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The adventure of water element

The adventure of water element. Kawi Cho. Concept Document. Genre: God/RTS Design Challenge: the depth of gameplay, when and how to increasing the challenge to player New about game:the theme discuss aesthetics of your game (use MDA to refer to a list of aesthetics). 2. Overview.

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The adventure of water element

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  1. The adventure of water element Kawi Cho

  2. Concept Document Genre: God/RTS • Design Challenge: the depth of gameplay, when and how to increasing the challenge to player • New about game:the theme • discuss aesthetics of your game (use MDA to refer to a list of aesthetics)

  3. 2. Overview Genre: God/RTS • discuss aesthetics of your game (use MDA to refer to a list of aesthetics) • 1. Sensation • 2. Fantasy • 3. Narrative • 4. Challenge

  4. 3. User Description • Who is the audience? Age? Gamers? • Age: E- everyone • Causal players

  5. 4. Storyboard of experience : discuss gameplay What is the player doing? • Trying to create harmony on earth. Keep the cycle of water going without causing chaos and distress. Point out the features of your game - directing of the cycle of water with only a mouse. - player’s performance will change the look of the world and the mood of the music. - battling enemies of nature eg, storm.

  6. mechanics Sensation: The world will look pleasant when the player controls the cycle of water correctly by moving all the little element on earth such as, water, steam, clouds and etc. Fantasy: the mouse function as an invisible hand of God for the player Narrative: the mechanics itself is the story of the water. Challenge: multitasking by moving around the element in the right place at the right time to maintain harmony on earth. comes up with strategy to defeat the enemies of nature.

  7. Features/Functionality - different type of element of water, such as water particle, moisture, clouds, raindrops and etc. • different type of elements are represent by their simple shape, but they all moving around dynamically. • They will scream, smile, laugh, age and cry to show emotional to hints the player when and where the player should move them to. • simulating and abstracted model of cycle of water. • Visual feedback such as the color of the world, face of the element, and the mood of music will change according to the player’s performance.

  8. Justification of the Design • it based an accepted system, because it is RTS/God game, but it is original because the theme of nature has rarely integrated into a mechanics in this genre. • why should we give you money to build this game? • There are not many games about the environmental message. It is not a mainstream video game theme.

  9. List problems of the design • Poor execution eg, if the animation/graphics which represent emotional state of the elements do not convey the meaning, then the player will get confused.

  10. Risks • Tuning- since this is an original mechanics it will require a lot of play testing to make it fun. • Balance- to create a difficulty curve that is suitable for players of all levels and ages.

  11. Expansion • In the first version of the game, players only allow to control the different form of water. In later version, player allow to control more elements of earth such as rock, fire…

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