Week 7

In Week 7, we’ve done some iterations on the game mechanics using the feedback in our playtests. We also have some progress in both art concept and game programming.

 

Game development

We focus on the communication between the two players. In this week, we established the game turn function. By sync the movement and the map health, we could try some basic movse in the unity.

 

Playtests

We have some founding in the playtests and it help us simplified the game mechanism. It also gives us some new aspects in terms of implement the current game into VR.

  1. Player considered the movement on the board and exchange between each other as most intuitive,engaging game mechanics.
  2. Player needed more explanation on the purpose of getting the gems.
  3. Player did feel it’s a collaborative game through strategizing with other player.

 

Art Direction
IDEAS FOR GAME CONCEPT

We had a brainstorming about choosing a theme for our game.
Robot factory –  Two robots is escaping from being destroyed
Escape a lab – Two man is escaping from a horrible experiment
Space monster – Under the players, there is a monster which is waiting to eat them
Tomb/ Treasure hunter – Two treasure hunters seeking for treasure in a tomb and then escape the tomb
Sinking island – Two players escaping from sinking islands
Escape volcano – Two players are trapped on a place with a volcano, they need to get out before the volcano erupts.
Factory machine (scary) – Two players escaping from a scary machine
Heaven and angel – Two souls are going from hell to heaven, and players are two angels who are helping them.

We chose the NO.4 idea, reasons:
Escaping fits our game mechanism
This concept has a good scope of environment
The variety of events
This concept is familiar to players.
We iterated the NO.4 idea and made it more reasonable for our game mechanism. Key points: Tiles have 5 health, we have to visualize the losing health stages of tiles.

STORY
Sorcerer seeking magical power must collect runes and escape before being trapped forever in the magical realm.

Reference

Tiles will be like separated lands connected together, players move from tile to tile.


Low-poly style will be a good fit to our game, since it will be easy for iteration but still have a comfortable visual feeling.

For now, avatars and characters will be the same. Sorcerers wearing capes can be seen in a distant. Low-poly is used to fit the art style.

 

Concept Art – Environment

1. Lands are floating in a mysterious space
2. Candles on lands represent health for tiles.
3. Items are floating on islands.
4. Lands are connected by floating steps.
Another player is standing opposite you
A map with 8*6 small lands

Concept Art – Avatar

Our characters are sorcerers. He’s snea y and cautious moving around the map using his power to collect gems with his companion.

It will be consistent with low-ploy style.

We also have a little creature in our game as the guide. This guide will offer you instructions and help you exchange items with another player.