First Pitches

Producer:

Natalie

Technical lead:

Ehsan

Art lead:

Caroline

Taking Back History

Caroline, Ehsan

– what is the razor statement* of this game?

Taking Back History is a stealth adventure game. The goal is to go from room to room, avoiding security guards and other security devices to take back a stolen artwork. Use all sorts of tools to pick locks, bypass cameras and systems and sneak around to avoid being caught. Timing and puzzle solving are key to completing the game.

– what is the main mechanics of the game (e.g., how do you win? what are the rules?) Show 3 existing board/digital games that have similar mechanics.

The goal of the game is to retrieve a piece of art (painting, sculpture, ancient manuscript) that is under high security. In order to get to the said piece of art, the player must use a combination of stealth, tools and puzzle solving to attain it. Tools to attain the artwork will be placed in different parts of the area making the player explore where he is in its entirety. The player will have an inventory to collect such items and bonuses as well. Security guards are the main enemies and if you are caught you will have to start over.

One example would be “The Art of Theft”

Another example is “Monaco: What’s yours is mine”

A third example would be “Third Eye Crime”.

– what is the role of game AI in this game?

The role of the AI will be to patrol and guard the work of art or sculpture the player is trying to steal. Once they spot you you will have to start all over again. There are also cameras that the player will have to bypass. However with the camera, the player will have enough time to get away from the area before guards arrive.

– what is the art style of this game?

It will be top-down, 3D. The style will be dark and stylized. Being a stealth game, it will primarily take place at night.

– Why would people play THIS game instead of other ones in this genre?

Because this game will rely heavily on stealth and using/combining tools to bypass areas. It will be suspenseful and in addition, will provide a small history lesson in regards to art history.

King of the Hill

Junyu, Josep

– what is the razor statement of this game?

King of the Hill is a tower defense game. The goal of this game is to defend your position against hordes of monsters coming from all directions. Launch projectiles to all directions and leverage the physics of the environment to knock down and slow down the enemies trying to reach the top of the hill. The choice and launch timing of the weapon(projectiles) is the essential strategy of this game.

– what is the main mechanics of the game (e.g., how do you win? what are the rules?) Show 3 existing board/digital games that have similar mechanics.

It is a King of the Hill/Defense game. The twist is that there are enemies approaching from all the sides of a 3D semi sphere (the hill) on top of which the player stands. The player must exploit physics-based mechanics to defeat the enemies. The player stands on top of the hill and throws projectiles down hill to hit the approaching enemies. Different enemies and weapons have varied abilities, costs and upgrade costs. When players defeated an enemy, they will get gold coins or points, which are used to buy or update more better weapons. Along the hill there may be obstacles that both delay but also provide strategic cover for the enemies. Your position has to have no hit by the enemies at the end of each level. And you will win. There will be different weapons that will affect the enemies in different ways like slowing down, stopping the enemies for a while, etc. Similar games:  Plants vs Zombies Rock of Ages Defend the Radish

– what is the role of game AI in this game?

The AI will control the enemies that are trying to conquer the hill and adjust the difficulty to provide a fair and fun challenge for the player. the AI will require path-planning and crowd-control algorithms to provide believable and challenging behaviors for the enemies.

– what is the art style of this game?

Graphics: 3d isometric third person. Jolly and colorful cartoon style with flat/cell shaders; the characters will be humorous. Different scenarios will feature specific enemies with their own art style and characteristics. The game will feature some mild cartoon violence and no offensive language or images.

Music: The game will feature a cheerful background music in tone with the graphics style and we will try to find or record some fun sound effects for the enemies and weapons.

– why would people play THIS game instead of other ones in this genre?

It combines the thrill of a defense game and the fun of knocking things down using physics. It will gives players an experience to defend their own field based on their own desired weapon.

The play sessions will be short and fast-paced to suit casual players. We will try to implement a simple user interface and simple controls in order to make the game available to all ages.

Puzzle-in-a-puzzle

Natalie, Ning

– what is the razor statement* of this game?

Escape a maze containing different puzzles to unlock each room, which are customized with open-ended text interaction.

– what is the main mechanics of the game (e.g., how do you win? what are the rules?) Show 3 existing board/digital games that have similar mechanics.

Solve the puzzles to get through the rooms to the end to escape.  The player is trapped in a room and cannot move to the next (which moves to the open door frame) until they solve the puzzle on the avatar’s gameboy.  There is an interaction between each puzzle that asks questions that can be answered by open-ended text for the player to customize what kind of room/puzzle they will play next.  The customization works by key-word recognition that will match up a pre-constructed set of puzzle rooms with the answer given by the player.  The player wins by making it through 10 layers of rooms/puzzles.

1) Scribblenauts

2) Wario Ware

3) Catherine

– what is the role of game AI in this game?

The AI will interpret question answers to determine the next room through procedural generation.

– what is the art style of this game?

3D models for the room textured as 2D from a top-down view (cheated at an angle).  The puzzles will be on a pop-out screen.  There are different art styles in different rooms to match the answers to the questions.

– Why would people play THIS game instead of other ones in this genre?

It will let the players feel they are customizing their puzzles, which is not typical of puzzle games.  It will also allow for the players to discover the hidden effects of their actions on their own.

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