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Level 42.

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Presentation on theme: "Level 42."— Presentation transcript:

1 Level 42

2 Good Game Concepts Easy/quick to learn Hard to master/challenging
Instant gratification Evidence of advancement Fast paced Power-ups (when applicable)

3 South Dorm Water Fight Game Title: South Dorm Water Fight
Story Line: As a new south dorm frosh, your elders have charged you with upholding the water fight tradition and drenching all opponents. Available to you as weapons are water balloons, super soakers, buckets of water, and ketchup packets. The last frosh standing will be the champion water fighter. Gameplay: The game will have a top down view, with the player playing as a single character. Enclosed within a stationary map with obstacles, the players’ objective will be to run around and drench all opponents with the weapons given. Game can be multiplayer (up to 2) or opponents may be AI driven. Level Design: Different dorms, different parts of the dorm. More opponents, more obstacles for later levels. Opponents get stronger. Scoring: 100 point for every enemy drenched. 200 points for ketchup packet. 5 points for every time you hit opponent. You lose if you get drenched (run out of health). You win if you are the last one or last team standing. Artwork: see attached. Extensions/Enhancements: New power-ups, team play, new weapons, new levels.

4 Lab From Hell 1. Title: Lab from Hell
Exit 1.      Title: Lab from Hell 2.      Story Line: Your evil professors decide to keep you in Chem. Lab forever. You have taken it upon yourself to free yourself and other frosh. Your objective is to run around Keck Science Building collecting ingredients to blow your way out of the lab. 3.      Gameplay: A side-view with multiple levels and having stairs go in between them. Components you need are on different levels, and the player is avoiding the evil professor/professors. Once all ingredients are obtained, the player must get to the exit and blow it up. 4.      Level Design: Multiple stairs on each floor for escaping from the evil professor. Strategic placement of ingredients will control difficulty, along with the speed of the professor. 5.      Scoring: 100 points for each ingredient obtained. 500 points for optional ingredients points for blowing up door. You win if you get out, and you lose if the professor catches you. 6.      Artwork: see attached. 7.      Extensions/Enhancements: Having to rescue other students.


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