03 March 2025

Team 12 Final Concepts

 

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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