Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Monday, June 27, 2011

Character Classes

The first two classes Paper-Balanced













Here is a rough draft of the Warriors Breakdown.

Key and level breakdown coming soon.

Monday, February 14, 2011

People are not reading either the instructions to the right of the game or the tutorial in our main menu. So I am going to make a mandatory one on the game screen. Brandon Lin, Can you make me a .psd with the following paramaters? Just put the .psd in the dropbox and I will take care of the rest.

this mock up is just a rough... make it look like all our GUI, but keep the four spots on the corners for buttons

Wednesday, February 9, 2011

Tutorial

Here are the individual pages for our game's Tutorial. The text was written by my older brother, Erik Lee. The drawings and handwritten text are by me!

Saturday, January 15, 2011

More Interface

Some line art for the interface.
I kept the life bar and points the same aside from accessories, except one will have lights and one will have numbers.

Here's the timer. I'm wondering how I should do the wiring that connects all the pieces. If we keep the ratio set, it shouldn't shift too much?

And some ideas for the power ups. The four bolts for the area stun, but if you think that's too large, we can do the single bolt perhaps? And then the hour glass and the Dr's face for 1-ups.You guys have any ideas for color schemes?

Friday, January 14, 2011

Saturday, January 8, 2011

Creature Mutation_basic


This is the point value and mutation math for our base set of creatures.

Later I would like to add plants and have bonus points and effects for combining animals and plants together... but since we have a deadline, I wanted to keep it simple to begin with.

I am hoping that we can use an else statement for the DNA explosion to minimize the if statements... but if it causes a complication I can do the math for those as well.

Additionally, I figured we could have all "Big" creatures explode unless they are combined with specific creatures, explaining it by saying the Big creature's DNA is unstable. Otherwise I have not come up with a satisfactory solution for combining certain creatures with them (IE. a Big monkey with a little rabbit). I think making a normal or large sized Rabbit / Monkey is not balanced from a score perspective. I think that the reward in points for successfully combining Big creatures is enough to offset the penalty for exploding them if you don't.

Lastly, I would really like to find a way to mitigate inside the game that only two animals can combine at a time. Realistically though, I will calculate the combinations for 3 and 4 animals in the near future.

Levels

Here's some level layout ideas.

This is for the lab. Something basic, it will be the first time a player runs into any stage-based obstacles.











These 2 are for the cubical room. both pretty similar except that the second makes it so that there are no dead ends, in case you want to leave that sort of idea only for the 3rd level.


The last 2 are for the 3rd level. The first one I think is a bit too busy/cluttered. So I made the second one, which still has dead ends but still gives the player enough room to maneuver.

Thoughts?

Also, as far as level progression, I had a couple ideas.

The player would experience levels sorta like
Warehouse -> Warehouse -> Lab -> Boss-> Warehouse -> Lab-> Cubicles -> Boss ->Lab ->Cubicles -> Cages -> Boss
So after the second boss the player will then only see the Warehouse stage when fighting a boss, but the first section having 2 warehouse levels and then a lab is so that the player has time to learn his skills before getting to the boss. Do you think that's too much?
We could also just omit that first part and go straight to Warehouse -> Lab -> Cubicles for the start.
Thoughts?

Thursday, January 6, 2011

Design Journal




As per Alex's request, hear are the pages from my design journal for Dr. DNA (minus the intro storyboard).

I will also email them to be super anal.