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Stick Ninja.Stick Ninja.a game idea and conceptual design a game idea and conceptual design
by Cody Sawatsky.by Cody Sawatsky.
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Overview.Overview.Stick Ninja.Stick Ninja.
Persuasive PurposePersuasive Purpose
- Remember when you were young and - Remember when you were young and would doodle inside your notebooks at would doodle inside your notebooks at school? Wouldn’t it be awesome if those school? Wouldn’t it be awesome if those drawings came to life??drawings came to life??
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Overview.Overview.Stick Ninja.Stick Ninja.Industrial DesignIndustrial Design
-> All art is done in -> All art is done in sketch fashionsketch fashion
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
User Description.User Description.
Anyone willing to spend a couple minutes playing Anyone willing to spend a couple minutes playing games, not intended as a long-form gamegames, not intended as a long-form game
People who would draw in their books at school, People who would draw in their books at school, so anyone with an active imagination.so anyone with an active imagination.
Comfortable with Video Games and Digital Comfortable with Video Games and Digital MediaMedia
Likely in the 10-35 age rangeLikely in the 10-35 age range
Enjoy playing games as entertainmentEnjoy playing games as entertainment
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Description of Description of Gameplay MechanicsGameplay Mechanics
Each Level has one Boss/Enemy/InhabitantEach Level has one Boss/Enemy/Inhabitant
Multiple encounters with that enemy (~3)Multiple encounters with that enemy (~3)
During fights, the player gets clues as to what During fights, the player gets clues as to what the Enemy’s weakness isthe Enemy’s weakness is
Player searches level for the item, uses it on Player searches level for the item, uses it on Enemy in next encounterEnemy in next encounter
After Enemy is defeated, Player advances to After Enemy is defeated, Player advances to next levelnext level
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Storyboard.Storyboard.
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Prototype.Prototype.
Would lend itself to paper prototype, as it is Would lend itself to paper prototype, as it is based on paper anywaybased on paper anyway
2D Side Scrolling Adventure Platformer2D Side Scrolling Adventure Platformer
Turn-Based CombatTurn-Based Combat
Very Simple, maintains whimsical motifVery Simple, maintains whimsical motif
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Features + Functionality.Features + Functionality.
One enemy per level (Shadow of the Colossus One enemy per level (Shadow of the Colossus style)style)
Each level has a distinct art style (look+feel)Each level has a distinct art style (look+feel)
As if the main character were traveling As if the main character were traveling through the different notebooks in a through the different notebooks in a classroom.classroom.
Weapons, Power ups, and Enemies are Weapons, Power ups, and Enemies are consistent with the levelconsistent with the level
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Justifications for Design.Justifications for Design.
Emphasis on ExplorationEmphasis on Exploration
Few, but unique enemiesFew, but unique enemies
makes encounters more meaningful, and makes encounters more meaningful, and gives the enemies more gravitasgives the enemies more gravitas
allows player to interact more with and allows player to interact more with and appreciate the environmentappreciate the environment
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Justifications for Design.Justifications for Design.
Each level being visually differentEach level being visually different
Differentiates levels, making the game that is Differentiates levels, making the game that is decidedly plain, more aesthetically interestingdecidedly plain, more aesthetically interesting
Gives a feeling of imagination to an Gives a feeling of imagination to an environment that almost everyone is familiar environment that almost everyone is familiar with, lined paper.with, lined paper.
Going for a simple art style allows us to Going for a simple art style allows us to concentrate on gameplay and polish, as opposed concentrate on gameplay and polish, as opposed to fighting with graphicsto fighting with graphics
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
User Testing.User Testing.
As per the course, we will be paper prototyping As per the course, we will be paper prototyping and testing on no fewer than 3 participants.and testing on no fewer than 3 participants.
When we advance to the digital prototype When we advance to the digital prototype phase, we will have at least 5 people play test.phase, we will have at least 5 people play test.
Of course, we will be playtesting and refining Of course, we will be playtesting and refining throughout the development processthroughout the development process
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Shortcomings of Design.Shortcomings of Design.
Some users may find the lack of combat Some users may find the lack of combat boring.boring.
Design may not appeal to everyoneDesign may not appeal to everyone
May be too whimsical/imaginativeMay be too whimsical/imaginative
could be difficult to get animation rightcould be difficult to get animation right
Requires a high amount of artistic inputRequires a high amount of artistic input
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Possibilities for Possibilities for expansion.expansion.
Different characters with different abilitiesDifferent characters with different abilities
More Mature elements (Guns, blood, etc...)More Mature elements (Guns, blood, etc...)
Themes based on school classes (Biology, Themes based on school classes (Biology, Chem, English, etc...)Chem, English, etc...)
User-designed levels (LittleBigPlanet)User-designed levels (LittleBigPlanet)
Character Creation tools???Character Creation tools???
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Next Steps.Next Steps.
Select team, and evaluate artistic talentSelect team, and evaluate artistic talent
Finalize Character design(s) and paper prototype a Finalize Character design(s) and paper prototype a levellevel
Decide on Engine (Power Game Factory, Torque, Decide on Engine (Power Game Factory, Torque, XNA)XNA)
Rough playable prototype soon, and commence Rough playable prototype soon, and commence playtesting asap -> ITERATEplaytesting asap -> ITERATE
Would like to develop using XNA frameworkWould like to develop using XNA framework
submission to Xbox Livesubmission to Xbox Live
Stick Ninja Stick Ninja by Cody Sawatskyby Cody Sawatsky
Summary.Summary.
2D Sidescrolling Adventure/Platformer2D Sidescrolling Adventure/Platformer
Exploring unique, artistically intriguing levelsExploring unique, artistically intriguing levels
Turn based combat with the inhabitant of that Turn based combat with the inhabitant of that levellevel
Simplicity of art allows us freedomSimplicity of art allows us freedom
Not tied to one styleNot tied to one style
Will be able to prototype early and focus on Will be able to prototype early and focus on gameplaygameplay
STICK NINJA!!STICK NINJA!!