Stick Ninja' - PowerPoint PPT Presentation

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Stick Ninja'

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Remember when you were young and would doodle inside your ... Differentiates levels, making the game that is decidedly plain, more aesthetically interesting ... – PowerPoint PPT presentation

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Title: Stick Ninja'


1
Stick Ninja.
  • a game idea and conceptual design
  • by Cody Sawatsky.

2
Overview.
Stick Ninja.
Persuasive Purpose
- Remember when you were young and would doodle
inside your notebooks at school? Wouldnt it be
awesome if those drawings came to life??
3
Overview.
Stick Ninja.
Industrial Design
-gt All art is done in sketch fashion
4
User Description.
  • Anyone willing to spend a couple minutes playing
    games, not intended as a long-form game
  • People who would draw in their books at school,
    so anyone with an active imagination.
  • Comfortable with Video Games and Digital Media
  • Likely in the 10-35 age range
  • Enjoy playing games as entertainment

5
Description of Gameplay Mechanics
  • Each Level has one Boss/Enemy/Inhabitant
  • Multiple encounters with that enemy (3)
  • During fights, the player gets clues as to what
    the Enemys weakness is
  • Player searches level for the item, uses it on
    Enemy in next encounter
  • After Enemy is defeated, Player advances to next
    level

6
Storyboard.
7
Prototype.
  • Would lend itself to paper prototype, as it is
    based on paper anyway
  • 2D Side Scrolling Adventure Platformer
  • Turn-Based Combat
  • Very Simple, maintains whimsical motif

8
Features Functionality.
  • One enemy per level (Shadow of the Colossus
    style)
  • Each level has a distinct art style (lookfeel)
  • As if the main character were traveling through
    the different notebooks in a classroom.
  • Weapons, Power ups, and Enemies are consistent
    with the level

9
Justifications for Design.
  • Emphasis on Exploration
  • Few, but unique enemies
  • makes encounters more meaningful, and gives the
    enemies more gravitas
  • allows player to interact more with and
    appreciate the environment

10
Justifications for Design.
  • Each level being visually different
  • Differentiates levels, making the game that is
    decidedly plain, more aesthetically interesting
  • Gives a feeling of imagination to an environment
    that almost everyone is familiar with, lined
    paper.
  • Going for a simple art style allows us to
    concentrate on gameplay and polish, as opposed to
    fighting with graphics

11
User Testing.
  • As per the course, we will be paper prototyping
    and testing on no fewer than 3 participants.
  • When we advance to the digital prototype phase,
    we will have at least 5 people play test.
  • Of course, we will be playtesting and refining
    throughout the development process

12
Shortcomings of Design.
  • Some users may find the lack of combat boring.
  • Design may not appeal to everyone
  • May be too whimsical/imaginative
  • could be difficult to get animation right
  • Requires a high amount of artistic input

13
Possibilities for expansion.
  • Different characters with different abilities
  • More Mature elements (Guns, blood, etc...)
  • Themes based on school classes (Biology, Chem,
    English, etc...)
  • User-designed levels (LittleBigPlanet)
  • Character Creation tools???

14
Next Steps.
  • Select team, and evaluate artistic talent
  • Finalize Character design(s) and paper prototype
    a level
  • Decide on Engine (Power Game Factory, Torque,
    XNA)
  • Rough playable prototype soon, and commence
    playtesting asap -gt ITERATE
  • Would like to develop using XNA framework
  • submission to Xbox Live

15
Summary.
  • 2D Sidescrolling Adventure/Platformer
  • Exploring unique, artistically intriguing levels
  • Turn based combat with the inhabitant of that
    level
  • Simplicity of art allows us freedom
  • Not tied to one style
  • Will be able to prototype early and focus on
    gameplay

16
STICK NINJA!!
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