Formal PresentationRoss Derham, Thomas Francis, Jack Donovan, Marc Eclipse, Chris Marini
Value Statement: To bring the enjoyment of fast-paced arcade roundsto couch gaming in a friendly, competitive game. Goal of game: Don’t let the other guy win. Mechanics/Challenges: ◦ Build Mode – Strategy, resource management ◦ Security Objects – Strategy, Memory ◦ Game Mode Security Player - Resource Management, Timing The Thief Player - Orientation, Resource Management, Timing Difficulty: Increased through level progression & player learning/skills. ◦ Players generate a natural difficulty curve as they learn the game/gain mastery Sign/Feedback ◦ Both players get feedback for winning or losing ◦ Warnings on timer (auditory and visual) ◦ Activation sounds/animations for security objects/phase shifting
Couch-style gaming geared towards arcade players ages 13-35. Fast-paced rounds = arcade game (<5 mins) Competitive multi-player, pick-up & play gameplay Much like Mario Party, Super Smash Bros. in couch gaming aspect Appeals to gamers who like (across hardcore & casual market): ◦ Puzzles ◦ Strategy games ◦ Stealth games ◦ Arcade games ◦ Competitive games (pvp) Very accessible due to arcade-style game (sold via XBLA, Steam, PSN, etc) High replay-ability due to players creating their own levels/games
Architecture ◦ Tags allow easy object pointing ◦ Build system uses tags and find functions to manage objects ◦ Player system uses tags when taking hits Functionality ◦ Two states: Build and Play ◦ Timers dictate each phase/state ◦ Builder can trigger traps at any given time ◦ Player can trigger phase shift
Third person gameplay focuses around Thief Body created with low poly count in mind. ◦ Modeled in order to deform properly when animated Character has backpack which powers phase- shifting ◦ Activated by display on the left armband Focus for character is in base animation for navigating the levels: ◦ Run ◦ Walk ◦ Phase shift ◦ slide
Techno/Hi-tech/Furturistic feel Ambient techno/mechanical background music ◦ See demo for example Sound FX will be futuristic: ◦ Turret moving/firing ◦ Camera activation ◦ Laser activation ◦ Wall toggles ◦ Phase Shifting This fits with the overall artistic design of the game and the main story/theme
Data Ward is a fast-paced, arcade style game that pits two friends playing locally against one another. Players learn by playing/experimenting against each other contributing to the difficulty curve Tags/Timers dictate most of the game’s state changes Art features futuristic/modern designs in a high-tech laboratory setting Questions/Comments? Thanks!