Saturday, January 19, 2013

Notes from 1/18/2013 Session


Here is a list of the things I took notice from our skype session:
Items in blue are ideas that we scrapped.
(Note: these are all subjected to change, nothing has been finalized)

So far we have decided to go with a stealth-like game, where you play as a pick pocketer, trying to steal from as many people as possible.

Setting: Medieval (during a festival)
Perspective: 2D Top-down
Game Engine: gamemaker studios
Influences: Hotline Miami

-powerups
-zelda like
-super mario clone
-only move left to right
-hacker game, top down perspective
-time sensitive
-no water levels
-no bodyguard type
-2d platformer
-samurai
-demake of metal gear rising
-some enemies have to be killed with the environment
-precise cuts(vertical,diagonal,horizontal)
-touch screen?
-destructable environment
-gestures
-2d platformer
-nimble thief
-steal money for upgrades
-paintings, statues, are secondary
-fov (blur outside, blur behind)
-powerups can alter the vision
-robot gentlemen thief
-need to consider AI
-little boy
-pick pocket combo streak
-crowded street, moving through a crowd non obstructive way
-patterned AI, position oneself to
-colored jacket = specific button pressed needed to steal
-cannot be pick pocketing others
-top down perspective
-collision, crowd blocks path when caught
-20-100 people
-seeing the entire screen
-no vertical view
-narrative story items
-stealing specific items
-guard NPC, if spotted goes toward you, the crowd moves away from guard, clearing path
-poor person, medium wealth, rich, and guards
-range of view for the guards (light indicator?)
-gamemaker studio engine
-music: electronic/hip hop

3 comments:

  1. Ugh I wished that I didn't miss out on this. Apologies to everyone. Anyways, from reading this I don't have a good grasp of what sort of game is in the works. Could anyone write a sort of summary overview of the project? Making a new post might be relevant as well, but I would appreciate some filling in. I'll try to get in on the next Skype meeting if there is one.

    ReplyDelete
  2. Few things I've noticed/researched regarding this project.

    Hotline Miami makes the facing of a character clear in a top down perspective through weapon orientation, patterned movement, and animation.

    It also offers gameplay variety through different weapon choices; choosing what to kill your targets is a big plot point.
    The game basically centers around you trying to figure out ways to clear the level, mostly through trial and error. As you play you start to understand enemy placement, and general level layout.

    The idea I had previously about having color-coded targets and it requiring specific button prompts doesn't really seem to grasp the essence of pickpocketing. It's also a very simple gameplay mechanic that doesn't offer much depth or unique experience.

    ReplyDelete
  3. Yeah, I kinda agree with you, so I did a little research on pick-pocketing, basically just wiki'd it. I think there's a few gameplay mechanics we could put in. So the success of pick-pocking depends on how distracted/unaware the victim is.

    Maybe for each npc we could have some awareness meter different for each person. Or maybe we could give some skills and/or items for the player to create distractions to help him pickpocket easier. I also thought we could put trap pickpockets, some npc's may carry a mousetrap or something that could screw the player over

    ReplyDelete