Game Pitch (Dragon in Distress)

Pitch PowerPoint

The Game Name:

Dragon in Distress

 

The Group Members:

vander – Level Design Lead

falconette – Visual Design Lead

asuna – Programming Lead

 

The Group Roles:

Each group member will contribute something to each role, but one group member will be responsible for leading and ensuring the success of a specific role. Vander will take the lead on game design, level design, and level construction within Unity. Falconette will take the lead on visual design, user interface design, and polish. Asuna will take the lead on programming, defining game logic, and producing necessary scripts.

 

The Game Idea:

The player takes on the role of an adorably awesome baby dragon, who hasn’t fully developed her wings. The dragon wishes to ascend an ancient tower to obtain the pearl of wisdom left by her mother at its peak. The dragon has the ability to jump in varied ways. She can hop, using only her feet. She can user her wings to glide horizontally while only losing vertical height slightly along the way. And she can muster her energy to produce the most powerful thrust of the wings she can manage, launching her a good ways upward vertically, but allowing little control horizontally during the process. She uses these jumps to aid her as she climbs the ruined tower. In addition, she can collect seeds and pieces of wood, which she can use to grow vines and place wooden platforms. With these tools, she can construct pathways to surpass more difficult passes along her way up the tower. We may implement a system where the dragon finds pearls of wisdom along the way, each giving her a new type of jump or constructing power.

The Game Fun:

The fun of our game comes from the motion of the dragon, from collecting seeds and wood, and from figuring out how to pass certain areas of the tower using the tools available (jumps and constructing). It is also fun to manage the materials collected, as the player will only come across a certain amount of seed and wood, and will need to use them carefully. The game is meant to be in some capacity relaxing; the theme is happy and sunny, and the player can ascend the tower at his or her own speed. There aren’t any enemies to come knock the player off of the tower for taking too long to position his or her jump. This way, the player can focus more on planning what kind of jumps and materials he can use to get higher on the tower.

 

Concept Art:

 

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