P2
A: Genre: Fantasy, Adventure, side scroller. I based my game off of the c64 game 'Impossible Mission' which is a 2D action adventure puzzle game. I based my character off of the Wii version that is still a side scroller but has a 3D character instead of 2D
![Image result for impossible mission](https://i.ytimg.com/vi/LrdlX8XwHjo/maxresdefault.jpg)
B: Character Profiles:
Dying: Body is more limp and he moves slower and looks weaker. His body slouches over and his body movements look more tired and heavy
Scared: His body looks like he's shaking and he looks more on edge. His movements are much sharper and his strides are longer.
![Image result for impossible mission](https://i.ytimg.com/vi/LrdlX8XwHjo/maxresdefault.jpg)
B: Character Profiles:
- Character description: Male character with brown hair and beard in his late 30's early 40's, simple 3D design, is a supply runner and collects food and other things for himself and others. The character is wearing tattered apocalyptic style clothing. a green coat and dark baggy trousers and a pair of steampunk style goggles and plain black shoes the character has a small backpack capable of carrying ten objects. as well as a crowbar so he is able to break into abandoned buildings in search for supplies.
- Physical/emotional attributes: You cannot really see his face and he looks quite neutral but his body movement expresses how he's feeling.
Normal/ Calm: runs and walks normally, quite slow and calmly, his limbs move in a smooth and loose motion helping to indicate Dying: Body is more limp and he moves slower and looks weaker. His body slouches over and his body movements look more tired and heavy
Scared: His body looks like he's shaking and he looks more on edge. His movements are much sharper and his strides are longer.
The characters expressions and body movements will be used to help the player to know that something bad is happening or they're running out of health as well as a health bar on the side of the screen. The music will also change to cater to the situation of the game. If the character is in danger or being chased the music will become more intense compared to when the character is not in danger in which the music will be low and calm.
What makes my character, Axel, stand out from other characters is his simplistic design, the cartoon like design fits his character model nicely. The character wears darker colours. The darker colours make him blend in better with the game and can act like camouflage. The skin was made lighter and better to stand out so that the character is more visible to the player. The colour choice was to help the character blend in to the post apocalyptic world and the story.
What makes my character, Axel, stand out from other characters is his simplistic design, the cartoon like design fits his character model nicely. The character wears darker colours. The darker colours make him blend in better with the game and can act like camouflage. The skin was made lighter and better to stand out so that the character is more visible to the player. The colour choice was to help the character blend in to the post apocalyptic world and the story.
Special Characteristics: A super jump ability thats an unlockable feature for the character that allows them to jump twice as high as they normally can. This is good for gameplay as it is not a necessary item but when attained the player can reach secret places they couldn't before.
Character Visuals: (Rough character sketches and story board)
Shot 1: The character, Axel, runs across a metal floor of an abandoned factory, the only sound is his heavy footsteps and panicked breaths. He looks panicked and keeps turning his head to look behind him which hints that he's running from something.
Shot 2: Axel stops suddenly in front of a sharp ledge almost as tall as him, he quickly looks behind him again before placing both his hands on top of the platform and lifting himself up. he quickly gets back onto his feet before running again.
Shot 3: He begins to sprint, making up for lost time, he leans forwards more and his legs take longer strides, his breathing becoming heavier.
Shot 4: Axel slows to a walk as he begins to calm, whatever was chasing him has gone. He lets out a long breath but continues to walk forwards.
Shot 5: He stops at a plank that's placed over a drop. He looks down and begins to carefully walk over the plank whilst holding out his arms to help keep his balance, he wobbles every now and then whilst trying to keep balance.
Shot 6: He steps off of the plank and begins to walk down a large hallway with random objects left behind when the building was abandoned. He walks cautiously constantly looking at everything around him.
Shot 7: The character sees a small wall in the distance that's obstructing his path, he begins to run towards the wall so he can jump it.
Shot 8: Axel hops over the wall with ease as the camera tracks his movement as he goes up and down.
Shot 9: Once he lands his footsteps echo through the hallway. in the distance he hears a growl and two large red eye. Axel panics, his body begins to shake slightly and he looks alarmed.
Shot 10: Axel sprints ahead in terror towards a large pile of discarded rubble and other trashed objects that he could hide behind. He runs faster due to his panic
Shot 11: He crouches down against the pile, his hand resting against the rubbish helping to keep his balance as he takes short breaths due to his panic. The creature appears from right side of the frame and stops when he reaches the pile of discarded rubbish. It stops and sniffs, its ears twitching, trying to detect Axel. Shortly after it takes big heavy steps away from the rubbish and off the left side of the screen, the camera tracks it slightly and once it has left the frame focuses on Axel again.
Shot 12: The character looks behind him quickly and wastes no time before getting up and dashing away from where the creature was. The camera follows him in a panning motion, once he has left the frame the screen slowly fades to black and as the scene finishes.
Target Audience:
My target audience audience is 10-16 years as it can be played by children around the age of 7 but also appeals to teenagers.
The game would appeal to children because it is a fun adventure platform and the character is simple and easy to remember. Teens would enjoy the game because the character looks good and is easy to remember as well as having tricky gameplay with simple gameplay mechanics.
My target audience will still be in full time education and will spend weekends and free time playing the game. The game will be an easy mindless game that can take up spare time. The game is good for developing thinking skills for children by solving escape room type puzzles.
Mt game would appeal to males more because the colour scheme is quite dark and they would also like the character design. They'd also like the simple gameplay mechanics and the sidescroller aspect of the game.
My game is a sidescroller, which are very good to tune out of and puzzle games are becoming more popular because they're all different and are fun to figure out.
Character Visuals: (Rough character sketches and story board)
Shot 1: The character, Axel, runs across a metal floor of an abandoned factory, the only sound is his heavy footsteps and panicked breaths. He looks panicked and keeps turning his head to look behind him which hints that he's running from something.
Shot 2: Axel stops suddenly in front of a sharp ledge almost as tall as him, he quickly looks behind him again before placing both his hands on top of the platform and lifting himself up. he quickly gets back onto his feet before running again.
Shot 3: He begins to sprint, making up for lost time, he leans forwards more and his legs take longer strides, his breathing becoming heavier.
Shot 4: Axel slows to a walk as he begins to calm, whatever was chasing him has gone. He lets out a long breath but continues to walk forwards.
Shot 5: He stops at a plank that's placed over a drop. He looks down and begins to carefully walk over the plank whilst holding out his arms to help keep his balance, he wobbles every now and then whilst trying to keep balance.
Shot 6: He steps off of the plank and begins to walk down a large hallway with random objects left behind when the building was abandoned. He walks cautiously constantly looking at everything around him.
Shot 7: The character sees a small wall in the distance that's obstructing his path, he begins to run towards the wall so he can jump it.
Shot 8: Axel hops over the wall with ease as the camera tracks his movement as he goes up and down.
Shot 9: Once he lands his footsteps echo through the hallway. in the distance he hears a growl and two large red eye. Axel panics, his body begins to shake slightly and he looks alarmed.
Shot 10: Axel sprints ahead in terror towards a large pile of discarded rubble and other trashed objects that he could hide behind. He runs faster due to his panic
Shot 11: He crouches down against the pile, his hand resting against the rubbish helping to keep his balance as he takes short breaths due to his panic. The creature appears from right side of the frame and stops when he reaches the pile of discarded rubbish. It stops and sniffs, its ears twitching, trying to detect Axel. Shortly after it takes big heavy steps away from the rubbish and off the left side of the screen, the camera tracks it slightly and once it has left the frame focuses on Axel again.
Shot 12: The character looks behind him quickly and wastes no time before getting up and dashing away from where the creature was. The camera follows him in a panning motion, once he has left the frame the screen slowly fades to black and as the scene finishes.
Target Audience:
My target audience audience is 10-16 years as it can be played by children around the age of 7 but also appeals to teenagers.
The game would appeal to children because it is a fun adventure platform and the character is simple and easy to remember. Teens would enjoy the game because the character looks good and is easy to remember as well as having tricky gameplay with simple gameplay mechanics.
My target audience will still be in full time education and will spend weekends and free time playing the game. The game will be an easy mindless game that can take up spare time. The game is good for developing thinking skills for children by solving escape room type puzzles.
Mt game would appeal to males more because the colour scheme is quite dark and they would also like the character design. They'd also like the simple gameplay mechanics and the sidescroller aspect of the game.
My game is a sidescroller, which are very good to tune out of and puzzle games are becoming more popular because they're all different and are fun to figure out.
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