![]() This would mean that Budget has to be allocated for Marketing as well. From Justin Tan’s lecture I have come to realize that marketing is an important part of making your game successful hence I dedicated an entire section to it in the Game WBS. ![]() Because the workflow of each game is largely similar, the same WBS can be used for each game.īasically it is mostly what is written in the image but matters I want to highlight is Marketing. This will then be split into 3 parts for the games. Narrative Story-line will be written by the writer as a novel of some sort. Important parts of this is mostly the Project Planning and Development phase.įormation of Development Team would include, 2 Programmers, 1 Writer and 1 Game Designer. In order to find out what is needed we have to do a Work Break-Down Structure model. Now its time to do the actual planning for the project. So I have talked about my proposal on expanding Justin Tan’s work. The hermit, recognizing these totems, teaches the man to use them. ![]() He shares his story with the hermit and reveals the totems in his pocket. He wanders to look for food and shelter and he stumbles upon a hermit living in a yurt. The only things he has in his possession is a poncho, and 3 mysterious totems in his pocket. This game mechanic has potential to create puzzle elements during the game and also make for interesting COMBAT situations.Ī Sci-Fi narrative that takes place on a desert planet about a lost traveler trying to find his way home.Ī man wakes up in the middle of the desert and he can’t remember his name. TOTEMS can come in 3 types, ATTACK, DEFENSE and SUPPORT.Į.g Placing 2 ATTACK TOTEMS will have a DAMAGE effect, placing 2 DEFENSE TOTEMS will have a SLOW effect, placing 1 ATTACK and 1 DEFENSE TOTEM will have a STUN effect. The effect stated above will then occur within the TRIANGLE. If a player places 3 TOTEMS in the correct physical proximity it will form a TRIANGLE. When this happens the space between the TOTEMS will have an effect such as DAMAGE or STUN depending on the type of TOTEM placed. Most of the game revolves around placing points called “TOTEMS” on the map these points act as beacons of a sort when the player dashes into a TOTEM he is transported to a corresponding TOTEM. Reason being after completing the game, I want this game to be the kind of game you pull out once every few years just to play around with and Pixel Art tends to stand the test of time more effectively that your AAA 3D games.įor mechanics, I took inspiration from games like PORTAL and VOLFIED to create what I believe to be a unique main mechanic of which the game revolves around. I feel that this game would best suit the Pixel Art style. Taking inspiration from games like, CRAWL, HYPERLIGHT DRIFTER, WAYWARD SOULS, EITR and MOON HUNTERS. This Project is an Isometric RPG that focuses of action and strategy. What is the player going to be doing for the next 1 to 5 hours. Not just the look of the game but how the game is played is most important. There are many games out there in the world of today, but what I feel that most people can agree on is that the Game Design element is the most important. Don't worry, there are also options for those of us that are more human.Cursus is a Latin word for relay and with that in mind that is what the crux of this game is about. Collect all the batteries, reach the finishing goal within impressively tight time limits - do all that without a scratch - to earn the most coveted of accolades. Hardcore Awards for Hardcore Players: The main levels are designed for speedruns.Purely indie-made: Done by 2 people, living off their savings, working off random coffee joints.Defeating them is a matter of thoughtful timing and positioning. Symmetrical Balance: Why do bad guys always have to be stronger than you? In Cubetractor, the enemy structures are exactly the same as yours, other than they got there first.40+ maps for you to pull, crush and build: Levels carefully designed to bring out the emergent dynamics in a unique mechanic.You'll have to strategize, solve and fight your way through multitudes of enemy installations to achieve your coveted goal. It's a deceptively straightforward skill that involves dexterity, acute awareness, multi-tasking and tactical positioning. You play as Endroi, a menacingly happy-go-lucky quadrubot as he strives to master the art of Cubetracting - the art of attracting Cubes. The game carries elements of a reverse tower defence and a grounded bullet-hell dodger to deliver a unique gameplay experience presented in a classic top-down perspective. Cubetractor is a neo-retroesque action-strategy-puzzle hybrid where you defeat enemies through an unconventional cube-pulling, turret-buildling mechanic.
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