Introduction:
Introduce Team –
Duck Run is a level two game design project. The brief
describes the game as a 2.5D (3D world but restricted to 2D movements) platform
game for your browser; follow Drake, the daring, dashing and delightful duck as
he escapes from a zombie apocalypse! The world is falling apart; can you keep a
level head and help him get through alive?
Throughout the process we have listened to user testing as
well as the designers in our team and have come up with a series of changes and
updates. While some differ greatly, others have made no real change to the
brief.
Changes:
We have removed the ability for drake to fly, we found that
while doing this; the player skipped a lot of the level.
Our character concept has changed dramatically. We decided
to opt for a smoother 3D model rather than the original “8 bit retro”.
As our design began to take shape, we realised that co-op
just wasn’t fitting. Thus, we decided to design the game solely for a single
player experience.
We decided that it was much more fitting if the final phase
of the game was based in a rubber duck factory instead of the initial office
building.
We also decided that we wanted to keep a single uniform
zombie class.
Demonstration:
Here we have some short recorded demonstration which
highlights all aspects and controls of our game.
Running – Here we see the running phase, this is the longest
part of our game. We have three running phases in total, each with a unique
look, layout and feel.
Puzzle – After each running phase, we have a small puzzle.
All three puzzles have different challenges and different themes.
Animations – Here we can see the character and zombie up
close. We are all really pleased with how these look and feel they really
emphasise the mood and style of our game.
Future Developments:
While our game is already in a complete state: There is
plenty we could see add.
New game modes such as multiplayer co-op and levels could really
increase our demographic as well as adding new life to the game.
We also feel we could add more power-ups and difficulties as
well as all this, we have designs ready for new zombie types.
Assets:
Here is a quick look at some of our graphic assets. We’ve
made sure that these fit both the art style and our target audience needs to
ensure familiarity across all three levels and puzzles.
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