PRESENTATION
Dec 24, 2015
Game Outline 2.5D MOBILE PUZZLE ADVENTURE GAME PLAYER CONTROLS HEX THE CHAMELEON CLIMBING UP A MAYAN
TEMPLE WITH COLOURFULLY PAINTED TILES THE AIM IS TO CONSERVE AS MUCH STEALTH ENERGY AS
POSSIBLE ONCE THE STEALTH METER IS FULLY DEPLETED - GAME OVER! LURED BY A MYSTICAL BRIGHT UV LIGHT AT THE PEAK ON THE WAY UP HE GAINS MAGIC ABILITIES THAT IMPROVE HIS
CHAMELEON SURVIVAL SKILLS MORE DIFFICULT CHALLENGES ARISE AS HE WORKS HIS WAY UP,
NEWFOUND ABILITIES MUST BE USED
Game Details LEVEL BASED MODE IS THE FOCUS FOR THIS PROTOTYPE
STEALTH ENERGY METER MEASURES HOW LONG HEX CAN STAY HIDDEN BEFORE BEING EATEN
MOVING OVER DIFFERENT COLOURED TILES FORCES HEX TO CHANGE COLOUR TO THAT PARTICULAR TILE COLOUR, USING UP HIS STEALTH ENERGY.
PLAYERS CAN AVOID WASTING ENERGY BY CROSSING OVER BLENDED TILES.
DRAGGING THE BACKGROUND ALLOWS YOU TO MOVE VIEWPORT WITHIN A RADIUS
TAP AND HOLDING THE CHAMELEON, THEN DRAWING A PATH, WILL MAKE IT MOVE
AVOID VARIOUS ENEMIES TO SURVIVE, FOR EXAMPLE, SNAKES AND BIRDS
COLLECT BUGS AND GLOWING LIGHT SYMBOLS TO GAIN POWER UPS
Unique Selling Points UNIQUE PUZZLE DESIGN
COMBINATION OF LOGICAL THINKING WHEN PLANNING PATHS AND REACTING TO ENEMIES
THE ART STYLE OF THE GAME IS QUITE UNCONVENTIONAL AS WE WILL BE USING A CELL SHADED STYLE. ALSO THE TILES WILL LOOK VERY SIMILAR TO ACTUAL MAYAN TILED WALLS WHILE ALSO KEEPING A FAMILIAR TILING PUZZLE GAME AESTHETIC.
UP TO DATE, THERE IS NOT OTHER GAMES EXACTLY LIKE THIS
NOT MANY GAMES HAVE LIFESPAN AS STEALTH
Tile Puzzle Design DIFFERENT COLOURED PATHS INTERWEAVED WITH
EACH OTHER
A VARIETY OF DIFFERENT PATHS A PLAYER MAY CHOOSE FROM
LEVEL PATHS WILL BEGIN EASY WITH CLEAR ROUTES TO TAKE AND PROGRESSIVELY INCREASE IN DIFFICULTY
PLAYER DECISIONS WILL VARY ON THE CONDITIONS THEY FIND THEMSELVES IN
Power-Ups & Abilities
CORE ABILITIES ABILITY TO CHANGE COLOUR AT WILL
ABILITY TO LAUNCH TONGUE TO GRAB BUGS
ABILITY TO DO A SHORT DASH
POWER - UP ABILITIES
EXTENDED ENERGY, EXTENDED TONGUE RANGE, EXTENDED DASH
SINGLE USE LIGHT POWER UP TO CHANGE TILES AROUND HEX
Scoring System POINT BASED SYSTEM SCORE INCREASES PER TILE IF THE PLAYER
MAINTAINS THEIR PATH ON THE SAME COLOUR. CHANGING PATH WILL RESET THE SCORE
MULTIPLIER BLENDED TILES WILL CARRY ON THE MULTIPLIER FURTHER BONUS POINTS WILL BE ACCUMULATED
DEPENDING ONCERTAIN VARIABLES PLAYER SCORE WILL BE RATED ON A STAR
SYSTEM
Positive and negative feedbackPOSITIVE GAME REWARDS
USING BLENDED TILES WILL DEPLETE LESS THAN STANDARD TILES
COLLECT GLOWING SYMBOLS TO GET POWER UPS
CONSUME BUGS TO REPLENISH STEALTH BAR
PLAN OUT A ROUTE IN ADVANCE
BLENDED TILES FLASH BEFORE CHANGING
MORE POWER-UPS AVAILABLE IN MORE DIFFICULT AREAS
USING BLENDS CREATES A COMBO MULTIPLIER FOR SCORING
NEGATIVE GAME REWARDS SWAPPING COLOURS DEPLETES
STEALTH BAR
GLOWING SYMBOLS WILL NOT BE STRAIGHTFORWARD TO COLLECT
ONLY A LIMITED AMOUNT OF TIME TO DO SO DUE TO TILES CHANGING AND BAR DEPLETING
BLENDED TILES WILL CHANGE POSITION
AS THE LEVELS PROGRESS PATHS WILL BECOME HARDER TO FOLLOW (DEPLETING STEALTH BAR QUICKER)
ENEMY NPC’S BECOME MORE FREQUENT AND VARIED OVER TIME.
YOU LOSE YOUR COMBO IF YOU USE STRAIGHT PATHS
Commercial potential BASED ON THE ESA’S 2013 COMPUTER AND VIDEO GAME INDUSTRY
REVIEW, THE TWO HIGHEST PLAYED GAMES ON MOBILE DEVICES ARE PUZZLE AND CASUAL, SOCIAL GAMES
AVERAGE AGE OF MOBILE GAMERS ARE 40 YEARS OLD BASED ON MOBILE GAMING RESEARCH 2013
WE BASED THIS ON ANDROID MORE THAN OTHER MOBILE PLATFORMS BECAUSE ANDROID PHONE MONETIZATION IS CATCHING UP FAST WITH 1.3 M NEW DAILY ACTIVATION RATES AND CHARTS HAVE SHOWN THAT INDIE GAMES HAVE A WORSE CHANCE OF HITTING TOP CHARTS COMPARED TO ANDROID
COLOURFUL AND LIGHT-HEARTED GAMES FALL UNDER A CASUAL, SOCIAL AGENDA
Similar Games MONACO BY POCKETWATCH GAMES HAS SIMILAR STEALTH, TIMING AND PATH
PLANNING ELEMENTS BUT MORE DEPENDANT ON CO-OP. SPY CHAMELEON RGB AGENT CREATED BY UNFINISHED PIXEL GAMES WHICH HAS
SIMILAR COLOUR AND STEALTH MECHANICS BUT IMPLEMENTED MORE INTO AN ADVENTURE TYPE GAME.
IT IS VERY SIMILAR TO THE GAME FROGGER IN PICKING A PATH TO TAKE AND AVOIDING OBSTACLES SUCH AS TRAFFIC AND WATER
Use of Technology UNITY IS BEING USED BECAUSE OF ITS FOCUS ON CROSS-PLATFORM
DEVELOPMENT WHICH WILL BE USEFUL WHEN DEVELOPING FOR DIFFERENT MOBILE DEVICES, ALSO CUTS DEVELOPMENT TIME.
FMOD WORKS WELL ALONGSIDE UNITY BECAUSE OF ITS SPECIFIC UNITY INTEGRATION API AND IT ALSO FOCUSES ON CROSS-PLATFORM DEVELOPMENT WITH MINIMAL OR NO CHANGES TO THE CODE NEEDED
REASON IS A WELL ESTABLISHED MUSIC CREATION PROGRAM THAT CAN BE CREATED AND IMPORTED STRAIGHT INTO FMOD
PHOTOSHOP FOR HAND PAINTED TEXTURES AND 2D WORK AND NDO2 TO GENERATE NORMAL MAP DETAILS
MAYA FOR LOW POLY MODELLING, UV MAPS, RIGGING AND ANIMATIONS.
ArtworkTHE TILES THE CHAMELEON WILL WALK OVER ARE BASED ON REAL MAYAN TILES IN BOTH APPEARANCE AND LAYOUT
WE DECIDED TO GO FOR A CELL SHADED HAND PAINTED STYLE AS THIS WOULD BE THE BEST FIT FOR THE PLATFORM AND GENRE.
Game Prototype Achievability THIS PROTOTYPE IS VERY ACHIEVABLE WITH THE AGILE SCRUM METHODOLOGY.
WITH THE SCRUM SET UP, THIS PROJECT HAS BEEN ALLOCATED ITS TASKS IN THE MOST EFFICIENT DEVELOPMENT ORDER.
STARTING WITH THE CORE GAMEPLAY MECHANICS OF THE GAME ALONG WITH THE CORE ASSETS BY THE ARTISTS IN THE FIRST SPRINT WHICH LASTS TWO WEEKS
THE SECOND SPRINT DEALS WITH MAINLY INTEGRATING THESE TWO AREAS, THEN ADDING THE MUSIC AND ENHANCING THE LOOK AND FEEL OF THE GAME TO HOW WE PERCEIVE THE END GOAL
THIS WILL LEAVE TWO WEEKS LEFT OF THE 8 WEEK DEVELOPMENT CYCLE FOR BUG TESTING AND POLISHING.
ReferencesHTTP://WWW.SLIDESHARE.NET/KENLEAVER/MOBILE-GAMING-MARKET-2013
HTTP://WWW.SPYCHAMELEON.COM/
HTTP://WWW.MONACOISMINE.COM/
HTTP://WWW.THEESA.COM/FACTS/PDFS/ESA_EF_2013.PDF