Furry Adventure (Working Title) Game Pitch from Alan Batsford.

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Presentation transcript:

Furry Adventure (Working Title) Game Pitch from Alan Batsford

Game Story You are some kind of cartoon furry creature that lives in colorful fantasy world. Your utopian world is disrupted when all of a sudden countless blob creatures invade. These blobs are like fireflies to brightly colored objects, and they’re not very accustomed to sharing.

Appearance of Game The game will have cartoon style with bright colors, but that doesn’t mean it has to be dumb! Most everything about the unreal interface will be swapped out for more bubbly text and boxes. Characters will have traditional oversized feet/hands/head.

Action of Game This is a 3 rd person 3D platformer with independent camera. Not a FPS with camera outside of character! Player will be jumping from platform to platform to explore. Player will be able to perform attacks on enemy blobs with a short range kick, or a long range jumping attack.

Player Role It will be the player’s job to clear out all the enemy blobs in each level of the game. There will be power-ups for the player that replenish life or give special abilities. The player will be able to freely roam the entire level with only limitation being how high the character can jump.

The Blobs About the same size as a soccer ball, blobs bounce around dirtying up the colorful world. Individually very weak, but can combine with each other to make larger creatures. Lots of opportunities to go crazy with AI. –Blob group movement –Blobs “learn” which types of monsters work well against player –Blob strategizing against player

Strategies and Motivations Player will have to be careful to not let the blobs organize themselves too much. A radar or map will be provided for the player to help him find blobs that are collecting and break it up. Motivation will be if blobs collect too much they’ll turn into a monster that will seek out the player and attack him, which will prevent him from exploring the level.

Level Summery No invisible walls or physical boundaries within the level. The only limitation on travel will be surrounding the level. The marks left behind by the blobs will be dynamic, meaning pasting decals every where the blobs move in real time. In every level there will be a focal point that identifies the entire level. For example: Large hill, structure, lake, silly contraption.

Story Progression After every level there will be a short cutscene revealing more about the blobs. The levels will be designed in a way that demonstrate minor details about the world, such as it being a sovereign nation. One level will focus on showing how this world discovered the blobs, and actually provoked them first.

Hardware and Software Specifications Unreal 2004 Minimum requirements. Standard 16 button 2 analog stick controller is required. Development will take place on Unreal Tournament 2004 Editor. Algorithm Style will tailor for the Unreal 2004 scripting language.