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Dan Fischbach & Michael Macleod Cohort 5 – Main Game Pitches December 11 th 2008. Game Mechanics. Our 90%. Platformer Traverse Environment, defeat enemies. Cooperative Two Players, communication, teamwork. On the PC Networked with voice chat. Our 10%. Add a chain!. Why?.
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Dan Fischbach & Michael Macleod Cohort 5 – Main Game Pitches December 11th 2008
Our 90%... • Platformer • Traverse Environment, defeat enemies • Cooperative • Two Players, communication, teamwork • On the PC • Networked with voice chat
Our 10% Add a chain!
Why? • Completely transforms your typical platformer • Unending list of possible moves and abilities • Fosters constant teamwork; • Must work in unison to navigate the world • Combat enemies • Traverse dangerous obstacles and traps
Other Possible Abilities • Grind through rusty pipes / girders with chain • Use chain to ride zip wires • One player carries large object as other defends • Lots of switch / pressure pad based scenario’s • Conduct electricity / magnetism through chain • Situations where players could fight each other
Scalability Easy Medium Hard Chain represented by a single vector line between characters of shimmering energy Animations are context sensitive with chain movement itself otherwise faked Full procedurally generated animations and realistic physical chain properties Complexity of Chain Physics Handful of the simpler basic moves. No chain bending / twisting / wrapping Greater number of moves including more complex theatrical ones such as the Garrote Manipulate chain properties, elasticity, light saber, electrocution Number of Chain Abilities No networking at all, two players use same computer sharing keyboard or peripherals Two players can play online using basic networking and separate computers Full network support allowing multiple pairs to fight in multiplayer mode Extent of Networking No NPC AI, little environmental interaction Greater NPC AI, higher level of environmental interactions Highly interactive and dynamic environment with the players able to handle almost all objects Level of Immergence
For the Artists • Total freedom to define environment, characters and style according to strengths • Large focus on both characters and animation, also potential for extremely impressive motion capture work • Close up perspective will allow for maximum possible environment and character detail to be seen
For the Programmers • Again freedom to pull the talents of the initial team and concentrate on what can be done well • Immediately recognizable core challenge • Complexity of the chain feature and other programmatic hurdles can be scaled down without adversely affecting game play
For the Producers • Untried game mechanic offers great deal of fresh decision making and production experience • Great deal of balancing and pacing would be required in order to ensure a strong ‘fun’ factor • Implementing tutorials tactfully would be a major challenge
…and for FIEA • Unique Premise • Built upon proven formula • Complete package while short enough to demo • Mechanics remain fictionally independent • An ambitious portfolio piece drawing equally from all three tracks • Strong framework for further development