Cycle 1 Activity 5: Look and feel

Our ideal visuals would be described as: bright, colourful and cell shaded
With goal of using these visuals to establish a mood that is: Cartoonish, nostalgic but also tense to fit with the fast paced gameplay.

Pictured below is a mood board created from online example images of the style we would like our games to feature.

Mood Board

We will now discuss in detail some aspects of our games look and feel:

Dimensions: Our games will be for all practical purposes 2 dimensional as the gameplay is only reliant on an x y plane however a third dimension may be added depending on the assets used as it would have no detrimental effect on gameplay and allows us to use the most relevant aspects regardless of their dimension.

Game Boundaries: The game world is rectangular in shape relying on the scrolling background code provided for us on blackboard to allow for a simulated never ending y axis. The x axis is bounded by the confines of the screen not for any in game reasons but to keep the game focused and tense.

Scale: The scale of objects in our games is relatively relaxed. The player and the enemies are of relative size to each other but elements in the background will not be realistically proportioned so as to create a sense of power and excitement with the player.

Setting: our game is a set above earth in a space / sky setting to make use of the scrolling y axis provided to us without logical constraints an indoor setting would create. The time period the game is set in is futuristic to allow for ships and aliens to be used as assets to provide an instantaneous knowledge in the player upon starting the game their goal to destroy the enemies.

Characters: because of the nature of our games and our chosen setting there no obvious characters within the game. however It is inferred the player is controlling a human flying their ship. The lack of characters allows for a constant scale between the enemies and the player. All the assets will have a easy to notice science fiction appearance.

Behaviour: The enemies will behave based on the gameplay requirements while the player character is entirely controlled by the player.

Sound: Our studio decided that we would not focus on sound within our games using sound effects sparingly too keep the player focused on the colours and visuals.

It should be noted that this activity is based on our ideal visuals and as we developing on a short time cycle our in game visuals will be influenced by the assets or modelling programs (and our associated skill levels) available to us. Because of this our final games may not quite reach the desired visual styles mentioned above.


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