So last week was pretty hectic. We needed to refine two of our concepts and then submit them for further approval. This was thrown at us on Monday night and we had our deadline on Thursday. With this in mind, we got right to the concepts, threw the old docs out the window, and started fresh. We decided to stick with the tower shoot-em-up, code name Towering, and the puzzle game, code name Vertigo. We also decided that the concepts we initially did for Vertigo were pretty well put together, but since we wanted to start fresh our team members Kelly Dayton and Kyle Rowan took the duty of rewriting the concept for Vertigo. You know how that goes; we are in college, original work is needed for each assignment, blah blah blah. The rest of the designers got hard at work refining Towering.
Shortly after the staff meeting with our professor on Monday we decided that Towering would be a better game to move forward with over Vertigo because of the need to have this title functional using the PC. We all agreed that Vertigo was designed with the intent of being a mobile title that would be played on devices like cell phones, tablets, etc. It would just be more fun to tilt and swipe at the screen with your hands then clicking and dragging with a mouse and keyboard. The next hurdle was convincing our professors, who are acting as the client and creative directors, that towering is the right game to move forward with. My only worry at that time was that the scope towering was too big and we would not get it done in time.
After all, isn’t that what 50 percent of game development is? Figuring out if we can reach that milestone for our gold build in the end? Of course the other 50 percent is asking ourselves; “Is this game fun?” To be honest, that continues to be a worry of mine, but I have faith and confidence that we can develop this game, polish it, and wow players, contest panels, and potential employers with the skills we have put together during throughout our time at Full Sail.
We tackled the new concept of Towering with the intent of wowing our professors and ended up doing just that with both documents. After we all finished Towering, we went back to Vertigo and finished that concept redux as well. The feedback we got from our professors was pretty much the same as we did on Monday with our initial concepts. They loved Vertigo again and urged us to move forward with that concept and weighed in that Towering might be too much work with everything that needs to be developed. At the time the design for Towering had an economic system, five enemy types, boss battles, and the list went on. It was a great concept, if we had a year to develop it. We only have three months. They did however assure us that we had the ultimate decision about which game to move forward with. I think both designs have great potential and fun aspects to them.
Vertigo is a an awesome puzzle game that throws the player for a loop with a tilting world, blinding clouds, and falling rubble that needs to be strategically place around the map to make bridges and plug holes. This rubble needs to be avoided by a player token so they don’t get crushed or fall off the map. Ultimately the player needs to place a solid object affect by gravity in a hole to unlock the exit.
Towering is a tower defense game that combines the shoot-em-up genre by giving the player freedom to place a friendly a auto turret anywhere they want to in their tower, blockades anywhere they want outside of the tower, and a variety of weapons that have to be strategically chosen since the player can only carry one at a time. There are a variety of enemies that move fast and slow, depending on their ability, and some that can even fly. The tower has health that must not reach zero or the game ends, but the weapons, power-ups, and deployable items can only be obtained outside of the tower. The player’s main goal is to make a last stand and fight through as many enemy waves as possible.
I voted Towering because the design seemed a bit more fun to me from a player point of view on the PC. There was also more work that could be delegated to our team members since we have six designers and are used to working in groups of three or four. I also see this game being great to develop using the Unreal Development Kit, which we are most custom to using throughout our classes at Full Sail University.
However, I would of love to develop Vertigo as well because one of the dreams I have in this industry is to become a level designer. Vertigo would give me many opportunities to design levels because it is a puzzle game with short levels. As I expressed before, I was not sure if we could nail the fun of the game withe PC controls. This is what swayed me toward Towering. We may be overlooking the workload of Vertigo as well. That is something we were expressed to by our professor. I do agree.
After we discussed it heavily we all agreed Towering would be best suited for this project. We now had to create the first iteration of our GDD. This was no easy task to do in just a 24 hours after we were able to take in our feedback and discuss the options as a team. We all got to work and I was initially put in charge of the tower and HUD with Kelly Dayton.
My initial HUD design was similar to the HUD found in Halo 3 because we want to have the player’s current weapon, weapon clip, deployable items, player health, tower health, and enemy counter displayed. After I pitched my idea to Kelly and mocked it up quickly. I was pitched a new HUD concept from Chris Permijo that purposed we use a HUD similar to the style seen in MMORPG or MOBA games. Everything would be displayed on the bottom of the screen to allow maximum vision of the play area and a nice central area for critical information. I loved the idea and helped refine it a bit.
(HUD Mockup)
This lead to Kelly and I doing the tower structure design and since Kelly was a bit overwhelmed I helped get her design muscles start flexing as well as mine with what I saw in my head for the tower. It is very similar to the HUD mockup above, minus one floor. This helped us finish up rather quickly and we moved on. I spent the rest of the day dipping into every design that was critical for our first pass GDD.
After that was done I handed the final rough draft to Kyle Rowan to format into a nice flowing document. We then started to take or hacksaws to the wordy parts and things that we thought would make the next three months hell if they stayed. We added those to a wish list. We also added flowcharts and mockups drawn up by Ed McFarland after corrections and review were completed by myself and Kyle Rowan. We probably could have gotten a lot more detailed and even gotten down to the niddy griddy of this document if we had the time last week. Working under the compressed schedule really gives us that feeling of milestones and due dates that I believe exist in the industry. This is one of those things I love about Full Sail University. I always learn a lot at staff meeting with our professor from the critiques of the previous week of work. This remained true at our most recent meeting on Monday 3/13/2012.
(Basic Game Flow Chart)
Next week I will be helping the team prototype some basic mechanics and functions of Towering suggested by our professor and another prototype that our team member, Andy Poquette, pitched and got approved. I will also be helping to refine and edit our GDD, produce the actual numbers for things like enemy health, speed, damage, etc, research student game competitions so we can follow their rules and guidelines throughout development, and help with a script we must put together for a game pitch video that is due in two weeks. Oh yeah, I’ll also sprinkle some extra fun on top of all that goodness =)
On a side note, my website is finally under development! I will keep everyone updated through Twitter, Facebook, and here on my blog. I am always looking for talented people to work and network with. Feel free to follow this RSS and my
Twitter feed, friend me on
Facebook, and connect with me on
LinkedIn!