Team 12
Concept Sketches
For
our final project, we’re considering using the games Limbo and SpeedRunners.
We chose these games because while they’re simple from a control stance, they’re
also an artistic, gripping experience and an exciting and fun one respectively.
Though we will probably only go with one for the final project, its good to
have variety. Limbo is mechanically as simple as it gets, left and right
take you in those respective directions, up makes you jump, and another input
makes you interact with something in your environment, the “action”. While it
is mechanically simple, the story and art style elevate the experience to the
point that the studio has only made that game and one other and is still seeing
success. SpeedRunners on the other hand, is a fast, competitive
experience that is artistically and mechanically somewhat simple, but loads of
fun because of the chaos that ensues during gameplay. Every match is different due
to the changing maps, random item drops, and varying opponents you face. It is
clear who is a beginner and who is experienced, due to the competitive nature
of the game. This makes a dedicated controller logical.
For questions, we’re wondering if
just visual design such as painted figures is enough for the limbo controller
designs. Should they reference an in-game item like one of the SpeedRunners controllers?
Also, do our current control schemes seem intuitive and beneficial to your
experience of the games?
- Ralfo Manzur & Rodrigo Cardenas
Rodriguez
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