Dan Fischbach & Michael Macleod Cohort 5 – Main Game Pitches December 11 th 2008.

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Presentation transcript:

Dan Fischbach & Michael Macleod Cohort 5 – Main Game Pitches December 11 th 2008

Game Mechanics

Our 90%... PlatformerPlatformer –Traverse Environment, defeat enemies On the PCOn the PC –Networked with voice chat CooperativeCooperative –Two Players, communication, teamwork

Our 10% Add a chain!

Why? –Completely transforms your typical platformer –Unending list of possible moves and abilities –Fosters constant teamwork; Must work in unison to navigate the worldMust work in unison to navigate the world Combat enemiesCombat enemies Traverse dangerous obstacles and trapsTraverse dangerous obstacles and traps

Examples

(Animation 1)

Other Possible Abilities Grind through rusty pipes / girders with chainGrind through rusty pipes / girders with chain Use chain to ride zip wiresUse chain to ride zip wires One player carries large object as other defendsOne player carries large object as other defends Lots of switch / pressure pad based scenario’sLots of switch / pressure pad based scenario’s Conduct electricity / magnetism through chainConduct electricity / magnetism through chain Situations where players could fight each otherSituations where players could fight each other

(Animation 2)

Development

Scalability Number of Chain Abilities Complexity of Chain Physics Extent of Networking Level of Immergence EasyMediumHard No NPC AI, little environmental interaction Greater NPC AI, higher level of environmental interactions Highly interactive and dynamic environment with the players able to handle almost all objects No networking at all, two players use same computer sharing keyboard or peripherals Two players can play online using basic networking and separate computers Full network support allowing multiple pairs to fight in multiplayer mode Greater number of moves including more complex theatrical ones such as the Garrote Manipulate chain properties, elasticity, light saber, electrocution Handful of the simpler basic moves. No chain bending / twisting / wrapping Animations are context sensitive with chain movement itself otherwise faked Full procedurally generated animations and realistic physical chain properties Chain represented by a single vector line between characters of shimmering energy

For the Artists –Total freedom to define environment, characters and style according to strengths –Large focus on both characters and animation, also potential for extremely impressive motion capture work –Close up perspective will allow for maximum possible environment and character detail to be seen

For the Programmers –Again freedom to pull the talents of the initial team and concentrate on what can be done well –Immediately recognizable core challenge –Complexity of the chain feature and other programmatic hurdles can be scaled down without adversely affecting game play

For the Producers –Untried game mechanic offers great deal of fresh decision making and production experience –Great deal of balancing and pacing would be required in order to ensure a strong ‘fun’ factor –Implementing tutorials tactfully would be a major challenge

…and for FIEA Unique PremiseUnique Premise Built upon proven formulaBuilt upon proven formula Complete package while short enough to demoComplete package while short enough to demo Mechanics remain fictionally independentMechanics remain fictionally independent An ambitious portfolio piece drawing equally from all three tracksAn ambitious portfolio piece drawing equally from all three tracks Strong framework for further developmentStrong framework for further development