An Introduction to Void

Welcome to our blog which showcases the work that has been produced for our third year final project entitled 'Void'.

The work on this blog has been created by Caryn Read, Robert Strachan, Andrew Winyard and Catherine Woolley who are attending the University of Wales, Newport studying Computer Games Design.

The pre-production phase of Void has been almost completed, any posts from now on will be focused on the production of the game. There will be updates with images of models and screenshots while the game is in production.

19 January 2009

Design Document

The following is an explanation of the game which we have handed out at a presentation. It allows us to explain the game without having to post up our design document, as that is a constant work in progress.

Void

Void is a third person action exploration game that integrates three unique environments each with their own physical character state.

Characters

There are three different states to the character (neutral, heavy and floating), each one allowing the player to progress through the spaces.

Environments

Anemone Sea

This space is designed to optimise game-play for the characters neutral state to advance through the area. It is populated with orange pads that sit on top of a bed of sea anemones, which undulate similar to the waves of the sea.

Emerald Cavern

The state change the character obtains within this space increases its size and weight allowing it to push heavy rocks and take advantage of its weight to drop from a height onto bounce-pads that propel the character to a pre-defined location. This area is constructed from rocks and crystals giving it a more solid feel. The space provides contrast between the dark open expanse of the cavern and the emerald illumination produced by the crystal plates.

Shimmering Towers

It uses the floating state change which involves the player manoeuvring in-between pillars projected by air currents that will force the character up or down. The avatar slowly descends downwards towards an underlying mist which hides a sea of anemones.

The Reef

The final space it is a culmination of the previous three environments, layering the mechanics of each physical state and interlaying them into a single playable space. In turn optimising the environment to produce a spectacle of contrast, scale, colour and pacing. This allows us to create a diverse meaningful play that can increase the difficulty curve of the game due to the multilayered facets of the environment interactions that have been previously established.



You can also download this as a .pdf which also had the Void logo on it here

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