Jacob Dreyer and Wade Howard
Motivation for the game
The reason we decided to consider Frogger was because its a game we both played growing up with very simple controls. We also felt that its theming could better fit with less conventional controls.
Core Mechanics
Jump across the level using WASD to avoid all the obstacles and make it to the lily pads on the other side. Collect flies through the level to score more points when you reach the end.
Mechanical expression
We felt like hopping could be better expressed with more unique controls then what are used today.
Mechanical Objects or Gestures
We took some inspiration from the question asking us to think about a game with simple controls and what are some key mechanical objects related to the games theme.
Questions
How do you feel about the jumping being incorporated in the control scheme?
Do you think the physical activity required would be to much?
Motivation for the game
Super Mario Bros is a very foundational game that has been played many times we decided that it would be fun to experience it in a new way.
Core Mechanics
Move across the level using A and D to move left and right to reach the end of the level. Hold down S to go through pips. Press A to jump over enemies and hit blocks. Hold down B to sprint or press B to use an ability if you have the correct power up.
Mechanical expression
We thought that since most people are familiar with Mario and the traditional control scheme. It would be an interesting challenge to design an alternative controller that would still function the same way. The NES controller was foundational to all controllers so our controller had to match its functionality.
Mechanical Objects or Gestures
We wanted to take objects throughout the Mario franchise and make them the focal point of the controllers.
Questions
Of these design, which one do you think is going in the best direction functionality wise?
Of the designs presented, do you prefer the "carnival game" style (i.e. design 4) or a "simulation style" (i.e. design 3)?
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