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Little Cubes.

Join Pablo Picasso in an FPS environment, where he uses his paintbrush and paint-tubes to break things into little cubes and build larger structures. Watch out for enemy ducks and manage your temper meter to stay in the game. Play and create art in this unique physics-based gameplay experience.

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Little Cubes.

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  1. Little Cubes. Refrigerated Code – CS4455 Design Presentation

  2. First, a little slap match. (Sumotori)

  3. Brainstorming • Group and Individual Brainstorming • Physics game involving attaching jetpacks to critters and shooting them into space • Angry Bomb who is compelled to blow things up or else he will blow up himself • And then This Video: • http://www.youtube.com/watch?v=Ld5XBsB5q8M

  4. Formal Elements • User controls Pablo Picasso in FPS environment • Picasso’s weapons: • Paint flicked from paintbrush • Paint-tubes attached to certain enemies that would cause them to fired into various directions • Picasso’s enemies: • Ducks (many) • A Lion (singular, but respawns) • Picasso’s goal: • Knock things into “little cubes” (resource) • Use little cubes to build larger cubic structures in the environment

  5. Formal Elements • Picasso’s Conflict: • Picasso has a “Temper Meter”. As the game progresses, he gets more irritated. When this meter tops out, the game is over. • Breaking things into little cubes will reduce this meter a little, while building new cubic structures will reduce it more, extending the experience. • Picasso’s Objectives: • To build as many cubic structures as possible. • Secondarily, to “create art” on the canvas of the world itself through the process of playing the game.

  6. Little Cubes: Rough Sketch

  7. Little Cubes Model Library “Temper Meter” Enemy Ducks Models to Destroy (Stand-In) “Weapons”

  8. Sequence: Ducks broken into cubes

  9. Building Cubic Structures

  10. Building Cubic Structures

  11. Prototyping • Two prototypes: Physical and Digital • Physical Prototype • Sheet of paper with stand-ins for the player, models, “little cubes”, etc. Used to understand how the space would develop and potential problems in the game’s construction. • Digital Prototype • 2D representation of the game (overhead view) build quickly in Processing. Used to test basic gameplay elements with playtesters and to find out which aspects of the game they enjoy and which they don’t. • Both to be done in the next two weeks.

  12. Work Plan • 0. Prototypes and initial playtesting. • 1. Character, basic movement/camera behavior. Temper Meter/Little Cube counter displays. • 2. Create “little cubes” effect and other physics when enemies are shattered (no AI yet). Use primitives for enemies. • 3. Enemy behavior/AI. • 4. Extend basic gameplay with Construction element (using little cubes to build larger ones). • 5. Polish, polish, polish. Tweak, tweak, tweak. • 6. All the while, playtesting!

  13. Labor Division • Asaf – Lead Programmer / Sound • Massey – AI / Visuals • Robert – Physics / Gameplay • These are “department” titles which denote who is responsible for overseeing specific aspects... we all intend to work together on all parts of the game as needed.

  14. Questions?

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