Experimental Prototype – April 2014

Below are few experimental prototype which i did in my free time

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Journey till now

Another Wonderful journey ends only thing left are the memories and lessons learned from the journey.

Overview of Journey:-

  1. Learned a lot about Design, Production and Team work.
  2. Game Designer and Level Designer for 3 Mobile Game titles.
  3. Final Year Project “A Tale of Sand” wins 1st with Distinction by DskSupinfogame Jury 2013.
Dsk Supinfogame 2013 Jury

Dsk Supinfogame 2013 Jury

One Window Closes Another Opens – Anonymous

As this journey ends, I await for the next journey to start – Avinash MADDI

Game Design is Play in itself

Design Play for Iterative Design

Design Play for Iterative Design

One of the things which I learned is that in the field of Game Design “Execution” of an idea is a very important and critical process.

If a common idea is given to 5 different groups ,we will have 5 different games based on the common idea. Game Design is about Team Play, how the members will play with the idea.

The Following post is based on the experience and game design philosophy which I formed while working on Student project “A Tale of Sand “.

After our team finished brain storming ideas and mechanics based on design and play experience from similar genre. Documentation got started mostly about “Formal Systems” (Rules of the Game”).It is natural that every team member will have his/her own vision about working of particular mechanic . They are not to blame when they say some mechanic will be perfect but in reality it can be a game breaking or game making one. Due to linear thinking some members cannot see the probability space of mechanics and end up assuming how mechanics, systems and levels will play out. So it is more important for the designers to see mechanics in action and play with Dynamics early in the process.

Process: Formal Systems (Rules) –>Convert into Mechanics and Systems –> Design Play (Playing with Dynamics)

Tools must enable Design, shouldn’t hamper the process.

After Documentation, either the designer or programmer should convert the written rules to Code (Mechanics and Systems). The main part of crafting code is to keep in mind to create Design Tools. It should be easy for Designer to use with no or very less modification or steps.

Practical Use in Project “Tale of Sand”:

1. Formal System: When Character collides with respective object it acquires respective powers. When it collides with Glue it acquires “Sticky” power which enables the character to stick to static objects like wall.

2. Design Tool: Designer has to Just Drag and Drop Scripts on Objects which are to be source for Elemental Powers and choose the specific Power.

Tale of Sand Design Tool - Avinash MADDI

Tale of Sand Design Tool – Avinash MADDI

Tale of Sand Design Tool - Avinash MADDI

Here the Designer can select what power he/she wants to associate to specific object.Tale of Sand Design Tool (Using Script to Convert 3D Model into a Game Piece) – Avinash MADDI

 

3. Design Play:  Designer can play with dynamics and decide where to place objects and where it makes sense.

NASSCOM BYOG 2012 – GameJam

Info:-

Build Your Own Game (BYOG) is a game development sprint in which game developers get together, team up and make games. BYOG will last 60 hours in which teams will do focused game development and build prototypes (aka proof of concepts) to showcase and pitch game ideas around the themes of the sprint.

The final themes for the sprint were: Death, Stealth, Gods.

 

Team Name : GizmoMonks

Role: Game Designer

Game Name : Overthrown *link*

Game Info:- Overthrown is a 3D Isometric, Turn Based game that takes place within the Greek Mythos and its gods.

Premise –

Hades, the God of the Underworld has made an attempt to take over the realm of Thanatos, the god of Death in search of an Artifact. Thanatos does not take this well and retaliates, repelling Hades’ forces and entering the Underworld, with the aim of defeating and overthrowing him, taking Hades’ power for himself.

Gameplay Description –

Hades, as the God of the Underworld, creates a variety of traps and monsters in his perfect dungeon to stop and prevent the player from reaching him.

The  player takes control of Thanatos, who enters the Underworld, and makes his way to the end of the dungeon.

He must manage his Godly energy, for if he runs out of it, he will be unable to make any actions, which can mean a loss since it disables him from tkaing any action. Not only that, when a monster dies, it releases energy which can be absorbed by the gods.

Thanatos, in addition can change himself into a non-living form of death, becoming a ghost, in order to navigate through certain traps

 

Screenshots:-

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Game Alpha Link (Proof of Concept)

Weekend Project – 2 (Horror Game)

Objective of Weekend Projects

  • To Develop a Playable Prototype.
  • To Get good understanding of the tool.
  • To see how much can be done without coding a single line.
  • To Test Self Discipline and Finish Projects.
  • To understand “Ambiance” , what impact it does on player experience.

Project 2 : Horror Game.

I decided to make a Third person Camera Horror Game, where the player has to avoid the ghost and collect 10 pages. One of the constraint i put on myself was to not to code a single line and use the default components of Unity3D and make prototype.

Engine Used: Unity3D

Prototype exe: Link

Weekend Project – 1 (Top Down Zombie Shooter)

Objective of Weekend Projects

  • To Develop a Playable Prototype in 30Hours.
  • To Build,Test and Tune Mechanics and understand the chemistry behind it.
  • To Test Self Discipline and Finish Projects.
  • To Understand Behind the Scenes in depth.

Project 1 : Top Down Zombie Shooter.

I decided to make a Progressive top down shooter with basic AI. where the player can Upgrade weapons and kill all the enemies.

Engine Used: UDK

Prototype exe: will be attached soon