OverHead MAp
The player starts the game in a science laboratory, located in a secret facility. The lab is the size of a small classroom and the room is all white with metal furniture. White boards with physics equations covered the walls and papers, energy drinks, and take out containers cluttered the tables. The light comes from old, flickering dull-yellow lights in the ceiling and beat up desk lights placed randomly on the tables. In the laboratory, the protagonist, Bastion, is scouring over the equation for teleportation that he just solved, making sure it is ready to be tested. When the antagonist, a government agent, walks in and sees what Bastion has done and decides to steal his work for the tyrannical government's use.
Game Design Elements:
- Doors: Player enters and leaves through the same door
- Spawn Points: The door to the room, government agents spawn to steal the research
- Objectives:
- Player must bar the door with furniture to stop the agents from coming in
- Player must save the research by creating a computer file and destroy all the physical work
- Player must escape facility
- Enemies/puzzles: government agents
- Supplies: What are they used for curing our player when attacked by the agents
- Game Narrative: Player must knock the agents unconscious with the furniture in order to push the furniture to block the door way. Once the player stops the agents he can save his research and escape. This completes the level.
3D Unity Screen shots
Overall vision for game
Target Audience
Young adults between that ages of 14-26, all genders.
Platform:
It is designed to be downloaded and played on the PC.
Genre:
This game is an action-strategy game.
Core Gameplay:
Young adults between that ages of 14-26, all genders.
Platform:
It is designed to be downloaded and played on the PC.
Genre:
This game is an action-strategy game.
Core Gameplay:
- Core game mechanics: This is a single player game. The player must figure out a way to save the research while running away from the government agents.
- Goals: The player has to save their teleportation research and destroy any hard copies that the government can get their hands on. The player must also avoid the government agents who are trying to capture them. To win the player must save their research to keep it from government use and escape the building without being captured. If the player is captured or fails to save the research in a certain amount of time, they lose. As the player completes each objective there will be a notification and it will be checked off the objective list.
- Components: There are papers that can be picked up and destroyed, computers that can be used to export data, white boards that can be erased, government agents that must be avoided, tables that can be pushed to block doorways.
- Controls: The player moves with the arrow keys, looks around with mouse pointer, and interacts with the right and left mouse buttons
- User experience: When the player starts, their first objective is to save the research and destroy anything the agents can take. After that the goal is to escape. The levels will progress by the player figuring out how to get to the stairway door to the next floor down without getting caught by the agents. The first level will end after they get the research and escape the room. The last level will end when the player makes it out of the building through the front or side doors. Each level will have a checkpoint where the player can try the level again. There will be a start screen, a gameover/win screen, instructions screen, and end credits screen.
Character Design
Hero: Bastion
Description: Bastion is a genius scientist. He's wardrobe is dignified and professional. He always wears a suit and smokes from his old billiard pipe. His skin is a shiny red metal and his eyes a pearl white and deep black. He is often seen smiling while calculating complex physics equations. His height is average for a soda can, but his confidence makes him appear taller.
Soda Can Hero Animation
Enemy: Government agent
Description: The government agent is stern in nature. Their clothing is dull in color with different shades of gray and dark colors. They always have a grimace and furrowed eyebrows. Their skin is a deep purple metal and their eyes are greyish white and deep, cold black. Their heights vary, but often are of average height for soda cans.