When I began brainstorming my game designs, the main value I tried to enforce on them were the already established game play mechanics. By doing this, the players are not required to learn a new set of skills and can instead comfortably make use of what they already know to play the game. I also tried to keep my concepts fun and more arcade themed rather than logical. Some of the games I was thinking of were retro pre-established games with a contemporary twist. I am hoping that by applying a contemporary twist to an already known game would make people approach the game that they are already so familiar with from a different angle.
My Lo-Fi sketches:
- Shooting game
- Screen is black, only the scope area is clear
- Stick characters will appear in random areas
- 9 bullets per clip and 5 seconds to reload
- Touch screen based
- Shooting game
- Frisbee's / aliens (etc.) are flying across the screen for the player to shoot down
- Targets can appear from either side of the screen
- 5 bullets per clip
- Only half of the shotgun appears on screen
- Dodge ball game
- Machine / character on top releases balls
- Player must avoid the balls using their avatar at the bottom
- Can be played using touch screen or key pad
- Racing game
- Player must race their car around the track
- Can be played using touch screen or key pad
- Follow the wire game
- Phone can vibrate when wire is touched
- Wire layout gets more complicated as you progress
- Must be played on touch screen
- Direct the alien / helicopter craft through the maze
- Alien ship moves faster as game progresses
- Play using touch screen or keypad
- Drawing game
- You start of with a random scribble which you must turn in to a meaningful drawing
- Must be played on touch screen
Now I will be running some tests on the class members to see which concepts they like / dislike and note down what their critiques are so that I use them to develop my designs.
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