Sunday, 18 September 2011
developed synopsis
While playing games on the internet as part of my research, I noticed some occurring themes between games. Some games rely on a cumulative point system to beat the game, whereas others use money instead of points. I could use this idea in my game, by making upgrades available. For example, the player begins the game with an old fashioned inaccurate slow rifle, but could end the game with an accurate quick firing rifle. Between each round, the player can visit a 'shop' and purchase upgrades, such as reload rate and breathing rate, with the money they have cumulated in the previous round, encouraging player to hit more targets. I noticed as well, so shooting games have time and ammo limits. I could incorporate this into my game, by having a set time limit in each round, with possibly a time bonus somewhere, and having the option to buy more ammo between each round. In my game, I aim to have three levels of increasing difficulty, but the money gained from each target taken down increases, and even more so with the ‘money upgrade,’ a possible upgrade to give a percentage extra with every target taken down. Each level will last 30, 60, and 95 seconds, 35, 65, and 95 with the time bonus, and have a maximum number of targets, split into three sections of the shooting rage, furthest back being the most difficult, and vice versa. If a player runs out of time, and has not achieved the required score for that level, the game over screen will run, giving the option to play the game again. If the player has achieved the required score, but has run out of ammo, the game will continue until the timer reaches zero. The target score for each level will be 20 targets taken down for the first level, forty for the second, and seventy for the last level.
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