After an in-class discussion, we decide to take the fruit game idea further. The reasons are this game can have a wider audience, it is easier and more possible to be programmed within these months and have a lot of potentials to be further designed.
After we decide to focus on this game, we started to think about how to improve it.
The Mechanics
The previous mechanics are shooting others to collect fruit juices, preventing the opponent's ramming(once hit the player's juice will be cleared), and trying to ram into others to make others' juice cleared.
While we were talking with Hope, our lecturer, she gave us a really interesting point when the juice falls on the ground, the ground will become slippery! We quickly found this idea is highly consistent with our original idea that once the ground turns slippery, players on that ground will speed up and can use this force to ram into other players!
As a result, our new mechanics looks like this:
Screen capture from Miro
The Game Flow
We had this whole game flow diagram (made by Tim)
Screen capture from Miro
Art Style
The main art style we are going to use is low-poly. The reason for this is that a realistic scene is not suitable for this game genre, which is a party game. Also, we found that low-poly kitchenware looks better in the scene.
The Game World
The previous idea is that we will have an ocean, desert and ice area in the game. A problem with this is that those scenes have no relation to the fruits. As a result, we changed the game to happen inside the kitchen, the ocean area can be changed to a sink and pots with water, ice area can be changed into the frozen zone of the fridge.
These are two simple collages I made for our game scene:
Random in the game
Although in a game like this, replayability is not a big problem due to the players being different and the way they perform is different in each game. I thought we can add more random in the game.
Random Buff: design some buffs that can randomly be added to each round of the game
Random Game Maps: Design some diff maps, those maps will randomly be chosen
Random Props: Design some diff props, those props will randomly show up in-game
Animation Related
We divided the animation into 2 categories, one is compulsory and another is added. The purpose of making this mind map is to reduce the workload when we are making animations in the future. We will use Mixamo to make the characters' animations.
Screen capture from Miro
Achievement
As the whole purpose of the game is to make juice, during the meeting with Tim, we together agreed to add the achievement system to our game. There will be a juice display section for each player.
Each time when the player successfully made a juice (Becomes the juice collect mission's winner), it will go straight to his juice display shelf.
the juices are divided into genres (tropical, pure...)
Once the player gets all of the recipes in one genre, he can unlock the awards (coins, limited outfit...)
Adding a Coorperation Mode
We then came up with the idea to add this team vs. team mode, so that our game can have a mode that supports a larger scale of players and can have different main mechanics compared to the previous one.
coop Team vs. Team (3 maps at first)
coop mode: 2 players act as a team (same fruit)
map for 6-12 players
Image references:
https://sketchfab.com/3d-models/cute-kitchen-c908dfa9d7ec4ab29140d6d1397694bd
https://pin.it/5n7MzCw
https://pin.it/27AHriD
https://pin.it/2AwBqLl
https://pin.it/16pVfnJ
Our Miro board link:
https://miro.com/app/board/uXjVPtahisM=/
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