1) When and where did you meet?
5:30pm // Shores
Building : Goldstein Library
2) What did you discuss?
Game concept- Giant of Death and Destruction
Setting: Modern City
Paragon/Renegade game choice
Character Available items:
Phone - Map, end of game time limit, occasional news
broadcasts
Gun
Flashlight
Knife
Levels:
Level 1 - North Side of the River
Level 2 - South Side of the River
Level 3 - Suburbs
Things the Giant are drawn to-
Noise
Light
Attacking
+3 NPC in area
3) Did you take notes? Why? Why not?
Yes, because this game is so complex there would be no way to remember everything.
4) Did you transfer the contents of the discussion to the computer?
I typed up the notes on my computer during the meeting.
5) Did you discuss
the game document?
Yes, I will be managing it mostly with Gaurav and Harish sending me information.
6) Did you pick a team leader. Why? Who is it?
No team leader, but an oligarchy-
Story and Art/game doc- Gabby
Level design
and Miniquests/programming 1- Harish
Sound and music/programming 2 - Gaurav
7) Please describe briefly some initial ideas regarding the game you plan on developing.
Attack on Titan + Shadow of the Colossus + Survival Stealth Mechanics
You wake up in a pile of rubble, feeling a faint, rhythmic shaking. You look up and see a giant walking away in the distance, leaving total destruction behind. The goal of the game is to make it across the city to the town gate without being detected by the giant roaming around. You need health packets for when you get hit with debris, and the louder you are the more likely a giant is to come by. The more people/noises that are around also means higher odds of a giant coming. If you get within line of sight of a giant you have to immediately hide or be crushed. As the giant roams more rubble forms, giving more cover, but also destroying any items which may have been in that house.
Visually this game should be as atmospheric as possible, making the viewer feel tiny compared to the scale of the giant. Clouds, dust, rubble, and destruction would need to be animated in great detail. Music would be mostly non-existent, using sound effects to evoke desolation.
You wake up in a pile of rubble, feeling a faint, rhythmic shaking. You look up and see a giant walking away in the distance, leaving total destruction behind. The goal of the game is to make it across the city to the town gate without being detected by the giant roaming around. You need health packets for when you get hit with debris, and the louder you are the more likely a giant is to come by. The more people/noises that are around also means higher odds of a giant coming. If you get within line of sight of a giant you have to immediately hide or be crushed. As the giant roams more rubble forms, giving more cover, but also destroying any items which may have been in that house.
Visually this game should be as atmospheric as possible, making the viewer feel tiny compared to the scale of the giant. Clouds, dust, rubble, and destruction would need to be animated in great detail. Music would be mostly non-existent, using sound effects to evoke desolation.
Thought of story concept/took notes
My Overall Game task list-
Make CGI Giant
Cinematics (4)
Game Document
Poster and Production Art
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