Thursday, September 26, 2013

Proto Title Concept Phase

Should probably make it bigger for final phase, but modified gorilla's shadow, satin, and inner glow to try and match light source. Also added panther head with yellow eyes between upper left trees, and of course press start to begin. The jaguar will fade in and out, and the light behind PROTO will get brighter and dimmer slowly. The "press start to begin" could glow, but I'm not sure how that would look with the background light. I might try and animate the gorilla to walk off screen, but that may be a bit over my head.

Tuesday, September 24, 2013

Mood Board Final




The final mood boards with updated graphics and new main screen/general mood board. Added jungle backgrounds and shrunken reference graphics, and changed the colors to "flow" as best I could.

Wednesday, September 18, 2013

Mood Boards

Original Ocarina of Time Poster, hanging on my wall. Primary colors, complimentary and bold.
Proto game settings mood board. Dull and earthy colors with brown, red and green.
Proto game character mood board. Many tints of grey, dull red and blue.
Proto game gameplay mood board. Very earthy greens, greys, reds. Similar to settings scheme.

Tuesday, September 17, 2013

Game Concept Final Phase

Proto - Game Prototype Final Phase

Proto is a decision making tribal survival game, consisting of evolutionary chapters. Depending upon performance and choices made by the player, deviations in evolution will occur. A communication system of grunts and gestures, along with food gathering and multiple threats will be a primary focus.
The game concept I developed centers around a prehistoric jungle scheme. A 3d open world jungle with river, fruit groves, canopies, and vantage points across the map. The play will start out each chapter in a new location of the jungle, and there will be no mini-map. The HUD will consist of the health and energy of each member in the player's tribe, and mouse-over indication of food, danger, communication, and general interaction. The art style will be dark jungle with thick canopy, but allowing for some sparse openings to let in light.
The idea of the game entails multiple levels of primate and slight variations in each depending upon the player's performance, communication, and decision making. At the start will be a gibbon-like primate with very few members of the tribe. Their specialty will be agility swinging between trees. In the later chapters, a larger tribe will exist and the primate more chimpanzee-like, with less agility and more offensive capacity. Enemies will include, but are not limited to: panthers, saber-tooth tigers, fire ants, enemy tribes, etc.
The main goal for surviving as a primate is of course, food. Fruits and nuts will be primarily the food source until later chapters, where depending on the choices made previously, carnivorousness and cannibalism will be available. Fruit and nut tree will not have an infinite course of food, but will grow back over time, causing a need to migrate. The dangerous animals throughout the jungle will be ever present, especially when sleeping, and tribe members may be picked off unknowingly. Communication and cooperation will be a necessity. Fighting other tribes and challenging tribe members for dominance will be prevalent.

Thursday, September 12, 2013

Game Prototype - Proto



The game is called Proto, and is similar to the walking dead format paired with the evolutional gameplay of spore. It begins 3 million years ago when the first small primate, that would eventually evolve into a human, walks the earth. The player will be given a set of simple communications with his/her fellow prehistoric primate, small gibbon-like creatures, such as howl and smack tree. The player will start out being born and will grow to a climactic event, having to make decisions along the way that will impact what they will be in the next chapter.
The game will consist of multiple chapters, each jumping forward several hundreds of thousands of years. However, by the end of the game your chance of becoming exactly homo sapiens is slim, as only one evolutionary path will create humans. The player will have to try and survive each chapter, and if their individual primate dies they will become another one in the immediate tribe. This will make surviving much harder when the tribe dwindles, and one can wipe out the whole tribe for a game over. There will be predators and warring tribes.
The art style with be somewhat cartoony with a dark theme. Its location will be mostly jungle, and gamplay will consist of decision making, communication with tribe members, and survival minigames like gathering, hunting, exploring, and fighting.

Thursday, September 5, 2013

Rock, Paper, Scissor Guide - Research Phase


Rock, Paper, Scissors Guide - Research Phase

Two in particular I am thinking of as candidates. The second and the fourth. The second will have a large graphic and explanation between the hands. Graphics I am considering:
www.almightydad.com
www.prlog.com

The fourth candidate would have singular rock, paper, and scissors as graphics on alternating sides. Graphics I am considering:
spiderweb.blogspot.com
www.weddingbee.com