11th August 2016
Task Roulette
Task roulette is task management system for people who have a large workload, but struggle to find which tasks to do and how to prioritise.
The player will be prompted to enter tasks that they will need to complete within a certain timeframe. These will be categorised in terms of importance and task type.
They will also be asked to give a description of the task and to enter due dates/times for each task.
Task Roulette will periodically throughout the day suggest that the user spins to wheel to be given a task, or the user can spin as much or as little as they want.
Each time the player spins the wheel, Task Roulette will give the user a task to complete or work on. The user will also have to option to disable the phone in order to improve productivity.
Platforms:
Mobile
Target Audience:
Professionals and students who struggle to prioritise workloads, or those who wish to improve day to day productivity
Image reference:
http://www.luckymobilecasinos.com/wp-content/uploads/2013/11/roulette_game.jpg
This is a fantasy action RPG, except that the magical weapons have their own identities and personalities. In this setting, whenever master weaponsmith creates a powerful magical item, they imbue it with a copy of their own consciousness. While the weapons aren't animate, they can communicate freely with their wielder. If the weapon is used in a way that aligns with its personality and opinions it will grow in power, and if it is used in ways that are contrary, its magical properties will fade, potentially reducing it to just another mundane piece of metal. Many weapons will be fairly easy going in what they accept in your adventures, but others, often powerful weapons crafted by great savants can be ideological pacifists or psychopathic killers. This will require the player to pay personal attention to the weapons they wield, beyond simply their physical maintenance. These artefacts will be who the player interacts, and must build relationships with in order to succeed in their quests.
Image source: https://thezombieshuffle.files.wordpress.com/2015/06/magic-sword.jpg
I Lose Something is an online trading card game for guys that are single. This game's main selling point are the feature to collect, customize and dress up cute girls. Unlike traditional TCG or CCG, this game mainly revolves around powering up and utilize each character's ability to win the battle.
This game can be played by up to 4 players per table/board. Each player will place their main character card at the center of the board and their corresponding ability card that the player wants to use for rest of the game. The players will take the turn to attack their opponents or defend himself. Each player may play any number of cards per turn until it surpasses their character's stats. However, if the player decided to use a character-specific special ability, they must end their turn after use. A player wins if all other player's hit point fall below zero.
The winning player will get rewarded with in-game currency or other resources. These resources can be used to increase their character's stats, unlock abilities or buying cosmetic. Losing player will get ¼ of the reward. Other than the character's appearance, the player can also change their character's voices. The character's intimacy will also increase if the player interacts with them and doing things that the character likes. Higher intimacy will increase the character's combat performance and unlock certain features.
If a character's intimacy is high enough, the player can unlock their character's "personal story mode". Completing a character's story will reveal their secret and will reward new abilities. However, all the character's secret will reveal that they may look like cute girls but they are actually guys. I Lose Something gives the term "You just activated my trap card" an entirely new meaning.
A 2d Side scroller in which instead of having just one character and one screen you have a multitude of screens having simultaneously and the camera just sort of readjusts to follow the characters. Fast paced adventure and sometimes moving multiple characters need to activate switches and so on that would in turn work on all other options at the same time. The game wouldn't be a punishing experience; only returning the player to the start stating that in the new screens. The game wouldn't have a narrative in it it would just be a simple Get your character to the other side kind of thing so the fact that one of all the iterations of the same character makes it means that you can continue. The game could be released as a flash game or a handheld game. The music for the game could be used to autogenerate levels or add a function for the players to add custom content. Making or keeping the game fresh.
Source Matrix: it only resembles the idea of screens that i thought of :
2016-08-11-GDV110-Release:_Agony-Leo_Liao
Release: Agony
Overview
Release is set in a fantasy sci-fi like world. With your usual generic fantasy, elves, orcs, goblins, demons, and what not. Sci-fi elements in this game, adds on a machine race which will add on as a ancient tech or coming from superior beings in the old age. The game will be 3D overhead in third-person like Final Fantasys camera functions. In my mind the gameplay style is sort of like JRPG, but with less grind. The structure of the game will be kind of open-world like, but it is essentially a linear story playthrough.
http://cdn.wccftech.com/wp-content/uploads/2015/03/Final-Fantasy-XV-2.png
In this game the player will be starting in a dungeon like room. Cold steel floors, walls, and big door with a red glowing exit sign above. The player's location is underground directly beneath a mountain. The pathway from the dungeon is like an open world maze. Different paths, many rooms. All have their unique events. All able to move freely back and forth to complete everything. In essence the goal is the get out of the dungeon while fending off all monsters, demons, whatever else and kill bosses to pass checkpoints.
An important mechanic in the game that might be a risky move, but it is imperative to the story. The player will instantly notice the game is really dark. Dark in story and environment. There is no light source. Although there is no light the player is still able to see clearly what's in front of the player. May not just use complete shadows but add in a darker overlay on the screen. Another thing the player would notice is that they will never ever see the face or body too clearly of their characters. All they would see is just a shadowy body outline in game and other UIs that are customising the character. All this comes with a reason which would be later revealed at the end of this pitch.
Starting in a small room with a door in front of you while the character saying where am i, who am i. You would notice the character doesn't have any memories. Once walking out the door, you would spot goblins as well they will spot you. Shooting the arrows at you and them charging. The arrow will be deflected when hitting your body hearing a tink as if metal clashed. Putting your arm up to block a smash from a goblin's club. The player would then see the left arm turn into a blade like and the game will teach the player how to slash with the arm.
Throughout the game play it will be like exploring a huge cave, with ceiling as high as buildings, cliffs around, many different paths to take, rooms and a boss room to defeat in order to move on to a higher level. Of course to keep the game interesting there are some puzzle elements that can unlock special rooms that is connected to the main story of the series as well provide special weapons, augmentation parts and armor. The player would also notice the body of the character has the ability to absorb anything that's machinery implicating the player is a robot. Specially in every boss rooms when killing the boss. The player would receive an energy orb that grants the player more power.
Other mechanics of the game is the customisation. Quite an extensive system in this game as the player can equip armour, biotic argumentations, weapons, and internal weapons. With a bit of the RPG elements in leveling up increasing vital points but all points are limited based on the power orbs the player has absorbs.
Now by the end of the game passing the last boss and coming out of the mountain. Before i spoil anything. The player would have noticed scientific labs in the caves. Factories and giant annoying overpowered robots and the most critical thing is the character's heartbeat when the player's HP is low. After stepping out the last boss room the player would enter a brightly lit laboratory. With a dark figure of a human(Alchemy professor) behind a glass window on a higher floor. The Alchemy professor would then start talking about how he has succeeded and celebrating in having a successful experimental test. The player's character would be in a state of confusion. Entering the eyes of the character the player would see fuzziness until the sight is clear. Once clear the player would able to see the character being half human and half machine. The game will end once the character says "Wait…. I'm…….."
https://s-media-cache-ak0.pinimg.com/236x/24/c9/27/24c9278d682e36c0a3586b33c66e180b.jpg
Fireman simulator puts the player in the shoes of a fireman who travels around the city putting out fires that may pop up. The game is set in an open world city and has randomly triggered fire emergency varying from cats stuck in trees to car crashes and large building fires. The game follows a simple flow, you get a call at the station reporting an incident, you may have more than one, you assess the danger and what tools will be required, you pack these tools and head out in the truck. The player must use an in game map to navigate the city to find the fire. Time is of the essence!! and then the player takes the required steps to remedy the situation. The aim of this game is to raise awareness on how important firefighters are.
Image source: Stock Image from Getty Images
By: Andre Bastos Gottgtroy
GDV110
11 / 08/ 2016
Platforms:
Waterfall House will be a Augmented Reality game, that uses touch screens and physical player movement.
Concept:
In Waterfall House the player must repair his/her leaky home before it is flooded. To do this the player must use a series of different steps that get progressively harder as the levels get higher. the player must use brand new technologies to see pipes through the walls finding where the leaks are around their house/space and using the touch screen move and replace pipes to fix the leaks. But at the same time the player must keep his/her house from flooding as he/she is looking for the pipes to fix; to do this the player must place bowls under, patch and fix holes and leaks that are happening on his/her walls and ceilings. The longer the player takes to patch and fix the holes and pipes the more holes spurting out with water will appear and the more difficult it will be to lose the level. at the end of each level the player gains and loses points for the things around his house she/he has saved or lost because of the water that they let in. The game ends when the player cannot keep his/her house from being flooded.
Image from: http://www.pdmechanical.net/Portals/0/Pipes.jpg
Target Audience: Casual players
No. of players: 3 - 8 player
This is a simple board game. In this game there is a main map of a sushi train. Players draw one character card from the character deck( each character has their own eating habits, such as; they don't eat raw fish, or they only like spicy food), and choose a place in front of the sushi train to sit. Shuffle the main deck( the deck of cards contains all the different sushi and drinks) and put 3 cards face down on each plate. When the game starts, each player has 3 zones (sushi plate, back up and your plate), their backup, their plate and the bin. Start with 5 cards from the main deck in their backup and no cards in the bin or plate. Each turn each player can look at the 3 cards on the sushi train and they can choose to either
At the end of the turn if any character has any food they cannot eat on their plate at the end of the turn they end up in the bin.
There are some special cards on the train as well, players may draw some special cards (instants or standby) which can be used for things like getting the sushi you want or swapping something from your opponents plate with something on yours. Special cards will be mixed into the main deck randomly.
At the end of the game, which player get full thirst and hunger for their character (reach the character needs ) who wins.
Reference image: http://cdn.newsapi.com.au/image/v1/23c2ff3cb56738a4f3a77d1ac835c903
A mobile puzzle game involving using the touch screen to create ripples in water to guide the 'Paper Sailor' (an origami paper boat) through obstacles to its destination.
Using fingers on the touch screen to introduce ripples on a water surface, players create movement in the water surface, which is used to moves obstacles out of the way, and guide your paper sailor to a destination. Levels increase in difficulty as the player progresses, introducing more external forces that is taken into account when strategizing a solution. Things such as rain, creates an impetus for players to favour travelling under foliage, or behind walls to avoid wind sheer or tides.
Paper Sailor has an ethereal theme, with visual and sound elements arranged maintain a calm and relaxing mood. The tension created aims to strike a balance between the pressures felt from puzzle solving aspect, and cool, calm aesthetics. Natural colour and organic sound, seek to support a consistent feeling of progression and pace.
Player's are given the option to restart a level at any time. Although no time limit is out rightly imposed for each level, introductions of natural elements - wind and rain, provide 'natural' feedback to guide the player into making choices, or restarting. Non-diegetic feedback, like text instructions ("Your sailor has sunk") is avoided, in favour of using natural consequences (like your paper sailor sinking due to over-exposure to rain) to provide gameplay feedback.
Platform: Mobile devices - Android and iOS.
Target Audience: 16 years and older. General audiences.
Reference Image:
http://7-themes.com/6888873-water-drops.html
http://imgur.com/gallery/7xlyd
Now apart from shooting random object around the city you can discover the flaws in their transformations - they do not project shadows or have reflections. To add to the atmosphere, lighting will always be very low allowing for long haunting shadows. It would be critical for combat that you discovery the alien before it discovers you so players would have to pay attention to their surroundings. A flashlight and a hand mirror would also be available in addition to weaponry but reflective glass windows, puddles, household mirrors and streetlights in the environment can also be used to confirm locations.
Image retrieved from- http://www.magic4walls.com/wallpaper/bench-city-street-night-at-north-vancouver-canada-lights-bokeh-photo-37307.html
You play as a goose in a soccer arena. The gameplay will work similar to rocket league mainly because it a soccer game style .You move the goose with one of the thumb sticks and you can move the goose's neck back and forth and turn with the other. As the goose you can fly but not for very long. You can fly for about five seconds and then you will land again. You have an ability to shoot your neck out and really quickly this ability is useful because you can use it to hit the ball hard at something. This is also useful because Geese have sharp teeth so you can bite other geese. When you bite and another goose's neck enough times there neck will break off and they will be out of the game for 30 seconds. This means you will be need to be careful when sticking your neck out
Image: https://www.flickr.com/photos/manucampa/444158985Zombie invasion. In this game it is your job as the zombie king to spread your virus and get all the humans turned into zombies until you've taken the whole town/city. Unfortunately as a zombie you aren't too bright and the best idea you can come up with to help spread your zombie greatness is by launching your fellow zombies from a conveniently placed catapult.
Starting with only a few zombies you must launch them where they can spread the virus the easiest, every zombie launched creates more zombies depending on where they land and the zombies then make their way back to you, the zombie king.
Firing a zombie requires you to to drag and pull from the spot of the catapult and release to fire, you are given a vague directional arrow as a guide but it doesn't show how much power you are using to fire making aiming more of a challenge.
One of the main challenges is the lack of zombies you start off with and every time you fire a zombie you can't fire it again until it walks back to you with reinforcements, at the same time if you take to long the humans will group up and start to fight back, if they reach the king zombie you lose. The strategy comes in with balancing how far you launch the zombie, if you launch it closer it gets back to you sooner but with less zombies than if you're launched it further away, once you reach the required number of zombies needed you can take over the town and move onto the next one.
Growth is an online 3D first person game that primarily focuses on continuously growing your character in size.
In this game you start off as a tiny character in a big world. To grow bigger you must strategically farm for experience either as a lone wolf or in groups for additional security. Your size reflects how much experience you have gained via combat, skill farming or quest completion. The more experience you accumulate the bigger you are in person thus increasing the likeliness of you being a target. If a player dies their experience and size will be halved and left available for nearby players. Watch from below as giant players battle it out or from above as tiny players fight from below. The game itself operates with standard movement controls and basic combat. However, the bigger you are the slower you become.
Experience what it's like to live or fight as or against a giant.
Platform: PC
Image: http://feelgrafix.com/data_images/out/8/819278-giant-pictures.jpg
its 1980 and the human race has succeded in making revolutionary robots. Whose whom can do human work from simple house jobs to industry work. As the time progresses the robots starts to show conscience, theyre starting to become self aware and your job is to stop this. In Robots must die! you play as an old janitor, you must drop water baloons on top of the robots to make them wet and destroy them. Robots must die is a casual VR game where the player uses the controllers to control where the balloons will get dropped. This game will practise peoples depth perception and timing. as the game progresses different robots appear, some become faster, others become stronger and even deflect and shoot the water balloons back at you.
Console: VR
Casual game
image: http://i.telegraph.co.uk/multimedia/archive/01530/topio_1530583b.jpg
11 August 2016
Overview:
En Garde is a two player online mobile game in which you take control of a person wielding an umbrella from a first person perspective. The goal of the game is to duel an online opponent fencing style with umbrellas. You must move and tilt your phone in the correct directions in order to block incoming attacks, and you must swipe your finger on the screen in the right direction of your opponent to land a hit. The game relies on your ability to read your opponent's moves and block and dodge accordingly. The game takes place in rounds, with the best two out of three being the winner. By fighting opponents and winning you level up and gain points which you can use to unlock new moves from the in game store. Some of these moves include stunning your opponent by opening your umbrella, shaking water into their eyes to make their screen go blurry and using an open umbrella as a temporary shield.
Image Reference:
Stay Calm is a VR based game in which the player is placed in increasingly stressful environments and must remain calm.
Stay Calm is an experience based game, but can be played as a party game and can further be used by streamers and YouTubers for entertainment.
The game works with Bluetooth heart rate measuring devices, which can range from smart watch devices, or dedicated heart rate monitors that can be relatively cheap to purchase. The game measures the player's heart rate and logs it to determine the stress of the player. As the stress levels of the player increase, their surrounding will offer them feedback such as increased noise, darker colours, and other visual feedback to signal the player their stress levels.
Stressful situations could range from incredibly high precarious situations, public speaking, spiders/bugs crawling over the player, scary situations such as hiding from enemies, being caught, being followed etc, and a variety of randomly selected stressful environments.
Obviously, not every player will be stressed in every environment, but a variety of situations should present a stressful situation for every player, such as getting an injection, or swimming over a reef to an infinite abyss in the ocean.
The aim of the player is to maintain the lowest stress levels possible for the longest time possible.
Image Source:
https://www.healthstatus.com/wp-content/uploads/2011/01/1294244752iStock_000010828606XSmall.jpg
GAME IDEA THIEF
The time has come to think up your daily game idea, HAHA! EASY!
…
DAMMIT!
YOU ARE ALL OUT IDEAS!! AND YOU ARE RUNNING OUT OF TIME!!
In this thrilling 2D top-down-cheater…
You will have to stealth your way through each floor of Media Design School, and steal game ideas (note books/ usb drives) that are laid out throughout the floors, but don't let the students catch you! If they notice you or that their note book/ usb is missing, they will run to the nearest patrolling teacher and spill the beans; thwarting your plans of getting an A+ on your game idea assignment. No witnesses. When the students are running to the teacher you will have to chase them down, and knock them out, then hide of the evidence by dragging them to the nearest closet.
Each floor will have progressively more students and less note books/ usb drives.
Image retrieved from: http://www.incimages.com/uploaded_files/image/1940x900/idea-thief_12121.jpg
Extraordinary powers meets the ordinary real world. Play as various characters who have supernatural powers and use these incredible gifts to do mundane things, the waiter who has telepathy and uses it to carry more things per trip. The electrician who can turn off the power without going to the mains, a bellhop who uses super strength to carry your luggage, the flying window cleaner. A game where people miss their calling and instead focus on making the small things easier for themselves, I think this concept works better in a limited scope, in a sandbox setting like gta all you would do is use the power for big things, but in perhaps a 2d side scroll setting it would limit you to rooms or areas where you can only use your powers for the "intended" purpose. Intent of the game would be to hide the use of power, so the flying cleaner would still be harnessed up, and have to use their powers discreetly, in this instance the harness could get tangled as the game over.
(http://idontdodrugs-iamdrugs.tumblr.com/)
///Unclear\\\
"A proofreader, staring into the madness the Author made."
Unclear is a psychological adventure game that gives an insight into the mind of a professional proofreader, who is stricken with sleep deprivation and derealization. Set in a forlorn, isolated town in Austria after the fall of the Third Reich, this video game acts as an allegory of post-World War II Europe. Derrick, the protagonist, slips between reality and fiction as he slips lucidly between worlds. Reading an epic tale, checking it for mistakes, Derrick visualises the words in his mind and sees himself through the eyes of the storyteller. Unclear questions the degradation of a society, its political policies, and their ethics through metaphors from a book by a dying author, proofread by Derrick.
In terms of gameplay, narrative and character depth work are the focal points in the game, rather than conventional adventure tropes like point-and-click puzzles. Derrick can choose to write the story as intended, or suture the source material into something he desires. Meaningful decisions will change the course of the story, and how far into insanity Derrick falls. Players hopefully craft a bond with the characters, as well as the protagonist, and build upon the varied character development.
Do we keep the original idea true, or do we choose to make this story our own?