Home > minutes > Meeting Minutes Feb. 15th, 2010

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.

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