Final Project Game Pitch

Mixing standard gameplay mechanics with unconventional thematic elements.This post serves as an introduction to our group project. Our group name is Planigma, and our members are radicalcapitalist, abb91, and gr8dhage. For our final project, we will be creating a 2D, puzzle-based platformer that emphasizes simple input, level exploration, and experimentation. This game is currently unnamed.

The general concept is as follows. The avatar is a sentient robot trying to go home, but he seems to have misplaced the parts to his color module. Consequently, the world around him is perceived in gray scale, making distinction of key objects difficult. The only way to proceed through the level, collect the missing pieces, and locate the exit is to pay attention to detail and experiment with the surroundings. As the robot progresses and finds the missing pieces to his color module, the world takes on the appropriate colors, rendering new objects, supplies, and level details visible and therefore usable.

Some examples of gameplay elements include switches or ladders of a certain color that cannot be seen until the appropriate color piece has been found. Ideally, the level design should be complex and (possibly) nonlinear but should also allow intuitive maneuvering through the stage. Certain items must be found, and certain actions must be accomplished, but there will hopefully be at least two ways of approaching nearly every task, and clues will be strewn throughout the level.

At this point, the only player abilities include walking, jumping, interacting with objects. The controls are meant to be simple in order to highlight the puzzle aspects of the game. Discovering correct actions or newly available routes within the stage is where the fun should be. If, at the end of each stage, the player feels that the puzzle was adequately challenging without being arbitrary, then he or she will likely continue with the next level. This is our target experience. Something simple but enjoyable. A game that makes people think but is relaxing to play.

The distribution of work is tentative. At the moment, it is anticipated that all three members of Planigma will collaborate in conceptual stage design and navigation. Members radicalcapitalist and gr8dhage will be tasked with the actual in-Unity creation, implementation, and testing of stage mechanics, while abb91 will be primarily charged with sprite and material creation. The actual workload may be organized differently to conform to the upcoming feature schedule, or to accommodate delays or advances in meeting deadlines.

The PowerPoint presentation for our game pitch can be found here.

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