1 / 16

Stick Ninja.

Stick Ninja. a game idea and conceptual design by Cody Sawatsky. Overview. Stick Ninja. Persuasive Purpose. - Remember when you were young and would doodle inside your notebooks at school? Wouldn’t it be awesome if those drawings came to life??. Overview. Stick Ninja. Industrial Design.

terena
Download Presentation

Stick Ninja.

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Stick Ninja. • a game idea and conceptual design • by Cody Sawatsky.

  2. Overview. Stick Ninja. Persuasive Purpose - Remember when you were young and would doodle inside your notebooks at school? Wouldn’t it be awesome if those drawings came to life??

  3. Overview. Stick Ninja. Industrial Design -> All art is done in sketch fashion

  4. User Description. • Anyone willing to spend a couple minutes playing games, not intended as a long-form game • People who would draw in their books at school, so anyone with an active imagination. • Comfortable with Video Games and Digital Media • Likely in the 10-35 age range • Enjoy playing games as entertainment

  5. Description of Gameplay Mechanics • Each Level has one Boss/Enemy/Inhabitant • Multiple encounters with that enemy (~3) • During fights, the player gets clues as to what the Enemy’s weakness is • Player searches level for the item, uses it on Enemy in next encounter • After Enemy is defeated, Player advances to next level

  6. Storyboard.

  7. Prototype. • Would lend itself to paper prototype, as it is based on paper anyway • 2D Side Scrolling Adventure Platformer • Turn-Based Combat • Very Simple, maintains whimsical motif

  8. Features + Functionality. • One enemy per level (Shadow of the Colossus style) • Each level has a distinct art style (look+feel) • As if the main character were traveling through the different notebooks in a classroom. • Weapons, Power ups, and Enemies are consistent with the level

  9. Justifications for Design. • Emphasis on Exploration • Few, but unique enemies • makes encounters more meaningful, and gives the enemies more gravitas • allows player to interact more with and appreciate the environment

  10. Justifications for Design. • Each level being visually different • Differentiates levels, making the game that is decidedly plain, more aesthetically interesting • Gives a feeling of imagination to an environment that almost everyone is familiar with, lined paper. • Going for a simple art style allows us to concentrate on gameplay and polish, as opposed to fighting with graphics

  11. User Testing. • As per the course, we will be paper prototyping and testing on no fewer than 3 participants. • When we advance to the digital prototype phase, we will have at least 5 people play test. • Of course, we will be playtesting and refining throughout the development process

  12. Shortcomings of Design. • Some users may find the lack of combat boring. • Design may not appeal to everyone • May be too whimsical/imaginative • could be difficult to get animation right • Requires a high amount of artistic input

  13. Possibilities for expansion. • Different characters with different abilities • More Mature elements (Guns, blood, etc...) • Themes based on school classes (Biology, Chem, English, etc...) • User-designed levels (LittleBigPlanet) • Character Creation tools???

  14. Next Steps. • Select team, and evaluate artistic talent • Finalize Character design(s) and paper prototype a level • Decide on Engine (Power Game Factory, Torque, XNA) • Rough playable prototype soon, and commence playtesting asap -> ITERATE • Would like to develop using XNA framework • submission to Xbox Live

  15. Summary. • 2D Sidescrolling Adventure/Platformer • Exploring unique, artistically intriguing levels • Turn based combat with the inhabitant of that level • Simplicity of art allows us freedom • Not tied to one style • Will be able to prototype early and focus on gameplay

  16. STICK NINJA!!

More Related