Wednesday, May 30, 2012

FYP Paper Prototype Presentation Day

27th May, Wed

We had to present our paper prototype to the facis(supervisors) and the clients. It was a memorable experience for us as we gain valuable feedback and their insights on our game.

The clients liked our game, saying it was a 'complete game design' and that it could use a few more balancing tweaks for a better gameplay experience.

We are working on our digital prototype as we speak, although its hard we believe we will be able to achieve it.

Tuesday, May 29, 2012

Mon 21/5, Tues 22/5, Wed 23/5, Fri 25/5:

Our team members at work:



our uncompleted Snake 'O' Glutton gameboard




Designing the layout for Serpent Eternal


Drawing the finishing lines of Snake 'O' Glutton gameboard


completed gameboard with paper crumbs as game pieces 


 Playtesting!


Serious discussion
 


Designing the cards for Serpent Eternal 
 



Cutting and glue-ing the cards in process
 




SERPENT ETERNAL 

Sunday, May 20, 2012

Wed 9th May 2012:

Today we had our final pitch. Facilitators present during the pitch were Lawrence, T.C, Tan Chor Huat, Eddie, Anthony and 1 other facilitator. We had to present our 3 improved-on game concepts.

1. Serpent Eternal (for the iOS platform)
2. Snake ‘O’ Glutton (for the iOS platform)
3. Destinaton World (SIA game)

This is our full presentation layout without edit.



Serpent Eternal is a side-scrolling platformer that takes place in The Serpent Isles. It uses the multi-touch gestures of the iOS for an exciting and rich gameplay experience.


The player controls the fate of a local tribesman, after he had accidentally awaken the Serpent Ouroboros. 


Your task it to run away from being eaten alive by the serpent, and at the same time lead your tribesmen to safety.


Key Features:
·        - Intuitive multi-touch controls!
·        - Fast paced non-stop action!
·        - Overcome challenging obstacles!
·        - Simply addictive!
·        - Rankings & Leaderboards

 [We proceed on to the next game concept : Snake ‘O’ Glutton]



Snake ‘O’ Glutton
An addictive snake game, but with a twist!
Assume the role of Chunky, a baby snake that looks to grow big in a short period of time!
Guide the circular moving-snake to foods to grow longer!



Hit other snakes to ensure that you are the longest growing snake!

Key Features:
·        - Cute and colourful graphics!
·        - Easy to play, difficult to master
·        - Addictive
·        - Compete against family and friends high scores in the leaderboards

 [We proceed on to the next game : Destination World]


Destination World

Fly away in this exciting flight game simulator!
Assume the role of an SIA pilot, navigating one of many listed aircrafts including Boeing 707 & Boeing 747! Fly high, in the sky, through guided checkpoints! Hear policy messages as you make your way through until your destination!

[Presentation ends and enter Q&A]

We were bombarded with questions and concerns about our game concepts’ mechanics. Here is a prepared script of our game mechanics for our game concepts. Highlighted in red are suggestions made by the facilitators that can improve our game.


Serpent Eternal
Objective is to reach the safety zone of every level (excluding boss level).
Side scrolling platformer with serpent’s head chasing from the left.
Touch-screen controls, swipe and tap your way to overcome obstacles.
Obstacles includes dead-end walls(either climb up or slide down), spikes,  platforms, gaps.
Diversifier : Follower

Have a compelling storyline that engages the player.
Have the followers equipped with abilities and skill sets for players to use.
Have the number of followers affect the gameplay (trap delays and such)
Keep in mind the screen resolution and size for the iPhone.
Potential game
(YAYYYYYYYYYYYYYYYYYYYY!)


Snake ‘O’ Glutton
You are Chunky, the baby snake. You are in a room full of snakes!
Your body is defined by chunks.
Random spawn of food to increase body length.

Hit AI Snakes to further increase your body length. YOU CAN ONLY HIT AI SNAKES IF YOU HAVE A LONGER LENGTH. If you hit AI Snakes with a shorter length, you will be penalized by having your body length shorten by 2 body chunks.

Avoid getting hit by AI Snakes. If hit, your body length will return to default size.
The shorter the snake (AI and player snakes), the faster the movement speed, and the more difficult it is to catch. Advantage is that the shorter snakes can catch up. (balance suggested by Eddie Wong)

Win by having the longest body snake among other AI Snakes, within the time limit of chosen difficulty (Easy, Casual, Challenging).
Have the default size of AI Snakes at start to be fixed for different difficulty.
Your balancing needs to be SUPERB.
 (Emphasised by Eddie Wong)

[Destination World was dismissed]
Finally presentations are over for now. Pitches.
We chose Serpent Eternal as our FYP game, as it was favoured among the three presented!






Thursday, May 3, 2012

On wednesday, 2/5/12:

Bright stars met up for a final meeting before going for our presentation of the first pitch. We discussed and touched up on our ideas by drawing detailed examples. We presented to the different facis and seniors present, although we were not aware that the seniors would be there. However, their honest input was still very much appreciated.

At the end of the presentation, the facis made their decisions and we were tasked to work on Snake O' Glutton (for the iPhone) amongst all the other ideas!
On Monday, 30/4/12:

Members of bright stars assembled in the reel room to discuss the 8 different ideas required for our FYP. We had to derive these ideas from the 4 provided project briefs.

We brainstormed and finally came up with brilliant ideas, but of course, we managed to pick out the best 2 for each of the four different themes. Bright stars spent approximately 3 hours plus for this meeting.

Here are the titles of our ideas:

GGJ brief: Make a hit for mobile game platform based on Ouroboros + diversifiers
1. Serpent Eternal
2. Snake O' Glutton

CAAS brief: Create a game for youths to generate interest and educate youths on concepts based on different sectors of the Aviation industry.
1. Screens of Terror
2. Traffic Air

Panasonic brief: Create a polished or compelling 2D/3D game prototype unique to the brand of a that is simple and fun, incorporates airline messages, and promotes client's branding.
1. Spot the Smoker
2. Destination World

Fables or Mythological stories: To retell a classic Fable or Myth as an Interactive Point-and-Click Adventure that uses stop-motion models and camera work.
1. The XII Labours
2. Sisyphus: The Eternal Punishment