Video game design.
Monday, April 23, 2012
Thursday, April 19, 2012
Design document without images and design. (Just the word info)
Design History.
1. Overview.
1.1 In one sentence.
Our game is Macabre, it is counter instinctive and the point of the game is to kill yourself to escape from hell.
1.2 Intro
Macabre is a simple side-scroller with a five button control. It has a gruesome ascetic. The main character is a silhouetted immortal being. The character is traped in hell and has to get out by composing more and more elaborate and painful deaths. Spin off of limbo with a huge art push.
1.3 Genre
Macabre is best classified to be an Action/puzzle side scroller.
1.4 Platform
The platform is solely computer based for at least game launch.
Runs on Macs from
2009 onwards. Operating System: Mac OS X 10.6.0
(Snow Leopard) or better Processor: Intel Mac System Memory: 1 GB RAM Graphics: OpenGL 2.0 compatible video card with 256 MB shared or dedicated RAM (ATI or NVIDIA)
Hard Drive: 150 MB
PC System Requirements
OS: Windows XP, Vista, 7,
Processor: 2 GHz Memory: 512 MB RAM Graphics: 5 years or younger. Integrated graphics and very low budget cards may not work. Shader Model 3.0 required Hard Drive: 185 MB free space
DirectX®: 9.0c
1.5 Target demographic
Macabre is not for the weak stomach. Macabre will have gruesome animated deaths and gore. We think our game will appeal to 15-35 year old males and people who wanta little dark humor.
2 Game mechanics
2.1 Kill yourself
In the game of Macabre the mechanics are simple. The computers arrow keys are the primary movement keys with the space bar being the only un-clustered key. Player moves thru the immersive game world solving puzzles and completing challenges to kill their actor. Character thru out the game has the same abilities from start to finish. It is how those abilities are employed that holds the players attention.
2.2 Moving on
Once a player has figured out how to kill their character and successfully achieved that an angel comes down to transport them to another level.
2.3 Game flow
Appear -> Run around -> Explore -> Discover -> Plan -> Execute -> Dye -> Next level
2.3.1 Appear
On the first level and all levels the character briefly apparates into level.
2.3.2 Run around
Left and right arrows move character at one speed left and right. Up key jumps character.
2.3.3 Explore
Player moves character thru level with arrows.
2.3.4 Discover
Player thru trial and error discovers things that move and have purpose.
2.3.5 Plan
Player has to use solving skills to map out the characters death.
2.3.6 Execute
Player then performs actions to kill character.
2.3.7 Dye
Player has no control past the point of death. Deaths are stylized and entertaining.
2.3.8 Next level
Angel flies down and lifts up body parts carrying them to the next level.
2.5 Game play elements
2.5.1 Character
Character is represented by a almost non descript shadowy human figure.
2.5.2 Boxes
Square boxes are placed amongst maps depending on need. Boxes can be pushed with action key. Boxes can be lifted by pressing down arrow.
2.5.3 levels
Levels are side scroller based platform esk. Levels all have different elements to make then unique but similar lighting to keep them connected.
2.5.4 Angel
The angel is the model that transports the character into the next level. Angel has no other role or impact other than already expressed.
3. User inter face
3.1 Start up screen
First screen with interactive buttons. Start game -> Load game -> Options.
3.1.1 Start game
This Button option loads the first level and starts the level start animation.
3.1.2 Load game
Game automatically saves as the character moves thru the level. So when the player hits “load game” the player can start where they left off.
3.1.3 Game auto save
Game auto save mechanic works so that anytime games is closed down or turned off the character will be saved at that point in that position.
3.1.4 Options
Basic screen with controls explanation and turn sound on or turn sound off. To the point images.
4. Camera
In game play the camera keeps the actor center screen. Regardless if the actor is jumping running standing still or performing an action.
4.1 Camera exception.
The only exception to the actor being center screen is when the level is first being loaded. The actor starts left screen. Then the actor will run to center screen. As soon as the actor hits center screen the camera will lock to follow the actor.
5. Sound
The game has a low level mood setting musical track that plays during game play.
5.1 Jump Sound
Actor has a jump sound that is played when the up key is hit.
5.2 Grim Angel Sound
When the angel drops down to pick the actor up there is a very distinct sound that is played.
5.3 Sound Design
Foley is created via voice actors. Grunting heaving and death sounds effects are made by human voice.
5.4 Start screen sound
Has creepy low volume mix of chain sounds and grim angel hissing.
6 Single Player Game Play
The game of Macabre is a front to back single player game.
6.1 Estimated game play time
The game of Macabre can be played in 20 minutes if the player knows all of the level mechanics. But a player is expected to take two or three attempts at different levels. Potentially it could take days if the player is inexperienced or not intelligent enough.
6.2 Victory conditions
6.2.1 Level victory conditions
Each level is “won” by killing the actor on screen. This is backed up by the grim angel coming down for actor.
6.2.2 Game victory
Game victory is achieved when the player moves the actor thru the last level out of hell.
6.3 In game conditions
6.3.1 Weather
The in game weather does not change thru the game. Hell does not have weather.
6.3.2 lighting
Most of the time the lighting is consistent thru the game. The exception is for one level where the lights flick on and off momentarily.
6.3.3 Time
Time is not explicitly expressed during game play. The exception is one level where there is the illusion of time trying to out run a fuse.
7 Level descriptions
The levels all have a flow to them. Each level only has one outcome. The player can play the game how they want but the destination is the same for all players.
7.1 Level 1
The first introductory level. Actor aperates left screen. Key board command flashes. Move right. Player presses arrow keys to move actor. The first level is a flat run until the player moves the actor to a open pit. Anyone with game experience or anyone with a sense of self-survival will hit the up key to jump over the pit. After the pit the player finds a wall that their actor cannot jump over. The only logical thing the player can do is to command the actor to jump into the pit. Once the actor is falling into the pit a pre designed animation takes over and the stylized death sequence is played out. After death the Angel comes down and picks up body. Then carries into next level. After this experience the player will understand how they move on in the game and have a understanding of the motion controls.
7.2 Level 2
Actor aperates left screen. Player now understands movement controls so no movement prompt is given. Player moves actor right until a box blocks the actors way. Once the box is reached the action key (space bar) flashes. The player then knows to hit the Action key (space bar) once the action key is pressed the actor on screen moves arms forward and grabs the box. With the action key depressed and combined with arrow keys the actor and box will move together. The goal is to teach the player about the action key and to show how the boxes can be used to the players advantage to advance the actor on screen. The player has the actor push the box up to a wall normally to high to jump over without the box next to it. After this obstacle is traversed the actor comes to a wall with a switch on it. The player should now know to use the action key to pull the switch. After the action key is depressed the actor pulls the switch down which starts a animation of a elevator that comes down from above center screen. An animation moves the player into the elevator and closes the elevator door. The elevator moves up into the second story of level 2. Once the elevator comes to a stop and the doors open the player is free to move the actor around the second story of the level. On the second floor there is a guillotine. The player is given an action key prompt once the actor is standing buy the guillotine. Once action key is depressed an animation takes over. The actor bends over puts his head in the guillotine. The animation stops and another action key prompt is given. This prompt starts the final stylized death animation with the guillotine blade falling down. Actors head comes off and rolls around. Angel comes down and picks up the actor for the next level.
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Face book advertisement campaign
Flickr advertisement campaign
Word of mouth advertisement
Flickr advertisement campaign
Word of mouth advertisement
Wednesday, April 18, 2012
Game trailers
Game trailers and video production made by Frank Gumpert.
http://www.youtube.com/watch?v=eJ136oqNyYYhttp://www.youtube.com/watch?v=eJ136oqNyYY
http://www.youtube.com/watch?v=eJ136oqNyYYhttp://www.youtube.com/watch?v=eJ136oqNyYY
Monday, April 16, 2012
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