Difference between revisions of "Presentation"

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(First Presentation)
 
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We're hoping to play test the game with a variety of members of the target audience at several points in development. That way we can take note of how they actually experience the game and see what we're doing right and where we're going wrong.  
 
We're hoping to play test the game with a variety of members of the target audience at several points in development. That way we can take note of how they actually experience the game and see what we're doing right and where we're going wrong.  
  
'''30 SCEONDS'''
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'''30 SECONDS'''
  
 
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All those interactive objects mean we also have to keep a close eye on how heavily the game wears on the hardware, particularly if we're intending it for a tablet computer. We've been looking into that quite a bit the past week or so.
 
All those interactive objects mean we also have to keep a close eye on how heavily the game wears on the hardware, particularly if we're intending it for a tablet computer. We've been looking into that quite a bit the past week or so.
  
Programming the objects so that they behave the way we want them to is no doubt going to be a difficult process. We've taken note of which objects are most important to us and the game, and will focus on those at first. But yeah, we're preparing for lots of programming fun.   
+
Programming the objects so that they behave the way we want them to is no doubt going to be a difficult process. We've taken note of which objects are most important to us and the game, and will focus on those at first. But yeah, we're preparing for lots of programming fun.
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We have decided to buy our own web hosting for our project, rather then using Assembla, as this will allow us to customise all aspects of our web presence. We have created a wiki for our public presence and a private project management area for managing the project.   
  
 
iPad
 
iPad
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'''CONCLUSION (<80 words)'''
 
'''CONCLUSION (<80 words)'''
  
All in all, we're very excited about making Reverie. We're confident that we can overcome any difficulties and work hard to achieve a polished final result.  
+
All in all, we're very excited about making Reverie. We're confident that we can overcome any difficulties and work hard to achieve a polished final result.  
  
 
The team has already shown that they're reliable and we've each been working hard on specific tasks. We know there's going to be a lot of work in the future for us, but we're certain we can tackle it.  
 
The team has already shown that they're reliable and we've each been working hard on specific tasks. We know there's going to be a lot of work in the future for us, but we're certain we can tackle it.  

Latest revision as of 22:22, 16 March 2011

First Presentation

CORE IDEAS, 30 seconds each:


INTRODUCTION (50-100 words)

Hi everyone, We're Team Rainbow Projectiles. We're comprised of three designers: Andey, John and Carla, three artists: Jacob, Dylan and Logan and one programmer: Tim.

This year we will be creating "Reverie".

Reverie is an absorbing, interactive narrative experience for the iPad. As a production for the iPad, Reverie will focus on touch-screen mechanics that allow the player to interact with a rich physics-object-based environment. The game will progress as players guide the protagonist, Lost, from room to room using objects to solve puzzles, all the while revealing the powerful narrative and subtle yet rich backstory.

The target audience is casual and experienced gamers between the ages of 10 and around 30 looking for a more cerebral game experience than most other touch screen games offer.

36 SECONDS


STORY


MECHANICS (50-100 words)

In terms of mechanics, our core idea is play.

In the game, players act as a figurative guardian for the protagonist named 'Lost', this role allows the player power to interact with objects in a game scene that would be unreachable to the protagonist.Feel for her, not yourself. iPad doesn't bring player into world enough.

Using the touch-screen to pick up, drop, throw and interact by many other means, allows players to freely explore the scene and play with interactive objects in whatever manner they wish.

Whether a player chooses to solve puzzles and progress, or simply enjoy interactions between the physics objects is entirely up to them.

27 SECONDS


AESTHETICS (50-100 words)

Art style - 25 words

          - subtle cartoon influences
          - shaders
          - inspiration/references

Dream sequences - 25 words

          - different, unique to each other and ship
       Character and monster design
          - designs
          - inspiration
          - sound: sound effects and overall music feel
          
       Environment
          - textures
          - designs 
          - inspiration
          - important to develop atmosphere, get response from player

Relevant phrases: artful level design this poor little girl who IS in danger


GOALS/MILESTONES (50-100 words)

Our goal for this semester is to create a working prototype of our game.

We hope to generate all of our game objects this semester, and implement them in a working test environment.

This way we can explore the game internally rather than assess it externally and make crucial design decisions.

Making the base mechanics of the game intrinsically fun is a major goal for us, that's why we intend to spend a lot of time this semester perfecting the game objects and their interactivity.

We hope to ensure the game looks great with highly developed art assets and animations, while being comfortable and functional for the player.

We'll be paying a lot of attention to Lost and her animations, hopefully giving her her own personality.

Work on platform.


32 SECONDS


RISKS (50-100 words)

Our major long term concern for the project, is failing to handle the meaningful storytelling, character development and level design necessary to achieve the kind of enthralling player experience we're aiming for.

Focusing on game functionality at first allows us to properly gauge our progress and potential for the game as a whole. Each member of our team has clear objectives to ensure thorough completion of each task .

We're hoping to play test the game with a variety of members of the target audience at several points in development. That way we can take note of how they actually experience the game and see what we're doing right and where we're going wrong.

30 SECONDS


HARDWARE/SOFTWARE (50-100 words)

All those interactive objects mean we also have to keep a close eye on how heavily the game wears on the hardware, particularly if we're intending it for a tablet computer. We've been looking into that quite a bit the past week or so.

Programming the objects so that they behave the way we want them to is no doubt going to be a difficult process. We've taken note of which objects are most important to us and the game, and will focus on those at first. But yeah, we're preparing for lots of programming fun.

We have decided to buy our own web hosting for our project, rather then using Assembla, as this will allow us to customise all aspects of our web presence. We have created a wiki for our public presence and a private project management area for managing the project.

iPad

        - has a lot of potential to go beyond casual gameplay, more narrative, touchscreen involves player - keeps interested
        - intuitive, interface becomes invisible to player easily
        - lots of fun, works well with play    

Unity

        - Familiar to us, used before
        - Works well with 2.5d set out and physics objects
        - Integrated with iOS and android, works well with tablet computer concept

CONCLUSION (<80 words)

All in all, we're very excited about making Reverie. We're confident that we can overcome any difficulties and work hard to achieve a polished final result.

The team has already shown that they're reliable and we've each been working hard on specific tasks. We know there's going to be a lot of work in the future for us, but we're certain we can tackle it.

Thank you.

20 SECONDS