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Computer Game Design Entry A game of stealth, strategy and timing.
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Computer Game Design Entry A game of stealth, strategy and timing.

Jan 05, 2016

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Melvyn Harmon
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Page 1: Computer Game Design Entry A game of stealth, strategy and timing.

Computer Game Design Entry

A game of stealth, strategy and timing.

Page 2: Computer Game Design Entry A game of stealth, strategy and timing.

Overview

The Player is in control of small unit of KGB operatives.

Each operative has special weapons, equipment and abilities needed to complete missions.

Page 3: Computer Game Design Entry A game of stealth, strategy and timing.

Story

The Game is set between 1981 -1984, towards the end of the Cold War and when the Soviet Union was desperately holding on to power.

Page 4: Computer Game Design Entry A game of stealth, strategy and timing.

Story continued

Viewing as the Soviets will give an interest and different take on a well-known conflict.

During the time of the USSR it was involved many famous world events. E.g. Space Race and Cuban Missile Crisis

Page 5: Computer Game Design Entry A game of stealth, strategy and timing.

Story continued There is a rich mythology

surrounding the activities of the KGB. For example their research into the paranormal and their use of weapons disguised as everyday objects. These could make for interest plot points or game features.

Page 6: Computer Game Design Entry A game of stealth, strategy and timing.

Platforms

PC Xbox 360 PS 3 Wii PSP DS iPhone

Page 7: Computer Game Design Entry A game of stealth, strategy and timing.

Game type

Top down strategy/puzzle game. Alternative routes in levels adds

replay value. Level progression unlocks new

weapons, equipment and characters. Hint system helps the player early on

in the game if they get stuck.

Page 8: Computer Game Design Entry A game of stealth, strategy and timing.

Game Mechanics

Select Character from team, move them by drawing a path on screen then press A for them to follow it.

Select weapon or equipment, then mark a position or enemy to use it on.

Rewind time to redo sections that have gone wrong.

This will also allow you to control one character then rewind time and then control another character to assist the first. E.g. Providing covering fire.

Page 9: Computer Game Design Entry A game of stealth, strategy and timing.

Game Mechanics continued

After completing a level the player can watch a replay, to see the KGB run though the mission. Either seamlessly and with split second timing or by barely making it back in alive, depending on how the player used the rewind function.

Page 10: Computer Game Design Entry A game of stealth, strategy and timing.

Visual Style

Spy/Action Films of the 1980’s and 1990’s

Page 11: Computer Game Design Entry A game of stealth, strategy and timing.

Gameplay The game play will be similar to

Eidos’s ‘Commandos’ game series. The rewind function will give it a

faster pace and feeling. Making it more accessible to non

strategy gamers and casual gamers.

Page 12: Computer Game Design Entry A game of stealth, strategy and timing.

Characters

10 characters. Not all characters used in each

mission. Some scenarios require more than

one character working together. Female main characters, many KGB

agent were women.

Page 13: Computer Game Design Entry A game of stealth, strategy and timing.

Undercover

Adopting a disguise as a civilian allows you to move freely in guarded areas but the draw back of only carrying minimum weapons and equipment.

Decisions like these allow the player to play the levels many times in several different ways.

Page 14: Computer Game Design Entry A game of stealth, strategy and timing.

Levels and Objectives

Assassinate high ranking enemy.

Steal plan and documents.

Rescue capture agents.

Destroy buildings or Vehicles.

Page 15: Computer Game Design Entry A game of stealth, strategy and timing.

Extras

Secret files will be the collectible item scattered throughout the game. One per level. Finding them give details to a sub plot in the game.

Challenge modes for hardcore gamers unlocked after completing the game. These modes include timed levels and reduced equipment.

Page 16: Computer Game Design Entry A game of stealth, strategy and timing.

Vehicles

No player drivable vehicles.

There maybe instances of character shooting from vehicle but not driving.

Page 17: Computer Game Design Entry A game of stealth, strategy and timing.

Weapons

New and Unusual weapons will unlocked as the player advances each having unique advantage.

Page 18: Computer Game Design Entry A game of stealth, strategy and timing.

Weapons continued

Poisson blades Spring-loaded knives Lipstick gun Automatic shotgun Underwater pistol Sniper rifles

Examples possible weapons:

Page 19: Computer Game Design Entry A game of stealth, strategy and timing.

Environments

Europe

USSR

Middle East

USA

Page 20: Computer Game Design Entry A game of stealth, strategy and timing.

Music

Dramatic music to set tension. Traditional Russian folk music invoke

of sense place. 1980’s pop music to lighten mood. Changes from traditional to pop

music contrast the changes on either side of the Iron Curtain.