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Showing posts from December, 2023

Game Design- Gameplay Diagrams

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 We have created some diagrams to visually convey the core mechanics of the game. _____________________________________ Gravity-invert: combat Here is a diagram explaining how the gravity-invert mechanic can be used to gain an advantage in combat. E.g. an enemy that has a weak spot on the top of their head. ______________________________________ Gravity-Invert: level design Gravity-invert is also a key mechanic for level navigation. Obstacles and hazards can be overcome, when they couldn't be otherwise. Players will have the same capabilities after they have changed gravity, so they can still jump, shoot and run as normal. (This won't be how the gravity-invert looks in game, the camera should rotate with the player so they are always positioned at the bottom of the screen and there are no issues involving inverted controls) ______________________________________ Dimension-swap: level design Below is a representation of how the dimension-swap mechanic will be used. Objects such ...

Concept Art- Main character

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Obviously, the design for the main character should be considered one of the most important elements of design, seeing as how it is what the player will spend most of the game looking at it. For his design, we have decided to purposefully keep his appearance ambiguous to help players identify with him easier. His clothing is covered in belts and shackles to reinforce the idea that he is a prisoner aboard the ship. The same thought process was applied to his overalls, which are coloured orange, similar to the uniform of modern day convicts. The gravity-shift device can be seen on his arm. A light display will show an arrow pointing towards the correct gravitational direction. Depending on the work involved in swapping between sprites seamlessly, changing the colour of the light on the device might provide a decent amount of visual feedback for the player. Concept Art for Cypher Steele: