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Proposal
1
Working Title:
Infinite Annihilation
Audience:
My target audience is focussed toward teenagers, with a slight edge toward the male gender but
overall the gender of the gamer doesn’t count for much. The type of person who starts it would be
more interested to keep playing the game if they were into RPGs as their tactical and repetitive
gameplay may bore the more casual player. Going by NRS Social Grades, the typical player would
be between C2 and B, with a decent wage to afford it without risking an average lifestyle. This
game would go according to the teenage audience as it has a more fantastical, “cool” style with
high-octane battles!! The male stereotype would be linked to the project with its darker, less cutesy
theming.
Rationale:
The key part of this project is the animation skill that I had previous practise with is the original
project, where I created a small advergame of a platformer to advertise Irn-Bru. This will have
direct influence in my video game project as I have to learn from the character movement; trying to
reduce the amount of time I spend changing the animation slightly so I can focus on the larger
segments. Another skill I could adapt from the Irn-Bru project is linking the music to the part of the
game that is happening like I did with the Music Video project, attempting to use a variety of
tempos and beats to keep the interest with audio. I could even modify these tunes with work I used
in my Audio project. With Photoshop, I have to have awareness of what layers I am using, and try
to pre-empt certain models that make moving objects easier and less time consuming later on. I
can adapt from the Print project with these ideas.
Project Concept:
The concept for my video game is an action RPG, with most of the time being put into the battle. I
will put a small part of overworld work beforehand to practise different skills and vary the visual
aspect of the game.
The story begins on the overworld with two characters following the protagonist through a cavern
with lava flowing underneath the path. This path leads to an entrance covered in in gems with a
dark hole to walk through. A loading screen transitions into a dark path, with torches lighting the
path occasionally. The path ends with a large three-headed monster aptly named the Hydragon.
Once interacted with, the screen transitions onto a full profile shot of the beast, with a text box
placed underneath as it speaks to the protagonist. It asks if you are ready to fight for freedom out
of the cavern and then roars as the scene transitions into a fight. The monster moves onto the right
while the three heroes jump in onto the left, doing a small taunt as they enter. A large font pops
onto the screen commencing the battle with the options for each character appears, allowing you
to select “Sword”, “Magic” and “Heal”. The Hydragon begins the fight with 750HP and after each
decrease of 250HP a head is taken off. The battle leads to a one on one situation with your
teammates being down and a single head remaining. With each attack the main protagonist gains
points that add to their super gauge. On the final round, using the “Annihilation Attack” takes out
the Hydragon, having a cut in of the character’s face before commencing the move. After the fight,
the overworld is brought back, having a sprite of the beast put to the right while the heroes make
their way out through the entrance, therefore ending the game.
I WILL NOT BE ABLE TO DO ALL OF THIS!!!!
To do the battle moves I will need to replicate ideas based off sprites made by others and see the
overall design of the layout used by other RPGs. The battle system will need to be refined by
researching other works so I will keep it from getting too complicated to male in my own project.
Evaluation:
I plan to evaluate my work with weekly reflections on Blogger, describing how on each day of the
week I was feeling about the product and it’s process, with positives and negatives I think are
found in the video game and how I would like to improve upon them, either on the current product
or on a future project. I will carry onto the Evaluation PowerPoint I will complete at the end of the
project, further detailing each part of the overall work and how it’s advanced my skills with
animation and music.

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Infinite Annihilation RPG

  • 1. Proposal 1 Working Title: Infinite Annihilation Audience: My target audience is focussed toward teenagers, with a slight edge toward the male gender but overall the gender of the gamer doesn’t count for much. The type of person who starts it would be more interested to keep playing the game if they were into RPGs as their tactical and repetitive gameplay may bore the more casual player. Going by NRS Social Grades, the typical player would be between C2 and B, with a decent wage to afford it without risking an average lifestyle. This game would go according to the teenage audience as it has a more fantastical, “cool” style with high-octane battles!! The male stereotype would be linked to the project with its darker, less cutesy theming. Rationale: The key part of this project is the animation skill that I had previous practise with is the original project, where I created a small advergame of a platformer to advertise Irn-Bru. This will have direct influence in my video game project as I have to learn from the character movement; trying to reduce the amount of time I spend changing the animation slightly so I can focus on the larger segments. Another skill I could adapt from the Irn-Bru project is linking the music to the part of the game that is happening like I did with the Music Video project, attempting to use a variety of tempos and beats to keep the interest with audio. I could even modify these tunes with work I used in my Audio project. With Photoshop, I have to have awareness of what layers I am using, and try to pre-empt certain models that make moving objects easier and less time consuming later on. I can adapt from the Print project with these ideas. Project Concept: The concept for my video game is an action RPG, with most of the time being put into the battle. I will put a small part of overworld work beforehand to practise different skills and vary the visual aspect of the game. The story begins on the overworld with two characters following the protagonist through a cavern with lava flowing underneath the path. This path leads to an entrance covered in in gems with a dark hole to walk through. A loading screen transitions into a dark path, with torches lighting the path occasionally. The path ends with a large three-headed monster aptly named the Hydragon. Once interacted with, the screen transitions onto a full profile shot of the beast, with a text box placed underneath as it speaks to the protagonist. It asks if you are ready to fight for freedom out of the cavern and then roars as the scene transitions into a fight. The monster moves onto the right while the three heroes jump in onto the left, doing a small taunt as they enter. A large font pops onto the screen commencing the battle with the options for each character appears, allowing you to select “Sword”, “Magic” and “Heal”. The Hydragon begins the fight with 750HP and after each decrease of 250HP a head is taken off. The battle leads to a one on one situation with your teammates being down and a single head remaining. With each attack the main protagonist gains points that add to their super gauge. On the final round, using the “Annihilation Attack” takes out the Hydragon, having a cut in of the character’s face before commencing the move. After the fight, the overworld is brought back, having a sprite of the beast put to the right while the heroes make their way out through the entrance, therefore ending the game. I WILL NOT BE ABLE TO DO ALL OF THIS!!!! To do the battle moves I will need to replicate ideas based off sprites made by others and see the overall design of the layout used by other RPGs. The battle system will need to be refined by researching other works so I will keep it from getting too complicated to male in my own project. Evaluation: I plan to evaluate my work with weekly reflections on Blogger, describing how on each day of the week I was feeling about the product and it’s process, with positives and negatives I think are found in the video game and how I would like to improve upon them, either on the current product or on a future project. I will carry onto the Evaluation PowerPoint I will complete at the end of the project, further detailing each part of the overall work and how it’s advanced my skills with animation and music.