Game
Conceptualisation & Game Pitch:
When I first saw the IP of Rosie Red I knew I wanted to
subvert the genre, I wanted to create a unique experience that would promote
the IP by targeting an older demographic. Due to time constraints and the time
needed to become competent with the game creation engine I knew that the design
I needed to make would need to be fairly simple at the base, but have deep
functionality and give the player a lush experience. The topic Nightmares and
Fears is not often considered to correlate with a children’s book, but the
subject seemed very interesting to me none the less.
I began by creating a mind map, at the base was Rosie Red
and at the branches I explored such things as: the genre of the game, what
would the player be doing, what terms would I use to describe the game and so
on. This ended up being a dark platformer with horror esque aspects set in Rosie Reds
mind (as a dream/nightmare). A few actions that immediately came to mind was to fight or flee, to run from enemies or to attempt to attack the enemies. I also wanted the game to contain some form of seeking and management. This would take the form of seeking collectibles and managing the anxiety bar(Health bar) and maintaining battery life of the torch(which is used to see the environment and to defeat enemies).
During this process I went through a few Iterations of the design. Firstly I wanted to get a clear idea of the mechanics (WASD to move, mouse controls the flashlight etc.) then I wanted to explore the Players abilities. I wanted the player to feel under-powered to an extent, as a result, taking on an enemy would entail a risk/reward system (do i make the journey to the target destination easier by defeating this enemy at the risk of losing some health?), i felt this would fit in nicely with the tone of the game.
Next I wanted to further explore some of the more core elements of the game, this was the starting point where I began to think how I can include some knowledge I've learned in this semester to help me design my game. Le Blanc and Pearce were particularly influential in this:
Objectives: To reach the exit door(Goal) which is hidden somewhere in the level. Avoid maxing the anxiety meter by colliding with Obstacles.
Uncertainties: If possible enemy spawns should be randomized.
Conflict: this would be enemies or environmental hazards. The enemies should more erratically to create an unsettling atmosphere and if they make contact with the player it will drain the players life. The environmental dangers include such things as a lava floor and other things a child might find scary.
Rules: If the Player comes in contact with a hazard their anxiety bar increases. If it maxes out the player has to restart the Level. Interacting with good objects (her teddy bear) lowers her anxiety. The torch is used to defeat enemies by hovering over them. When the torch is in use the battery drains.
Discovery: The player should be able to search the area and interact with hidden objects through using the torch.
Narrative: This should tell the basic story of Rosie Red, a young child as she battles her fears. The player should also have simple choices in the game (fight or flee from her fears), As the levels progress more and more fears become apparent and eventually conclude with her becoming comfortable with or conquering her fears.
Fantasy: The world is set in Rosie Reds nightmares, therefore the backdrop throughout should be dark and unsettling to create unease and adhere to the genre.
Submission: The game should encourage the player to become invested in the narrative to a degree and hopefully create an emotional attachment to the main character Rosie Red.
Next I wanted to further explore some of the more core elements of the game, this was the starting point where I began to think how I can include some knowledge I've learned in this semester to help me design my game. Le Blanc and Pearce were particularly influential in this:
Objectives: To reach the exit door(Goal) which is hidden somewhere in the level. Avoid maxing the anxiety meter by colliding with Obstacles.
Uncertainties: If possible enemy spawns should be randomized.
Conflict: this would be enemies or environmental hazards. The enemies should more erratically to create an unsettling atmosphere and if they make contact with the player it will drain the players life. The environmental dangers include such things as a lava floor and other things a child might find scary.
Rules: If the Player comes in contact with a hazard their anxiety bar increases. If it maxes out the player has to restart the Level. Interacting with good objects (her teddy bear) lowers her anxiety. The torch is used to defeat enemies by hovering over them. When the torch is in use the battery drains.
Discovery: The player should be able to search the area and interact with hidden objects through using the torch.
Narrative: This should tell the basic story of Rosie Red, a young child as she battles her fears. The player should also have simple choices in the game (fight or flee from her fears), As the levels progress more and more fears become apparent and eventually conclude with her becoming comfortable with or conquering her fears.
Fantasy: The world is set in Rosie Reds nightmares, therefore the backdrop throughout should be dark and unsettling to create unease and adhere to the genre.
Submission: The game should encourage the player to become invested in the narrative to a degree and hopefully create an emotional attachment to the main character Rosie Red.
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