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Stick Ninja.

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Stick Ninja.
Stick Ninja.

a game idea and conceptual design

by Cody Sawatsky.

Overview.

Stick Ninja.

Persuasive Purpose

- Remember when you were young and would

doodle inside your notebooks at school?

Wouldn’t it be awesome if those drawings

came to life??









Stick Ninja

by Cody Sawatsky

Overview.

Stick Ninja.

Industrial Design





-> All art is done in

sketch fashion









Stick Ninja

by Cody Sawatsky

User Description.

Anyone willing to spend a couple minutes playing

games, not intended as a long-form game

People who would draw in their books at school, so

anyone with an active imagination.

Comfortable with Video Games and Digital Media

Likely in the 10-35 age range

Enjoy playing games as entertainment



Stick Ninja

by Cody Sawatsky

Description of Gameplay

Mechanics

Each Level has one Boss/Enemy/Inhabitant

Multiple encounters with that enemy (~3)

During fights, the player gets clues as to what the

Enemy’s weakness is

Player searches level for the item, uses it on Enemy

in next encounter

After Enemy is defeated, Player advances to next

level

Stick Ninja

by Cody Sawatsky

Storyboard.









Stick Ninja

by Cody Sawatsky

Prototype.



Would lend itself to paper prototype, as it is based on

paper anyway

2D Side Scrolling Adventure Platformer

Turn-Based Combat

Very Simple, maintains whimsical motif





Stick Ninja

by Cody Sawatsky

Features + Functionality.



One enemy per level (Shadow of the Colossus style)

Each level has a distinct art style (look+feel)

As if the main character were traveling through the

different notebooks in a classroom.

Weapons, Power ups, and Enemies are consistent

with the level





Stick Ninja

by Cody Sawatsky

Justifications for Design.



Emphasis on Exploration

Few, but unique enemies

makes encounters more meaningful, and gives the

enemies more gravitas

allows player to interact more with and appreciate

the environment





Stick Ninja

by Cody Sawatsky

Justifications for Design.

Each level being visually different

Differentiates levels, making the game that is

decidedly plain, more aesthetically interesting

Gives a feeling of imagination to an environment

that almost everyone is familiar with, lined paper.

Going for a simple art style allows us to concentrate

on gameplay and polish, as opposed to fighting with

graphics



Stick Ninja

by Cody Sawatsky

User Testing.



As per the course, we will be paper prototyping and

testing on no fewer than 3 participants.

When we advance to the digital prototype phase, we

will have at least 5 people play test.

Of course, we will be playtesting and refining

throughout the development process





Stick Ninja

by Cody Sawatsky

Shortcomings of Design.



Some users may find the lack of combat boring.

Design may not appeal to everyone

May be too whimsical/imaginative

could be difficult to get animation right

Requires a high amount of artistic input





Stick Ninja

by Cody Sawatsky

Possibilities for expansion.



Different characters with different abilities

More Mature elements (Guns, blood, etc...)

Themes based on school classes (Biology, Chem,

English, etc...)

User-designed levels (LittleBigPlanet)

Character Creation tools???





Stick Ninja

by Cody Sawatsky

Next Steps.

Select team, and evaluate artistic talent

Finalize Character design(s) and paper prototype a

level

Decide on Engine (Power Game Factory, Torque,

XNA)

Rough playable prototype soon, and commence

playtesting asap -> ITERATE

Would like to develop using XNA framework

submission to Xbox Live

Stick Ninja

by Cody Sawatsky

Summary.



2D Sidescrolling Adventure/Platformer

Exploring unique, artistically intriguing levels

Turn based combat with the inhabitant of that level

Simplicity of art allows us freedom

Not tied to one style

Will be able to prototype early and focus on gameplay



Stick Ninja

by Cody Sawatsky

STICK NINJA!!


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