As
what is asked from the brief, we chose the concept of a boxing game where the
player has to punch the controller in order to defeat the opponent on screen.
We thought that this idea is fit enough to distribute all of the aspects of
transformation. That includes the player and the game play. We focus on the
player’s experience in order to interact with the game as much as possible. In
these experiences, the game goes on as the difficulty arise when the time
decrease down to zero.
The
game play is that the player should hit the controller which depends on where
the colour yellow hit panel is assigned. When the yellow hit panel appears,
they should punch it a lot in order to gain a lot of score. There’s also the
combo panels where there’s red hit panels assigned with numbers and you have to
punch it in chronological order for the player to gain rage meter.
The
rage meter is one of our best features of this game, where the player could use
it and punch anytime in any panels even without the colours. The rage can be
only used once it bar is full. It
gets harder when the round progresses.
Before
the start of the game we put a storyline so that player would know why they are
punching those opponents. In some cases this is a good way of changing the
story from one thing to another. They got more reason to punch harder as the
level progresses. The first stage looks like they have to fight the evil robot.
The second stage becomes the robot was destroyed and transforms into a flying
ship. Then the last stage would be the monster that is controlling the whole
thing and the main antagonists of the story.
So
in the end, transformation is not only made through physical aspects by
changing speed of the player by punching faster or harder, it also affects as
the player’s experience when the story goes onwards. In the further
development, we thought about changing the number of players as well. For
example, in second stage someone will have to keep on pressing the two buttons
while the other players will have to punch those buttons.
No comments:
Post a Comment