Tuesday, 20 November 2012

The Gameplay

The game is a simple touch screen based style gameplay and will function best for the iPod and iPad.

The Player takes the role of one of the four elements: Fire, Water, Air and Earth, in order to restore the artworks that have been damaged overtime (thus why the game is now called "Restoration").
In the game there are four sections which are related to different artstyles from around the world. Each zone is also the home of one of the Elements:

African Artstyle - Home to the Element of Fire
Asian Artstyle - Home to the Element of Water
Native American Artstyle - Home to the Element of Air
Medieval England Artstyle - Home to the Element of Earth

By picking a section to restore the Player plays as the Element that homes it, so for example the Player chooses to restore the Asian Art they'd take on the role of the Water Element. The Player then goes around the pieces of art putting out all the Fire Elements that have burned the art while avoiding the Earth Elements which would absorb the player and cause their element to shrink in size.

Below is a very simple image of which Element is strong against the other as well as being weak to another.


Upon completing a section of the museum, the Player would be rewarded with restoring a part of the main statue in the centre and acquiring information in regards to the art itself. This gives the player knowledge about the art around them.

Multiplayer mode will be available in this game. The game would ask for the number of players and then recognise the number of fingers placed in the screen. Different modes of multiplayer would involve:

Particle battle - Players would play as the same element to absorb as many particles as possible. The player with the most at the end of a certain amount of time is deemed the winner.
Team - Players team up to take out the enemy element for as long as possible.
Waves - Players fight against endless waves of the enemy element for as long as possible until the players lose.

This very simple yet effective mode of gameplay means that anyone can get to grips with it as it doesn't involve any complicated commands. Despite this, the game will probably be centered towards younger audiences for it's opportunity to teach with enticing gameplay and small facts about the art.

Tuesday, 13 November 2012

This is what i've done so far in relation to the animation. It's a bit...well, it sucks but it's somewhere to start off from. Seeing as i'm having troubles getting the video to upload onto here, i'll show some screencaps of my progress















In our group we've assigned ourselves different parts to write up on: I'm writing up on how the gameplay works in the game as well as animating the teaser for our project.
So, i'm doing the small teaser animation for the project and here's what i'm working with:
First are the final drafts of the elements done by my group member Jac. I'll be animating the water putting out the fire while avoiding the Earth on this piece of work Jac sent me.
The end result should hopefully look a bit like the last image but animated.

Thursday, 8 November 2012

Flow based gameness

My group (Jac, Will and I) are creatin a game that is based with the same gameplay style as "Flow". We're making ours based around art and the four elements and our first idea was to travel trough art history (however this was then deemed too big for what we were doing so it was scrapped).
So, taking a simpler approach we've decided to alter art history into restoration, where art pieces in a museum have been damaged by the elements (earth would make it dirty and cruddy, fire would singe the work etc) and you've got to restore them to their former glory. On top of this, we're going to base each element on art styles around the world (Water would be Asia due to their watercolour paintings, Fire we'd assigned to Africa, etc).
Each element is good against one but weak to another - Water can put out Fires but can get absorbed by the Earth Clods.
A mock up of the four Elements - Fire, Water, Earth and Air






Friday, 2 November 2012

Coherent worlds: group

My group is still Will and Jac and for our Coherent Worlds presentation we had to compare the worlds of two games according to Vladimir Propp's 'Dramatic personae'. These include:

-The villan
-The Helper
-The Donor
-The Princess and her Father
-The Dispatcher
-The Hero (Seeker Hero, Victim Hero)
-The False Hero

The two games my group chose were "Jurassic Park: Operation Genesis" and "The Elder Scrolls V: Skyrim"
I looked into the benefits and enemies of the worlds in both games.

So let's begin with "Jurassic Park: Operation Genesis"

Pros: The rivers would keep your dinosaurs healthy and quenched.

Cons: Diseases can take out your dinosaurs
Visitors getting eaten is unfortunate
The weather is out to get you by creating tornadoes and sandstorms

Now, let's move on to "The Elder Scrolls V: Skyrim"





 Pros: Plants you stumble upon can be made into potions
Forges are in every town to fix/create armours and weapons
Coming across old runes in the world will grant you with abilities


Cons: Falling off cliffs will kill you
Rivers will push you around, sometimes off a cliff
Mammoths will squish you flat if you're not careful