A GDD1 Assignment
Jan 6, 2011
This is an assignment written by:
Julie Larcheveque and Brad Lubahn
Not sure if I Really want to continue with this idea, but I might have some ideas that branch off of it.
Working Title: Assassin Rats
Assassin Rats combines usual fps mechanics with being very agile and able to move around fast/visually appealing like in Prince of Persia. Puzzling challenges to get to other rooms where other players are.
Assassin Rats is a FPS where you are a small human, rat sized, in a big room that generally everyone can recognize, like a classroom, bedroom, or kitchen. The core mechanic is that you must kill the other rat people to be the best. You must try to figure out where other players are, and use the tools you have to get to them, you start out with only a knife/pencil so you will only be able to melee people. As you kill players you unlock new weapons, first just melee weapons like a pen or tools. Some tools allow you to get through obstacles to go into different rooms/parts of the room. For example, you may get a grapple hook which will allow you to attach to light fixtures and get over gaps in the ground or get around faster. Or, a drill that will allow you to crawl through holes you make in the walls that you see is made out of dirt. Sticky shoes would let you walk up walls for a short amount of time.
The goal is to get all of the tools to become the master of the area because you are then allowed to go everywhere, and kill the most people. There is a timer for the game, and the person with the most kills wins, which generally is the person with the most advanced tools/guns because they can get to every area, and you must have a lot of kills to get all the tools.
This game is like counter-strike’s de rats map, except what makes this game unique is that it’s not only a first person shooter, but a puzzle game because you must figure out what tools you need and switch them fast to fight or get to different areas/rooms in the game. Many people can play at once and the spawn points will be placed so that you are not stuck in an area with no-one to kill because you only have one tool.
I want to add more puzzles to action games. Zach and Wiki was an awesome puzzle game, where monsters you fight turn into tools, and if you do the wrong thing you might randomly die. It would have been a lot cooler if you could control your movement with arrows/joystick instead of point-click. Point-click games get pretty boring. Games that challenge the mind, more than just knowing weapons and how to use them, is an idea that is more fun to me. Designing puzzles is a lot of work though.
I'd like to work on my flash game, Bird Attack. It’s a side-scroller where you shoot birds that are above you while trying to avoid rocks to get to an island. You have to click with your mouse a lot, which is annoying. Instead, it might be nicer to aim with the mouse, but shoot with space bar or e while using wasd keys. Also, if there are fewer birds, the player could try to collect coins in the water, and avoid sharks as well as rocks. Having a high score table would also make the game a lot more finalized.
To add to the style, I'd like to make it look more carnival-esque.
Another random idea from GDD1: Dec 20th, 2010
I was thinking of a Tetris-puzzle like game that adds to a zombie-apocalypse game. You have to board up walls/windows/doors with Tetris pieces to block zombies out. The stronger the Tetris connection, the better you would be protected. As multiplayer, possibly co-op trading Tetris pieces that you may not have to block off your walls.
Brainstorming) Different themed story games like Egyption Pyramid building, or haunted house, zombies, building bird nests?
A game based on the concept of turning into animals based on how much "karma" you have collected. You collect Karma by picking up orbs. To go over this fox, you would have to grab a Karma orb and die so that you come back as a bird! Then, you'd be able to fly over the fox!
This was a project designed by myself and 4 other game design students!
A game designed in school for a Game Design and Development pitch. This is what i have written down for it: – A Wild West Police Chase with upgrades and a horse!
January 18th, 2011
This is a game which I want to expand for the pitch.
Narrative: You are an outlaw in the Wild West and you are escaping from the police. You steal a random towns person’s horse by slapping it and jumping onto the back of a wagon that is rushing off. Your goal is to get to a safe underground hideout before the police catch you!
Basic Gameplay) Hit police without getting hit, and boost your horses speed so they come less often. Buy upgrades and supplies in town.
As the wagon is moving, you must defend your wagon by attacking the police that catch up. The horse slows down as it calms down and you have to keep throwing stuff at it to keep it moving. There’s a balance between boosting the horse for speed by feeding it, and throwing it at the police.
Upgrades) Buy upgrades at outposts in each town you stop at. Upgrade your horse or your throwing arm, buy a gun later on.
You start without a weapon, and have to punch police off your wagon as they jump on.
Push the police off your cart if they catch up, and then at upgrades you can buy a gun, and the spikes for your books to kick them off if they hang on. As you go up in levels police are on horses too. Its nice to ride a gun because they ride up along the side of you, or a bit behind you. Screen – running bottom to stop
Rolling over big rocks with your cart also slows your horse down a chunk (is random, but slows horse down faster than usual tiredness so you have to go and rush the horse again)