Monday, 19 November 2012

game space presentation

snow-tal recall:

snow tal recall was the game based on text space and even though there are huge limitations with text based space this group were able to come up with interesting concept such a being able to customize your character on screen instead of just using your imagination however after your done the game reminds you that its only text so ull never get to see your character.
another idea they came up with was hd text which is apparently better than regular text which is a attempt to bring text games back into the 21st centery.
even though they had good ideas the text based group were unable to produce any prototypes however they did create a few slides of images that were drawn to show possible locations in the game (they were drawn in a 8 bit pallet which suited the game entirely) in conclusion i believe this was a well engineered game however i would have liked to seen a few screen shots of game play.

car mageden:
car mageden was the game designed with the limitation of being a wrap around based game simular to asteroids or pac man, the idea for the game was very simple all you have to do is get as many points as you can by destroying and damaging other cars in a death match arena style of environment. in the arena there are power up and boosters which both help and hider you ( eg if you go over a booster while you are shooting at a enemy car you will be thrown off course and miss)
as the game is so simple there isnt much i can say to improve it however i would have liked to have seen some mock up game play images as all we got show where images of games that inspired them, even though these images gave me some idea what the game was like the image i came up with in my head might be completely different to there idea. in conclusion this game has much potential as a fun multiplier ether online or split screen.

bread orim maze:
this game is based on 2D contained space, the basic concept for this game is get your character from one side of the screen to the other using platforms while objects on the screen try to kill you such as spikes and fireballs, as the levels go on the amount of objects trying to kill your character increases and the speed of the assault rapidly rises. this style of game play is similar to platformers such as donkey kong and the more modern super meat boy. one problem i found with there design is they wanted to have the levels randomly generated, this concept is fine in a game like minecraft however in a plat former there is no guarantee that the platforms will spawn spaces excess-able by the player. in conclusion i think this idea could go far however it is only in the concept stage as we were not given a finalized idea.

side scrolling Frankenstein:
(side scrolling limitation) the story behind this groups game is the Frankenstein monster and his wife were going for a meal for there anniversy when one of them gets blown up, the parts of your other halves body are scattered threw out the levels your goal is to get threw all the levels while being chased by a angry mob to collect all of there body parts. i think this game has a very interesting design and i like how they used the mob to explain why the left side of the screen is coming towards you pushing the player to advance threw the level at a constant speed. the only problem i personally had with the game is the ending is already revealed so maybe there could be a second unlock able ending if you collect certain objects during the levels.

street cleaning kung fu:
(2 axes limitation) the story behind this game is that you are a street cleaner picking up the trash when you get into a fight with enemies on the screen, so now you have to fight your way threw the levels picking up trash as you go. the one thing that really stood out about this game design is how you use the environment to get to hidden areas in the level in a similar way that mario does in the later mario games. (eg the player can climb the environment to get to a high location then use his falling momentum to break man hole covers to get to under ground areas) i would say i think this game could improve by having move things to collect other than trash.

geoscape: 
(isometric limitation) i personally think that the design of this game is unique as instead of controlling a civilization like in most isometric games such as civilization or settlers in this games design you control the environment instead and only the environment, in this way the results of your actions dont always follow the same path but on the other hand like in the sims you can remove certain nessecitys such as air which will plunge the civilization on your planet into chaos.
being able only to control the environment gives this game design a high replay value like spore as the result you get each time will be different. the only problem i can find with this game is the high level of programming required to make this game possible.

collision:  
limited 3d space limitation) the idea behind this game is to use the limited 3d space to give a spinning effect ( the story behind this game is quite inventive, you play as two blades of grass spinning out of control through space being chased by evil cow aliens, the object is to crash into a nearby planet to save your self.  given limited 3d space is a very constricting restraint i believe that this game has strong potential as more of a mini game as there only seems to be one objective through out the whole game.

haunted house point and click game:
(ajasent spaces) sadly because of one of the members of this group being away i wasnt able to see any of there designs however from what i hear this game has the potential to be a very scary game using the limited space to cause a claustrophobic effect.




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