In the beginning, every group member was allowed to think of their own game ideas before having a vote for the best idea. After many debates among ourselves and consultations with the lecturers, we settled on the simple idea of using sunlight as a resource for creating a concentrated beam to burn enemies to death. It was a simple idea that I had initially thought wouldn’t go that far, but instead turned simple gameplay elements into creative ones. One example is the level design. Because the player’s weapon can only be fired when standing under sunlight, and enemies appear around the level, the battle becomes a very intense fight inside what little area of sunlight there is. And because of that, we were able to catch the player in a number of gripping situations.
We weren’t rash on our decisions on ideas to improve gameplay but argued over how the player would react to these new elements. We also questioned the creativeness of these elements, whether the player would find it new and interesting or generic and useless. Creativity in our game is subtle and not prominent except for the main mechanic. But that is because we do not wish to stress our programmer too much as it is our first time constructing a 3D game, and the idea isn’t a casual game. I wouldn’t say this is a generic shooter game, but a creative product of our group’s collaboration of ideas.
Wednesday, November 10, 2010
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