alpha releasepresentation

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Fenestra A game by Lost Pigeon Studios

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Page 1: Alpha releasepresentation

FenestraA game by Lost Pigeon Studios

Page 2: Alpha releasepresentation

Overview

• The player controls a man who travels between two worlds each time he dies. The man must solve puzzles to progress through levels and come to terms with his troubled past.

• Fenestra is targeted at gamers high school age and above, particularly fans of puzzle games or indie games.

Page 3: Alpha releasepresentation

Game MechanicsKey Verbs:

Die Walk Jump Push Climb

Page 4: Alpha releasepresentation

Game Mechanics

The goal of each level is to pass through the door at the end. To do this, the player must complete challenges that fall into a few large categories:

• Bypass obstacles

• Activate buttons

• Unlock doors

Page 5: Alpha releasepresentation

Game Mechanics

• Progress through the game is motivated by story

• Elements of the narrative are revealed in specific locations throughout the game

• The player only receives bits and pieces of the story, and must continue through the game to understand more

Page 6: Alpha releasepresentation

Game Mechanics

• Progress through the game is motivated by story

• Elements of the narrative are revealed in specific locations throughout the game

• The player only receives bits and pieces of the story, and must continue through the game to understand more

Sorry, but the princess is in another castle...

Page 7: Alpha releasepresentation

Game Aesthetics• Game takes place in a “present”

world and a “past” world

• Worlds have contrasting moods and color palettes

• Character’s appearance changes with world

• “Present” world is based on modern urban settings, while “past” world is more rustic and antique

Page 8: Alpha releasepresentation

Game Music

• Compose a pair of tracks for each level

• Each track in a pair corresponds to either the present or past world

• Paired tracks are nearly identical rhythmically

• Tracks of each pair differ in feel from each other via changes in timbre and key

• When world switches, music switches to the track corresponding to the new world in the exact same play position

Page 9: Alpha releasepresentation

Gameplay Demo

Page 10: Alpha releasepresentation

Level Editor

• Add and delete Entities with arbitrary art assets

• Change Entity properties dynamically

• Add scripts to Entities

• Set triggers for Entities

• Save and load serialized levels

Page 11: Alpha releasepresentation

Level Editor Demo

Page 12: Alpha releasepresentation

Design Challenges

• Integrating the event-based behavior of the level editor with the update-based behavior of the game engine

• Picking and dragging of Entities in the editor

• Recreating physics objects with updated properties

• Serialization

Page 13: Alpha releasepresentation

Designing for Beta Release

Gradual addition of puzzle elements:

1. Objects that transcend both worlds

2. Movable death traps

3. Objects that re-spawn

4. Objects that only move in one world

As elements are added, puzzles can become more complex and far more difficult.

Page 14: Alpha releasepresentation

Questions