Tuesday, 25 March 2014

Game Creation - Theme Tropical island fun

To show my ability to come up with an original game idea I was given a list of six words associated with the main theme which was Tropical island fun and create 4 different ideas that would have two words each from the list as side themes that would play in the setting or gameplay after coming up with four different games and drawing a picture(as seen below) that would show the game and describe what is going on in the image.
(game idea 1)
(game Idea 2)



(game idea 3)                                                         (game idea 4)





After talking about the concepts for the games and whats happening in the images we decided that game idea 3 was the most fun sounding and that i should go with it and expand on it more while combing some of game idea 2 with it.

The game itself is set in Thailand during the full moon party with the level playing out at a beachfront bar just on the water. The story is about the bar god Vylo who is prayed to by a bartender during the full moon party to protect his bar from the over intoxicated youngsters and party goes that are attacking it and causing an abundance of noise that is driving customers away. Vylo being bored agrees to help and uses some of his godly powers to send down a part of his body to help get rid of the over intoxicated people. Using Vylo's hand you must help get rid of the drunkards and protect the bar at all costed.

Gameplay will involve using Vylo's hand to grab onto and throw the drunks away from the screen to protect the bar which will have a health bar representing how much damage the bar can take before it is destroyed. Certain enemies like the large overweight drunkards can be picked up and swung around to knock out surrounding enemies before being thrown away. Mechanics that will work with the gameplay is Vylo's hand itself and it's ability to pick up and throw enemies as well as picking up objects in the area to throw or drop on large groups of enemies to knock them out. Another mechanic is Vylo's abilities that can be used an upgraded to do more damage or have a larger area of effect, one of these abilities is being able to summon a wave to take enemies out to sea caused by Vylo's hand slamming down making the wave.

Asset list

High priority

  • Vylo's hand
  • Bar
  • Drunkards
second priority
  • Moon
  • objects to throw
With the setting,backstory,gameplay, gameplay mechanics and asset list done I can go about crating the game and level to demonstrate the skills needed for the job.



Tuesday, 11 March 2014

Asset list for game Level


With my game level blueprint done and my mechanics and objective thought out I now have to create a Asset list that will prioritize what I will make first and what is important to make the game level.

High Priority 


  • Barrels(explosive)
  • Locked Crate
  • Generator 
  • Gate(exit to level)
  • crate filled with weapons
  • key to locked gate
Second Priority

  • Buildings
  • Ladders
  • Lamps/light posts
  • cart(to hold explosive barrels)
  • table
Low Priority

  • tree(Dead)
  • normal barrels and crates

Game Level blueprint & Mechanics


Following from my last post of an original concept for a video game I've now moved onto the design of the level for the game underneath I've added a rough sketch and a completed blueprint for my level with objectives also with a start and end point to the level.  


 Draft of Game level blueprint
 Game level blueprint version 2



With the level being planned out I would then create gameplay mechanics for the level that would correspond to objectives in the level. The first mechanic that I would create would play into the stealth gameplay in that you can use a burning arrow to ignite a pool of lighter oil that the Guard of the city are stockpiling causing a distraction so you can slip by a guarded entrance. Another important mechanic would be the player being able to steal from enemies this plays into have to steal items of importance from keys to unlock certain doors to other items that you need to complete levels. My final mechanic would be the player capable of picking locks to safes, crates and other objects that houses items of interest and gold to buy upgrades.    

3. Come up with  level objectives that correspond to your gameplay mechanics. How will you identify these objectives in your level blueprint?
Now that I have both my Level blueprint and mechanics for the level I need objectives that correspond to the mechanics as mentioned before. Objective 1 is to sneak by a passing guard patrol.  Objective 2 Steal key from guard for gate. Objective 3 listen in on guards talking about 'The Barons' plans. Objective 4 sneak pass a large group of guards. Objective 5 sneak your way pass guard barracks.

Update: I have changed my Objective for my Game level so I could get it finished on time you can find the original objectives in my Original objective for game level post if you want to look at how I original envisioned my level.