Pathway - Art Pathway
For all of my ideas I wanted to go down the Art Pathway since I’m not very good at the programming side of things, I think I would make a better final project if I focus on the art side of things more since I’m more comfortable with doing those things
Idea 1) Shooting
Basic Story line:
For this idea I wanted to do something similar to space invaders/ace combat, but under the sea, after a huge world flood, using submarines which look like planes, you have to save people and shoot at the evil spirits which pour the heaviest rain onto the earth flooding it even more, they have reason why they’re doing this though as they wanted to restore the earth to how it was beforehand when us humans didn’t destroy it with global warming.
Game Mechanics:
The planes would be controlled by moving left and right using the mouse and shooting with the left mouse button, the special power shoot would be the right mouse button it would be a 2D top-down game and to save the humans you press E when you hover over to them, a small net would grab the humans and to fight the huge spirits you have to come out of the water like a dolphin since you can’t stay out of the water for too long since the ship was designed to only work in the water, each time you leap out of the water the boss gets closer and you shoot at it.
Visual Style:
Visually I would make the game look pleasing to the eye, using bright saturated colours to exaggerate the planes and make the background softer colours so your plane stands out, the bosses and NPC’s which need saving would be brightly coloured as well so you know where they are, the UI and HUD would be grey and green and it would be as if you’re actually in a plane, highlighting the enemy in a green bar, your health would basically be the planes engine information.
Characters:
The characters of the game would be, you, the pilot, but you don’t know what this pilot looks like as you can only see the plane from top down, the plane would be a basic red plane to contrast against the blue water in the background, the enemies would be bright green and the NPCs will be purple, the NPC’s would be a simple pixel as there would be many of them which you need to save, the bosses would be in more detail though, and would be much much bigger than your plane, this would create a feeling that you cannot defeat this thing since it is too large, but you can.
Assets:
The assets I would use in this game would be medical kits which you need to provide to the NPC’s you have on board your plane and medical kits you can use on your plane if it is damaged, there will also be objects floating around since obviously the world got flooded so there will be household objects floating in the water
Sound:
The sound in this game would be very technical and upbeat to match the urgency of the situation, each time you save an NPC a reward chime would be heard, and every time you get in contact with an enemy the music’s beats would become louder and darker to make the atmosphere seem scarier.
Idea 2) Puzzle
Basic Story line:
I wanted to base this game around isometric architecture and aesthetically pleasing visuals and sound effects to make the game seem relaxing, in a isometric room you have to find keys to unlock certain doors, and to get to these keys you need to press certain buttons which close off other doors, this game would be based on structures which are formed from the sea
Game Mechanics:
It would be a tap and click adventure game designed to work on mobiles, when you come closer to the keys or a button the phone would vibrate indicating you’re closer, but the catch is you only have a certain amount of moves which you can make and a timer if you overrun those moves or timer, the structure will collapse if you run out of time or you will fall off the structure if you run out of moves
Visual Style:
The visual style in this game is what I would mostly focus on as I want it to use very very soft colours and every single bit of the game would look like a picture, it would use higher quality isometric sprites (1600 x 1600), it would all look simplistic
Characters:
I’m not sure as of now, but I would stick to a basic character with few details so it fits in with the simplistic nature of the game, this would be the only character.
Assets:
The game would have doors and keys as assets since they get moved and adjusted
Sound:
The sound in this game would be gentle and subtle, a soft tune in the background like a lullaby which would fit in with the soft, simplistic nature of the game, the sound effects would be like quiet crashes of the ocean or wind chimes.
Idea 3) Bullet Hell Shooter
This is the final idea which I’ve chosen to use
Basic Story line:
You’re a little boy trapped inside a fizzy water bottle and you have to find a way out, you’re as small as water molecules and you have to battle the huge fizzy bubbles before you can reach the surface of the water, the final boss is when the bottle is finally opened and fizzes to the top.
Game Mechanics:
The mechanics of this game would be similar to Touhou’s where endless bullets (in this case, bubbles) shoot at you and you need to do your best to either avoid them or shoot at them - You move left and right and shoot with the left mouse button
Visual Style:
It would use complimentary colours, which would be quite the eyesore but would make the chaos of the bubbles even more chaotic and make the whole situation seem more urgent
Characters:
The main character would be a little boy, he would be pixel art, and be inspired by Ness (Earthbound), and the bubbles would be humanized bubbles in different forms but all using the same colour scheme
Assets:
The assets in this game would include a water attack, where the boy uses the force of his punches to send water bullets at the bubble enemies, there may be some bubble NPC’s or bubble friends which can join along with you, since it would be a sweet water game there might be bits of either fruit or candy floating around which can be used as HP
Sound:
The sound in this game would use very retro music sounds, happy music which sounds like the player is swimming but when the enemy approaches, the music would change the tone and be completely different and scarier which helps the player signify when they’re near a boss.
I might use some sort of swimming sound effect and punching sound effect when the player attacks and the enemy attacks.
Idea 4) Music Rhythm
Basic Story line:
For this idea I wanted to base it around musical instruments, for example, the main character would use the piano to control the weather and the ocean’s waves, how she does this is she would be sat under the water in the middle of the ocean and each time she strikes a note on the piano the bubbles would carry that note and it would be heard in all the oceans in the world and control the sea, the people in the world don’t know who is doing this or how it works, but she brings joy to the sailors of the ocean.
Game Mechanics:
The mechanics of this would be touchscreen, the notes of the song would fall down onto the bottom bar and you need to press those notes in time to make the music sound right or else you would lose your combo and the song would start sounding bad as you’ve missed those notes, making the ocean roar and the sailors have a harder day.
Visual Style:
The visual style of this game would be high-quality soft painted images as if the whole game looks like a water coloured painted image.
When the actual rhythm game is played I wanted everything to look graceful a smooth with glowing colours and notes.
Characters:
A girl who lives in a dome under the water in the middle of the Atlantic ocean playing the piano. - A diver who discovers her.
Assets:
Would need piano note assets and a 4 frame animation of this girl playing the piano which can be shown slightly in the background as the rhythm game is being played
Sound:
The sound of the game would use classical piano pieces whether they would be my own or a mixture of Chopin and Beethoven’s
