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
-Daniel O.

Game flowchart:
 -Daniel O. 

GAME DESCRIPTION

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.

TONE 

Dark Humour

GAME OBJECTIVE

Get from home to school with the quickest time and higest score.

ARTIFICIAL INTELLIGENCE

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”.

PERSPECTIVE

Third-person

INTERACTIVE STRUCTURE

Level(s)

HEART OF GAME PLAY

Aging & Time

AVG. COMPLETION TIME

1-2 Minutes

CHARACTER

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.

GAME WORLD

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.

CONTROLS

The character would in auto-run, though the player must press on the spacebar to attack.

ON-SCREEN INTERFACE

Vial: 5% decrease every 5 seconds on the timer.
Life: the player begins with 3 lives
Time: counts down from 100 seconds

MUSIC & SOUND FX

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

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

cartoon > pixelated

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