Meeting Minutes Feb. 15th, 2010
Presentations:
RAF: “The Damaged”
- Game about a damaged world, with six major cities/areas/rooms, in a medieval setting.
- World is populated by 6 categories of evil (drug addicts, gluttony, alcoholism, violence, greed, laziness, etc) like Shadow of the colossus.
- Each city has a “boss”.
- Some regular people, some “damaged” characters, with a vice/problem.
- Dynamic between these 2 types of people.
- Main character half-god?
- Through exploration, see who you hate the most, begin killing off the damaged people.
- You are an omnipotent-style character. You start killing one type of
- people in this world but the other types take over the space previously occupied by the types you just killed (cannot actually kill them all) you must make a choice: try and fail or join the ranks (needs some expansion/clarification)
The look:
- Creepy characters, rich, dark, grungy atmosphere
- Like some old great civilization that has fallen, now inhabited by useless, broken people.
- Medieval, fantasy, horror theme
Game genre/mechanics?
- First person style game play.
- No levels, just exploration. Medieval GTA
- Not sure about the ending of the game, needs help with the development (ex: what is the motivation to go on the quest?).
STEPHEN: Idea #1 “Ohme”
- Prefers to explore mechanics over sound or storyline. He can do design, does also graphics and programming.
- A side-scrolling game populated with cute, unique characters, doing what they do. Ex: road crew drives around fixing holes. Ex: crazy science dude mixing chemicals and burning holes in the ground.
- Possible forest setting.
- Example: Raccoons! With some industrial guy wanting to kill the forest, you would have this guy going around trying to make things right.
- So, dynamic solutions to puzzles by interacting with the different characters.
- Dialogue: you can pick stuff up and use items, like feed road crewà they follow you around and help you (creative, procedural dynamic stuff, creative problem solving)
Idea #2: “Noir”
- Interested in accessible games: to people with disabilities (difficulty holding a controller, visually impaired)… Using senses other than vision to solve a puzzle game.
Inspiration: Pit
- Wants to extend this into more of a puzzle game; can’t get a sense of the space around you; compact space.
- Somehow you get into a “spot of bother”
- Adventure game, figure out a way to escape…
- Setting could be a detective who is thrown into a basement and has to figure a way out of that space by using his other senses to navigate around and figure out puzzles to get out. Example: he could try and crack a safe by listening to the mechanical ticks of the safe dial to get to the items inside.
- Short game, not many rooms
Things you can do:
- Try to listen to noises…
- Drips of water/puddle to see yourself…
- Can feel along walls…
Idea: Wii controllers—use vibrations for some feedback for example.
He needs good level design, and good sound design!
MAX: “Battleschool”
- Multi-player first person shooter based on the book “Enders game”
- Zero gravity, 2 teams on opposite sides of a cubic room.
- Can’t just get from A to B, have to jump around—movement is important, starting and stopping is tricky.
- Sliding gate to get into the cube.
- Randomly appearing smaller cubes could provide cover.
- players are kids. Shooting someone shoots a (tagging?) beam so when a specific limb of your body gets shot, that limb looses hit-points.
- Limbs are unusable when their respective hit-points reach 0. Not being able to use limbs, like legs, can affect movement or, if arms are affected, aiming.
- To win, eliminate all opposing players or capture the flag-like goal.
- Possible other mechanics like hooks to swing around in 0 gravity and a “golden snitch” mechanic for an alternative method to winning
For next week:
- If you haven’t yet, post your name, skills, what you’re interested in on the blog in the section “Who We Are”
- Next meeting, we will be discussing our goals.
- Concrete teams should be forming now, pre-production finished by the end of the semester, with design document.










