BA2a - Core Game Ideas
- charlightart
- Sep 27, 2015
- 4 min read

After researching into the different types of games I could create using Unreal Engine tutorials as well as quickly thinking of ideas, it was time to start planning what I wanted to spend the rest of my project working on! Firstly I needed to develop a visual theme which will help establish the foundations of my prototype, as well as what additional mechanics to include that link well together. I understand that interactivity is the most important factor, however creating a theme in mind helps me set a good base to work from.
The themes I want to pursue are either Fantasy, Steampunk or Victorian London.
Why Fantasy?
I've always loved games, movies and TV shows which embody a fantasy theme, with magic, multiple races like elves, dwarves, goblins e.t.c, and fantastical creatures like dragons, elementals and pheonix's.
Why Steampunk?
Visually I love the steampunk theme, with it combining a mechanical, victorian and technological look all in one. I'm surprised this theme isn't explored more in AAA games, aside from newer ones like Nintendo's Project S.T.E.A.M and the Order 1886 (which is moreso focused on Victorian London).
Why Victorian London?
A theme which loosely ties into why I'm fond of steampunk. The fashion and culture of Victorian London is very appealing to me and I love how much literature you could also add to a game set in this era. A good example of this would be the TV show Penny Dreadful, set in victorian London which incorportates famous figures of the time like Jack the Ripper, as well as fictional characters like Dorian Gray, Van Helsing and Victor Frankenstein.
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Core Game Ideas:
Steampunk Endless Runner
Platform: Mobile or Ipad Audience: Teenagers to Adults. Casual Gamers
Created for: PC (Because it will be assessed using a PC) Art Style: Hand-Painted Cartoony Theme: Fantasy Steampunk (Elves/Gnomes/Mechanical/Dwarves e.t.c) Character Select: Adds diversity to the game, allows the player to feel connected to a certain character.
Gameplay: > The player runs through different levels in a particular area, which has the same visual look. > The different areas would contain around 10 levels in each. > When you complete a level you can move on to the next. > You can collect a form of currency to buy upgrades e.t.c > Enemies will pop up as you run, if you knock into them 3 times, your character will die
Planning the Prototype (Goals):
> Creating one character for the game (which we shall call the 'default character for the prototype) > A Character selection screen > An efficient HUD with a polished UI design (including a character portriat). > Creating one character model which will be animated to run through the level (we shall call it the 'default model' for prototyping purposes)
> When selecting a different character, the 'default model' will have a different colour scheme. This is because creating all the characters in 3D would be exceptionally difficult given the time restrictions, hence why it's a prototype! This is just to prove that selecting a different character will appear differently when you play it (meaning a different looking model).
> Creating one playable level which is polished with assets and lighting
Beyond the Prototype: (How the final game would look, if I wasn't time restricted or the brief was to create a full game; rather than a prototype)
> Creating 6 unique looking characters which the player will be able to select from > Different character models which will look like the one the player will select > Variety of levels which will look different, for example (in the skies, mines e.t.c)
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Airship Canon Shooter Intended Platform: Mobile or Ipad Created for: PC (Because it will be assessed using a PC) Audience: Teenagers to Adults. Casual Gamers Art Style: Hand-Painted Cartoony Theme: Fantasy Steampunk or Victorian London Character/Captain Select: Adds diversity to the game, allows the player to feel connected to a certain character.
Gameplay: > You are in the sky, travelling on an airship. 4/5 canons are set up at the bottom of the screen which have a different functionality. you use the keys 1,2,3 and 4 to select one, and then click to turn a specific canon. > You have different goals targeting enemy and helping friendly ships > Timed ships could dissapear or continue moving forward/flying away > Canon 1: Fire, needed to shoot down enemies > Canon 2: Water, used to put out fires on your friendly ships > Canon 3: Grab, to collect items that float in the sky (upgrades, currency e.t.c) > Canon 4 and 5 are still undecided. > There would be lots of different levels, which get increasingly more difficult > Level one is more of a tutorial level where you use one canon, level 2 you get 2 and so on until you unlock them all and the game becomes more difficult. > Each character/captain has a special ability linked with it. For example, one could grab 2 collectable items at once, or fire a cannon ball automatically at an enemy ship (where you wouldn't need to aim). To keep the mechanic not too overpowered - Cooldown > Possible boss at the end of each level? Where you will have to keep shooting them while they move around. (Gets more difficult and changes appearance when you reach higher levels) > You get scored for how many ships you save/destroy. If you don't manage to save/destroy ships in time then you will lose points. > Each level is timed
Planning the Prototype (Goals):
> Creating movement blueprints for each of the canons > Selecting a canon should be highlighted so the player isn't confused which one is selected. > An efficient HUD with a polished UI design (including a character portriat). > Creating 5 playable levels which are polished with different backgrounds > Each character/captain has their own voice while you play the game
Beyond the Prototype: (How the final game would look, if I wasn't time restricted or the brief was to create a full game; rather than a prototype)
> Creating more unique looking characters which the player will be able to select from > Different boss designs at the end of the level with unique mechanics
Additional ideas from George - critique session (8th October 2015)
> Particle effects > Remember Actor on hit (not overlap) > You can accidently destory gems if you use the wrong canon/ammunition > Maybe one canon in the middle instead of 4, with different ammunition > Health bar for friendly and enemy ships > Animated Grappling hook
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