Tuesday, April 5, 2011

Final Concept Doc


Four Kids and an Old Goat


High Concept Design Doc

The Team
Richard Bora Jr. – Art/Modeling Crew, tackling the asset modeling, texturing and general environment set up for each level. Also will be communicating with level design to keep updated as to what assets are needed for each level and what the level should look like given the set of puzzles in each level. Rich will be responsible for the main character concepts as well.
Robert Burgett – Level Design/Mechanic Design, the go between for level and mechanics. Rob will be going back and forth between the level design and mechanic design to help upkeep communication and make sure both sides are on the same page so that level design doesn’t go over the top from what is possible of the Mechanic design. His input and work for level design will be an asset as well.
Hannah Chynoweth – Art/Modeling Crew, tackling the asset modeling, texturing and general environment set up for each level. Also will be communicating with level design to keep updated as to what assets are needed for each level and what the level should look like given the set of puzzles in each level.
Zach Grzadzinski – Mechanic Design, responsible for getting the game’s mechanic working and then continuing to make development on it to better the game play experience. If time allots, a quick main menu to start the game. Works with level design to keep them informed as to what is currently possible for the game.
Alex Russ – Level Design/Project Lead, responsible for keeping the documents such as notes, and design docs organized and ready for use at any time, also responsible for completing any necessary documents for the project. As for Level Design, responsible for planning out how each level is played, puzzle placement and use, etc. working closely with Rob on the layout of the level ideas.

Lenny and George 2.5D Puzzle Platformer
The idea behind this game is the Lenny and George dynamic duo style of characters, Lenny being the dumb tough guy, and George being the smart guy. The game will be played in a 2.5D perspective, and will be a puzzle platformer utilizing the unique abilities of both characters. Some puzzles will separate the two, and others will force the two to work with each others strengths. The game will be set in a high fantasy medieval era. Lenny is thrown into a dungeon, and lo and behold George hatches a plan to bust him out. The two make their escape attempt from the supposedly inescapable Castle Ajinkya. From the dungeon to the botanical garden, to the seemingly never ending corridors, will the main characters be able to make it out alive?
Assets
·        Outdoors
o   Trees
o   Logs
o   Rocks
o   Tall grass
o   Brush
o   Vines
o   Tree Roots
o   Caves/Cave entrances
o   Critters/creatures
o   NPC people
o   Ruins
o   Buildings
o   Stables
·        Indoor
o   Crates
o   Torches
o   Barrels (vases, pots, etc.)
o   Statues
o   Drapery
o   Tables
o   Chairs
o   Thrones
o   Corpses/Bones
o   Rats
o   Straw
o   Chains

Puzzles
·        Pendulum
·        Push Block
·        Locked Doors
·        Fire Traps
·        Arrow Traps
·        Dropping Door
·        Character Tosses
·        Separation Puzzles
o   Lenny Puzzles(small strong dumb guy)
§  Smash walls, lift/push block puzzles, tossing puzzles
o   George Puzzles(tall skinny smart guy)
§  Pick locks, switch puzzles, sprint sections


Milestone 2
            Milestone 2’s goal is to get the game mechanics working in a simple level with a simple puzzle. By this point the mechanic of switching the characters should be ready to show, and the differences between the two, besides their physical appearance. At this point there should be at least three solvable puzzles, and assets to compliment the quick demo level. Textures won’t be necessary for this point in the project. However, base textures to place hold what they will be in the future would be a nice additive to the build.
            Art Crew – By this point we should have at least one basic level completed and it should have assets to compliment the puzzles and level. Textures won’t be necessary, but base textures as placeholders would be a good additive to the demo build.
            Rich – you will be handling the indoor assets; (indoor traps are included such as pendulums and fire pits.)
            Hannah – you are responsible for handling characters (and their animations), also the outdoor assets and the outdoor traps.
            Mechanic Design – The mechanic of switching the characters should be completed and working properly. This is most likely the most difficult thing to program into the game. Also a character jump at a set height should be included. Have the command that the big character tosses the small character to activate a switch to make a bridge to cross the gap (just a simple button press that gets the small character to the other side of the gap, nothing fancy just so long as it works. Once completed if time allots attempt to get the wait and follow commands working as well.
           
Level Design – Create a base level that has the tossing puzzle included. Simple flat level, one jump over an object section to show how high both characters can jump if jumping together. Also start concept for the official levels for the Alpha build. Concepts for the intro level, which will showcase the base abilities for the characters. Then continue to concept for second and third level. Three separate concepts of each stage and how the level will be navigated etc. Review concepts pick one for the intro level, and two for the next two stages. Give completed concepts to Art Crew so they can begin completing assets and backdrops for the level.
Milestone 3
            Milestone 3 will be when we have everything working, fully textured and have two to three official levels. By this point we should have all the discussed types of puzzles working and functional, and presented at least once in each level. By this point we should be able to call this the beta build of our project.
Art Crew – by this point all textures should be completed and put into use, characters should be completed and animated.
Mechanic Design – Each of the three per character abilities should be working properly. Individual character abilities should be working as well. All the discussed traps should be completed if put into use in the level.
Level Design – Three base levels will be set up, the first level showcasing the basic abilities of the two characters. The next two levels gradually gaining difficulty, and at least showing some sort of story progression. Puzzles are solvable and set up in a logical order, not overly demanding for the player.

1 comment:

  1. This sounds like an awesome game. Where is it available? Can I get it on Wii or is it only online? I am absolutely addicted to progression puzzles and this sounds perfect for me. Thanks!

    ReplyDelete