reward structure?
Player may play multi-time to gain strong or interesting clothes.


Game audience
List the features that will make your game appealing for a casual audience (i.e. not hardcore gamers)Easy control, automatic save, automatic HP recover
Which additional features will you add to make it also appealing to a mass-market audience?
Moving story, between-level comics, fluid level-breaking experience, besides that the machine, revenge, west America are all popular element in mass market.
Could you imagine a concept targeted to the girl audience?
Maybe a pat system in platform game, use reward point to make up the pet and train the pet skills like attack or recover HP.

Create a level
Level design
Describe how and when is the third character skill is unlocked in this level.Tom meet an old man who locked in a small room, old man designed the entire machine system. He gives Tom an electricity generator which just suit to Tom’s left hand. This happens when about 2/3 part of the level.
What will you do to ensure players understand its use and master it immediately?Put a Mechanism-human beside and let player do some excise about the new skill.
click to enlarge

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