Games Development Society
Introduction
These sessions part of the MMU games development society,
which take place within the John Dolton building. These sessions are available
for anyone and I received an email as an invite to join this society. I wanted
to be part of this society because I believed this would be an opportunity to build
my portfolio as well as being part of a team that would develop a game.
Wednesday 3rd February
This first session was an introduction to the society which
gave the leaders a chance to organise and for us to mingle with others. There
was a range of students from both different years and courses which made the groups diverse in experience
and knowledge. I was part of a group with six computer science students and a
fine artist.
We were told to create a concept for a game which could be
developed within 48 hours. We were having trouble with the initial planning and
the computer science students requested two words which would then become our
theme. I haven’t heard of this before but found this rather useful but not essential
for idea development. We were give the words: ‘Red’ and ‘Wrench’ which were
rather odd and random.
From the words ‘Red and Wrench’ we started brain storming
ideas what the game could be about. As one of the group members had already
created a game prior to the session which was a top down 2D shooter, we decided
to create the game like that at first. How I proposed ideas at first was based
off what the computer science students said they were capable of and which
method would be easiest. This is because my knowledge of games development is
limited and do not understand or know the limitations and problems with certain
ideas. Therefore I felt if I started suggesting random ideas which were not
possible within a game engine, I would be wasting the groups time.
Initial ideas included: a game where a guy wields a red
wrench as a weapon, this character could be a rogue mechanic with a blood lust.
Another idea involved the style where it would be inspired by ‘Sin City’ with
the only colours being: black, white and red. This is because we believed this
would be a very striking style choice. Developing the ‘red’ idea we discussed
the idea of the players intentions with red and we thought about the player
collecting the colour red. This continued to the point where the character has
such a desire for red, the character would beat the ‘red’ out of people. At
this point we were snowballing these comedic ideas.
[Initial sketches and ideas]
However, the group reached a point where development ideas
and engine restrictions were greatly affecting our brainstorming. From this I
thought suggesting narrative ideas would begin to spark inspiration within the
group where ideas can start to develop. We began to discuss ideas for if the
game should be a character wielding a ‘red wrench’ or if the player would play
as the wrench. We felt it would be interesting to create a narrative around a
red wrench and what its life may involve and what it may be thinking.
Several ideas started to develop including: a wrench which
fights other tools within a toolbox like a bar-room brawl game. Another idea
was that the player is a mechanic, which repairs household items with a red
wrench. From this idea we started to add our previous ideas to a point we were
happy with this particular idea:
‘Red Wrench Revenge’
Narrative
- An average mechanic with no knowledge or skill lives his
average life until he crosses paths with a red wrench which has unknown
murderous intent. This Red Wrench has mystical and unknown powers, this red
wrench speaks to the wielder to convince him/her to do it’s bidding. The
mechanic, who is no good at his job, makes a deal with the wrench without the
mechanic knowing the wrench’s true intentions. This mechanic must now continue
his job with this red wrench. [This idea developed from the idea of giving the
red wrench a character, which would be comedic and unexpected. This wrench
would be with the player challenging the gameplay and speaking with the player.]
Gameplay
1 player
Top down (2D/ 3D)
-The player takes control of a mechanic, which is given jobs
to fix several items within a home. The player must then search the house for
these broken items. Broken items are scattered around with some other items in
the home glowing red. The player would have to find the broken items, fix them
within a certain time to complete the ‘contract’ for the client. This would involve
the player pressing certain keys at particular times in succession for a
successful fix. The quicker the player fixes the items the greater the score.
All of this is challenged by the red wrench which helps you
fix these broken items; however it also wants to smash the red items within the
home. This causes the player to randomly be drawn towards these items wanting
to destroy them and the player must fight the wrench. If the player smashes an
item: this would be taken off the score at the end of the level. The value of
the smashed item(s) determines the amount of score that is taken off the
player.
[Layout of top down view of level and character]
[Player's view and interface design]
[Concept for mini-game where player would fix items. the Player have to tap when the line reached within the 'safe zone']
--
From this we noted our ideas and the group liked this idea.
We will meet up at the next session to find out if we wish to develop this
concept further or if we are going to develop another idea.
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