Game Details and Project Overview

We present our game details below. Included is also a project timeline with milestones and feature sets for demos.

Since receiving feedback on our game pitch, the game mechanics and structure have undergone significant changes, although the general theme has remained the same. The robot now starts out each level with all three components to his RGB module, but due to faulty wiring, he can only see two at a time. The player must toggle which two colors he sees in order to navigate the stage. The genre has changed and is no longer based on puzzles or platforms. Instead, the world is linear, and the player, who starts on screen left, must reach the door on screen right. Each level has a set of harmful obstacles in its center, and avoiding these obstacles relies on careful timing of color toggling from the player. In this way, the game becomes more about caution, planning, and proper timing rather than puzzle-solving. This also allows for more “Yes!” moments in the game, since the obstacles will be designed to be extremely difficult to traverse correctly.

Oh yeah, and the game has a title now: “24”.

Currently, there are 3 types of obstacles, although we may add more if time permits. One is based on machine presses, one on gears, and one on turrets. The exact design and implementation is at this point known by the team but will be left a mystery for the play-testing demos. We wouldn’t want to ruin the surprise.

Feature Sets

Below are the target feature sets we wish to include in the game, organized by necessity-level.

  • Mandatory: 2 Sets of Challenges in the Stage, each with a specific type of obstacle
  • Expectation: 3 Sets of Challenges in the Stage, each with a specific type of obstacle
  • Desired: 3 Sets of  Challenges + 1 Challenge incorporating multiple types of obstacles

Timeline

October28th – Completed adaptable stage integration with toggling color-perspectives

  • This goal implies that any new items or obstacles we introduce to the stage from here on out should be easily combined with existing code.

November 3rd – 1st set of obstacles complete. Basic sprites or artwork is introduced

November 10th – 2nd set of obstacles complete. Turret targeting finished.

November 17th – 3rd set of obstacles complete. All levels integrated, either linearly in one stage or through stage transitions.

November 24th – Play testing and fine tuning complete. Bug Testing finished. Polish being finished.

Milestone Feature Sets:

Alpha (Nov 4) – First level complete. The alpha should give the class a better understanding of our game, as well as present them with a moderately difficult task to accomplish. What we hope to learn through this demo is if our mechanics feel natural, if our controls are intuitive, and if our obstacles are well designed.

Beta (Nov 18) – Second level complete. If all goes well, the challenge presented in level two should be significantly more difficult to conquer. As a consequence, we expect the experience to be more gratifying to the player. We also anticipate feedback on game feel and polish.

Final (Nov 25) – Third and possibly bonus level complete. All levels integrated. The game should be in its final stage and ready to be enjoyed by anyone. In this demo, we hope to catch any bugs or glitches found in our game, and we will likely encourage players to attempt to break our game. Very little should need fixing or finishing at this point.

Conclusion

This is our plan for our game. We have scaled the scope of our project down to a respectable size, and we have restructured crucial elements of the game. This new version of “24” will be considerably more difficult and hopefully more enjoyable than our initial design.

Comments are closed.