Working on the backgrounds.
Youth Is Wasted On The Young
This blog is used to track our progress in designing our first video game with game maker.
Sunday, November 7, 2010
Thursday, November 4, 2010
Backgrounds in Progress
mushroom city
suburban neighborhood
These are our backgrounds in progress--- they are still in the works for how to display them without overloading the program. Will most likely have to be reworked in the more layers.
Thursday, October 28, 2010
Walkthrough
Walkthrough of "Youth is Wasted on the Young"
1. Player, as Brucie, runs to the right (auto-run).
2. As time passes, Brucie ages and the character slows down.
3. Player, pressing spacebar, kills kids that are passing by Brucie to gain "youth".
4. Once "youth" is gained, Brucie gets younger and speeds up.
5. Get to school before "youth" runs out.
1. Player, as Brucie, runs to the right (auto-run).
2. As time passes, Brucie ages and the character slows down.
3. Player, pressing spacebar, kills kids that are passing by Brucie to gain "youth".
4. Once "youth" is gained, Brucie gets younger and speeds up.
5. Get to school before "youth" runs out.
Test Build v1
TABLE OF CONTENTS FOR FINAL GAME DESIGN DOCUMENTATION
- Overview of the game
- Game Description
- Game Objective
- Walkthrough
- Tone
- Interface
- Score
- Youth Vial
- Heart of Gameplay
- Characters
- Player
- Enemies (Artificial Intelligence)
- Game World
- Suburban Area
- Park
- Alleyway
- City
- Desert
- Bazaar
- North pole
- Volcano
- School
- Controls
- Graphic Style
- Music & Sound FX
Thursday, October 21, 2010
Yay for team work.
The concept for "Youth is wasted on the young" is coming along nicely!! Here's the update:
Character, named Brucie:
Game flowchart:
You are running non-stop to the right, trying to get to school as fast as you can. As time
goes by, your character begins to age (which is also reflected in the diminishing liquid
in your “youth vial”). As you age, you slow down, losing momentum. In order to speed
back up, you must kill other kids who are on their way to school with your paddle-ball.
With every kid down, your vial is filled with youth and the aging affects are reversed and
momentum is regained.
Stay young to get to school in record time. Along the way, you’ll run into “time shifters”;
handy objects that can help you, or set you back, along your path. All three affect the
clock, which inevitably affect the aging process of your character. Running into “slow
down” or “freeze” time reep benefits in slowing down your aging, but running into “speed
up” quickens the clock and in turn, ages you faster. To prevent a “time shifter” from
affecting you, you must hit it with your paddle-ball before coming in contact with it.
Dark Humour
GAME OBJECTIVE
Get from home to school with the quickest time and higest score.
Kids going to school, in the same direction as the main character. Some will be faster
than others, placed on roller blades, skateboards and/or bikes. They do not have weapons
and they do not attack. They are merely there for the taking of their “youth”.
INTERACTIVE STRUCTURE
Level(s)
Aging & Time
1-2 Minutes
It’s the first day of school for little Brucie. He is super eager at the tender age of six years
old. He can’t wait to step into his first grade class, with his paddle-ball in his hand and
his knapsack on his back.
The landscape that Brucie will cross will range from his neighborhood area, to creepy
alleys, hay-filled farm yards, bridges over water, until he finally (hopefully!) reaches his
destination: the school yard.
The character would in auto-run, though the player must press on the spacebar to attack.
Vial: 5% decrease every 5 seconds on the timer.
Life: the player begins with 3 lives
Time: counts down from 100 seconds
Background Music has three potential outputs:
1) heart beat synchronized with the aging character (slows down with age)
2) remix of generational music (based on age of character)
3) tempo increase and decrease based on age
Paddle-ball sound: for the paddle ball attack
Bell ringing: once goal has been reached
cartoon > pixelated
Character, named Brucie:
-Daniel O.
Game flowchart:
-Daniel O.
GAME DESCRIPTION
goes by, your character begins to age (which is also reflected in the diminishing liquid
in your “youth vial”). As you age, you slow down, losing momentum. In order to speed
back up, you must kill other kids who are on their way to school with your paddle-ball.
With every kid down, your vial is filled with youth and the aging affects are reversed and
momentum is regained.
Stay young to get to school in record time. Along the way, you’ll run into “time shifters”;
handy objects that can help you, or set you back, along your path. All three affect the
clock, which inevitably affect the aging process of your character. Running into “slow
down” or “freeze” time reep benefits in slowing down your aging, but running into “speed
up” quickens the clock and in turn, ages you faster. To prevent a “time shifter” from
affecting you, you must hit it with your paddle-ball before coming in contact with it.
TONE
ARTIFICIAL INTELLIGENCE
than others, placed on roller blades, skateboards and/or bikes. They do not have weapons
and they do not attack. They are merely there for the taking of their “youth”.
PERSPECTIVE
Third-person
HEART OF GAME PLAY
AVG. COMPLETION TIME
CHARACTER
old. He can’t wait to step into his first grade class, with his paddle-ball in his hand and
his knapsack on his back.
GAME WORLD
alleys, hay-filled farm yards, bridges over water, until he finally (hopefully!) reaches his
destination: the school yard.
CONTROLS
ON-SCREEN INTERFACE
Life: the player begins with 3 lives
Time: counts down from 100 seconds
MUSIC & SOUND FX
1) heart beat synchronized with the aging character (slows down with age)
2) remix of generational music (based on age of character)
3) tempo increase and decrease based on age
Sound Effects:
Puff of smoke: when the kids get killed Paddle-ball sound: for the paddle ball attack
Bell ringing: once goal has been reached
GRAPHIC STYLE
Baby Steps.
Mind Map when conceptualizing themes for "TIME":
I landed on the concept of aging... where I thought it'd be interesting to design a game where the playable character aged as the game progressed.
My mom and mannnnny adults around me have always said "youth is wasted on the young", and it stuck. Maybe I am subconsciously trying to prove them wrong. Maybe not. Who knows.
So the game concept is a side scroller, where the player is a kid running late to school. So you run right, but as time goes on, you notice your character is aging, and their movement changes (less speed, less power). You'll run into other kids (they are the enemy!!), and you'll need to kill them, with your yo-yo, to gain their youth (which collects in your "youth vial" on the interface).
Therefore, the more you fill up your youth vial, the better you can beat time aging your character.
The twist in the game are the "time shifters" that the player runs into. "Speed Up", "Slow Down", & "Freeze" time would be symbolized by clocks on the path of the character. Once you run into one, it immediately begins to affect the time (whether it being positive or detrimental to you is to be seen...) on the screen and hence, your character's aging.
I landed on the concept of aging... where I thought it'd be interesting to design a game where the playable character aged as the game progressed.
My mom and mannnnny adults around me have always said "youth is wasted on the young", and it stuck. Maybe I am subconsciously trying to prove them wrong. Maybe not. Who knows.
So the game concept is a side scroller, where the player is a kid running late to school. So you run right, but as time goes on, you notice your character is aging, and their movement changes (less speed, less power). You'll run into other kids (they are the enemy!!), and you'll need to kill them, with your yo-yo, to gain their youth (which collects in your "youth vial" on the interface).
Therefore, the more you fill up your youth vial, the better you can beat time aging your character.
The twist in the game are the "time shifters" that the player runs into. "Speed Up", "Slow Down", & "Freeze" time would be symbolized by clocks on the path of the character. Once you run into one, it immediately begins to affect the time (whether it being positive or detrimental to you is to be seen...) on the screen and hence, your character's aging.
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