100 likes | 467 Views
Immersive Game Play Elements . Game Idea. Concept based on relatedness, competence and autonomy from article Rethinking Carrots by Immersive Inc. Area I am most interested in is relatedness or as the article puts it our need to connect with other people
E N D
Game Idea • Concept based on relatedness, competence and autonomy from article Rethinking Carrots by Immersive Inc. • Area I am most interested in is relatedness or as the article puts it our need to connect with other people • Players will interact through the Virtual World to face off and communicate visually with other people • Focus on • “Virtual Tag” • Examples- Mario Cart 64, Mech Assault, Rainbow 6
Game Concept 1 • Players will navigate through the virtual environment attempting to tag other players to gain points. • Each player will be allowed to be in 2 game states: offense (red) and defense (blue). However, Each player will only have a cumulative time period he can be in attack mode. If he surpasses this time limit, he loses a point and respawns somewhere else on the game board. A player can decrease his cumulative attack time by going into defense mode. • Powerups in the level will be available that will increase players speed ability and maximum attack state number.
Why do this in 3d? • I would like to test if a virtual world is more immersive than 2d. I believe that an over the shoulder or first person view will help bring the character into the world I have created. • The camera view will be a third person view where the user can see both his own player and the field of view in front of him
I would also like to test the effects that environments have on player actions as discussed in “Where is the design in level design?” by Tito Pagan. • This includes shape color and positioning
Animations • Plan to test several elements from 2d and 3d animation in the computer game world as an important immersive element in game play • Combination of procedurally driven motion from user inputs and predefined animations from Maya • Overlapping motion, squash and stretch, secondary action, follow through, anticipation, ease in and ease out, appeal
Interaction Design • I Plan to incorporate many of the User Interface elements into the actual game in an attempt to test immersion in the games.
Human Computer Interaction • I would like to test different methods for communicating with the game environment. I plan to hack a joystick with an accelerometer so that motion within the game will be controlled by players body motion. • Inspiration from the Nintendo Wii controller.
Would also like to try networked live data streams to allow input from multiple users at one time.