Tuesday, September 21, 2010

Homework #7

All right, more information about our prospective game!


Surprises: Flickering lights, enemies coming from absolutely nowhere, and I'd like to think the fact that there's a secret teddy bear trafficking syndicate. 

Goal: To rescue Anna's wrongfully sold teddy bear from the grasp of Big Pimpin'. 

Why: In the long run, there will be a plot twist similar to the classic Mario "I'm sorry, but your princess is in another castle." The incentive will be to figure out where the heck Big Pimpin' has taken Anna's teddy bear. Each mansion is in a different location with a different theme, so curiosity will play a part in incentive as well. Questions like "What will the next mansion be like," or "What kind of enemies will the next place have to offer," will drive the player onward.

Valuables: WEAPONS AND BULLETS. You're gonna need 'em. Also helpful are health packs, in whatever way we choose to implement them. 

Problems: The best example we have so far is that the first haunted mansion is multi-story, and before you can proceed to the next level, where all the enemies are, you first have to find a light switch to light the upstairs or something along those lines. The player will have to navigate through the mansion until they reach the goal, which is probably going to be something akin to a maze. Another idea is that the player can't proceed to the next floor or stage until all of the enemies are defeated, or maybe all the parts to a mechanism have been found. 

Generation of Problems: I was thinking maybe randomizing where the light switch is, or creating side quests to unlock better weapons or armor. Maybe if you revisit later in the game there will be an awesome prize if you go through again. 

Initial Thoughts on the Tetrad: Obviously our technology is Blender. As far as mechanics go, we definitely have a spawn point, but death is uncertain as of late. We'll probably have health packs to help out with the players not dying all the time. Basic rules are that you navigate through the mansion, eliminating the enemies as you strive towards the end of the mansion. Then you go through it all over again. The aesthetics of the first mansion are going to be things related to haunted houses, such as being dark and creepy, a bit old fashioned, howling wind, apprehensive music, loud bangs...etc. And the story is basically the player going through different houses in search of Anna's teddy bear. 

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