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Open Game Treatment iPhone Development Kyle A. Hoover ITGM 410-01 Mobile Games Development Savannah College of Art and Design Professor Andrew Hieronymi 05/18/10

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Open Game Treatment

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Page 1: Open Treatment

Open Game Treatment iPhone Development

Kyle A. Hoover

ITGM 410-01 Mobile Games DevelopmentSavannah College of Art and DesignProfessor Andrew Hieronymi

05/18/10

Page 2: Open Treatment

iPhone (Immune-System Game) First Generation Portfolio Game [Program Framework and Device Response]

Open Game Concept:

In this game you are a white blood cell. Through out the game you will travel to different parts of the body and eliminate threats specific to each area.

Layout:

You reside primarily in the center of the screen reaching out to envelope foreign objects in the blood stream or current tissue system.

Primary Control:

• Relevant touches originating from inside your character cell and terminating near or within a foreign object or power-up result in a protruding “digestive” arm connecting these two interaction points.

• Once the protrusion is “launched” and locked on a target the player may tap the target multiple times to speed “digestion”.

(when digestion is finished the arm will return to the cell.)

Secondary Control:

• At certain branching points or transitional areas directions may be chosen by tilting the tilting the device.

• Shaking the device will allow a power-up to be released to your cell or the surrounding area.

Page 3: Open Treatment

Open Game Rational:

This game takes advantage of the small screen multi-touch system of the iPhone. For increased a player may use up to four touches or gestures at a time. The accelerometer and shake functions will also be used. In this version, arrays of .png images will be used in conjunction with basic position and drawing mechanics. Later versions may have a more fluid system.

Goal:

The overall goal of this game is survive each level and build strength necessary to destroy the next level of threat.

Threats:

Static enemies...

Mobile enemies...

Toxic behavior...

Collectables:

Sometimes keys such as DNA from a dead virus must be collected to be effective in the next level.

Strength:

• Strength is built with each completed “digestive action”.• Strength is lost slowly over time without growth• Strength is lost when protrusions are broken by foreign

objects, uncontrolled stretching, or screen protrusion runoff.

There are 20 levels of strength:

• 1 Arm // 1 Arm+Speed // 1 Arm+Distance // 1 Arm+Distance&Speed• ….................................................................................• 4 Arm // 4 Arm+Speed // 4 Arm+Distance // 4 Arm+Distance&Speed• ++ Speed // ++ Defense satellite // ++ Defense satellite // ++ Power-ups

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Game Terms:

SAFE SURFACE-

{A “safe surface” is a surface that is safe for spinning the iPod. This surface should be flat and not located in an area where a rogue spin would endanger any person. e.g. don't spin the device on pedestal next to the top of an escalator at the mall. A rogue spin could hit someone in the head of face.}

[Ground or walking areas are not considered safe surfaces]

GAMEZONE-

{In Basic Mode: The “gamezone” is defined by the outer walls of the complex in use such as a mall.In Social Mode (not available in this version): The “gamezone” may be defined by a player using the GPS and facebook connect feature.}

Game Rules:He/She must adhere to several simple rules.

Rule#1:The game should be played in a large social hub such as a mall. With an obviously defined “gamezone” boundary.

Rule#2:All spins must take place on a “safe surface”

Rule#3:When the device stops spinning the player must physically move in the direction shown and follow the secondary instruction.

Rule#4:A turn is completed each time the device is spun and all instructions are completed.

Rule#5:Safety first and do not break any laws of the area or country.

Page 5: Open Treatment

Extensibility:

For this assignment I will develop “Basic Mode”

Basic Mode is a non-community based mode which uses very simple instructions as secondary actions. Basic mode increases accessibility to many users including myself as my iPod does not have true GPS functionality.

The final version will include “Social Mode”

Social Mode uses automatic GPS logging, pictures, and facebook integration to encourage gaming that is not just physically exploratory but socially as well. The path of each player is recorded along with a picture of the final area where they could not go.

At each spin point the player will be able to choose from a library of secondary instructions to be given to the next person spinning within a predefined radius of their currently logged spinning position.

Position is logged each time the player spins and is monitored on a time interval to give feedback as to whether the player may be cheating.

When some is playing there points are mapped for their selected facebook friends who may want to join them at the mall. These features will most likely not be included in this version as they are not necessary for game-play and are too ambitious.

Finally, friend detection could search for nearby friends at the mall and try to lead you in their direction while displaying a nearby friend alert.

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Research:

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