Monday 24 September 2012

U72: U3 Game World & Visual Style

Game worlds.

Game Design Brief 1 - 2D Game

My initial design is still the  same, I am quite content with the setting, game world and such but I would like to add weather effects and more to increase immersion, difficulty and better visuals.

Genre: Side-Scrolling Action game. Side scrollers have been massively successful and are very simple to create, it will allow the player to navigate through the map while also looking at a backdrop of the enviroment to set the scene of the post apocalyptic setting and Artic wasteland.

Game world description:
Lighting - The game would be light by the natural sunlight as it rises over the horizon, however, some levels may include darkness, which would rely on the golem using the light of his own steam engine to light the path and create a greater challenge, and to also add things such as machines and oil barrels the player could ignite to reveal the darkness temporarily - This is to add to both the isolated, lonely feeling of being the only functioning Golem in the Artic wastes, and to intensify the atmosphere of being truly alone in the world.

Weather - Typically it would be clear, the skies would be visible and rain would never occur, however, occaisional blizzards and possible avalanches may occur, adding more danger elements to the game and keep the enviroment dynamic and visually appealing to the player.

Terrain - The terrain will consist primarily of Icy plains, snowy tundras and Rocky earth, occaisionally revealing cobblestone paths, metal railings and other forms of man-made walking paths for the golem to scale. so bright white, blue and grey colours would be mainly used for the terrain.

Architecture - Machinery, Pipes portruding from the ground or thawed from ice would be littered around, cavern entrances or overworld bunkers may be visible to the player, completely derelict and in a state of disrepair. Occaisionally, there may be sightings of larger structures, such as aqueducts or iron scaffoldings, bridges and perhaps even large scale outpsts or watch towers as the player enters the heart of the Human's original settlement. They would be made of brass, steel, iron and other dull metals that would be frquently availible, and to also keep in tune with the Steampunk setting.

Objects - Items around the game world could be picked up, interacted with and used. For example there could be fuel barrels to pick up and throw, buttons and levers to open doors and portculises. Other things such as faulty machinery and 'upgrades' could be availible, for example a mining drill upgrade for the arm to break through frosted cavern entrances and such. Fuse boxes and gears could also be interacted with to repair/destroy certain systems to progress through the level, or to halt enemies.


Inspiration: Main inspiration comes from Antartica's natural iceland and Victorian steam engines and other construction materials.
The natural glaciers, freezing ocrean temperature.

This will inspuire the conraptions and piping that will litter the wasteland, the many several pipes, exposed wiring and machinery would be a primary element in this








This is a brief design I produced and enhanced in Photoshop, while it isn't perfect, it's a rought draft of what the game level may look like. With the 2D Icebergs being jumped over to progress through, with littered debris from old Steampunk scaffoldings and machines in the background. The broken down Golem could be an object used for scrap, or to come to life as an enemy.


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Design brief 2 - 3D time travel game

My initial design, upon seeing the time travel part was aready decided. I already conjured a character who is a chronomancer and thought he would fit this perfectly, I thought that this would be a great oppertunity to explore a large number of different architectural styles that can represent different points in time.

Genre: 3rd person Action Roleplaying game. I chose this genre because it will be based around the use of magic and will include area of effect spells and abilities while being swamped by hordes of enemies. For this reason, 3rd person perspective would be suitable because you can both observe the effect of spells, identify their scale relative to the player model and keep track on the battlefield a lot easier.

Game world description: t will be split into three different catagories.

- Ancient era, this will be composed of very new, ancient architecture with vast amounts of lush, untouched land and massive scale buildings fresh from a civilisation with a thirst for architecture.

- Modern era, this will be set in a victorian era heavily based upon the steampunk theme. Large buildings, archaic structures from a victorian gothic style. The golden age of development and magic is over, and the slow decline into the tindustrial revolution.

- Future era. This era is plagued by megacorporations, slums and cybernetics gone to an all greater height. The enviroment will consist of massive skyscrapers, tight, compact apartment buildings and very dark, gritty streets. Magic is tightly regulated and almost exclusively used by those with the money to turn the heads of those who would otherwise cleanse such magic users.

(Look at shadow run)
This will inspire my present time theme, it will be the sort of cramped, industrial setting that most people would live in. Set around the industrial revolution with large factories, busy communities and an abundance of engineers and wannabe inventors.

 This will be reference for the many water tanks that would litter the busy factories, as a primary source of cooling and emergency reserves in the event of a fire.





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