I have decided that my final prop mechanic will be split into three different puzzles (gates). My first gate will be one that shows the player that the prop (heart book-bag) is what is causing the door to react. The second door is a puzzle which using the symbols on the bag/heart to solve the 3 step puzzle lock. The symbols must align in order to unlock the door. The third door is the music door, or the Simon says door. The player must listen to the tune that the bag/heart plays, and then they must repeat the pattern on the door.
Mary Dvorsky
Friday, September 7, 2018
Friday, August 31, 2018
Biome Game - Mechanics
For the upcoming biome assignment, we were assigned to create 10 different game mechanics that could correlate with the prop we choose to have for our main character. Below are 10 different mechanics that seemed appropriate for the biome that I was creating.
The Flute allows you to play an instrument that can put monsters to sleep. You will be given a certain tune to play and you must play what you see.
Backpack Jetpack: Allows your character to reach higher ground that he would not be able to get to otherwise.
Super strength: Allows the player to move objects that would otherwise be too heavy to move.
Rune appears: Make runes appear and then your player can connect them to the right spot to open the passageway.
Repair: Repairs things such as triggers that connect to bridges.
Magnetic Force: You hold a forceful magnet that can pull and push metal and magnets away.
Fix the Bridge: Fix and move planks to create bridges.
Jumpy Mushrooms: Hold a special power that allows you to bounce super high up on mushrooms.
Illuminate Path: Allows you to light up the pathway when you get lost.
Ground Appears: Call the ground below you to rise up.
The Flute allows you to play an instrument that can put monsters to sleep. You will be given a certain tune to play and you must play what you see.
Backpack Jetpack: Allows your character to reach higher ground that he would not be able to get to otherwise.
Super strength: Allows the player to move objects that would otherwise be too heavy to move.
Rune appears: Make runes appear and then your player can connect them to the right spot to open the passageway.
Repair: Repairs things such as triggers that connect to bridges.
Magnetic Force: You hold a forceful magnet that can pull and push metal and magnets away.
Fix the Bridge: Fix and move planks to create bridges.
Jumpy Mushrooms: Hold a special power that allows you to bounce super high up on mushrooms.
Illuminate Path: Allows you to light up the pathway when you get lost.
Ground Appears: Call the ground below you to rise up.
Tuesday, April 24, 2018
Jungle Ruins - ULTIMATE POWER
Here is my finished game commercial. I had a lot of fun with it and it was a great experimenting with Adobe Premiere again.
Monday, April 16, 2018
Commercial
For my commercial for my battle arena game I would like to do something similar to the forbidden bridge. I feel like this commerical has the same humor I would like mine to aim for. However, I would have the opposite appeal of having the statue/temple be the one trying to sell the game.
Thursday, April 12, 2018
Boss Battle
- For my boss batle, I decided to get my inspiration from "Paper Mario, The Thousand Year Door." My final boss has taken the light from the town village, and left it in a shadowy mess. This concept reminds me of the final boss with the Shadow Queen in Thousand Year Door. She starts off as a normal sized human being, or so it seems. She then transforms herself into the shadow queen, large and powerful. The shadow boss hurts Mario with her giant shadow hands, which are detached from her body, while Mario attacks by jumping on her hands and body.
- The boss will rush towards the player at times, were the player will have to dodge. As time goes on and the boss loses health, he becomes outraged and moves faster. I would also have a mechanic were the player can jump on the hands to cause damage to the boss, and only get hurt if the player is overlapped with the hand on the side or bottom. I would love to implement the concept of having three bosses in my game, however I am not sure if I will be able to do this yet. If i did approach it this way, I would have the two less significant bosses attack first, and once they were defeated (they would be easier than the final boss), then the final boss would turn into his transformation.
- Every time the boss strikes there will be a "whoosh" sound, and when he hits, there will be a large echoey bang. I want it to really feel like the player is fighting something greater than them self, so fighting something that sounds like it is a demon might make the fight more exciting for the player. At the end of the battle, the boss will turn back into his human form, and he will have no choice but to restore the village of it's light.


Wednesday, April 11, 2018
Battle Arena Game
My battle arena game turned out as planned, programming the water rise was difficult at times but in the end it came together well. I managed to get my statue to spit out water with voice over, with enough time for the player to escape. The bridge also has parts of it fall over time which makes the play area smaller and harder to maneuver. Programming this level was definitely good practice for the upcoming boss battle assignment.
Monday, March 19, 2018
Jungle Battle Arena
My game is "jungle" themed. Each unit represents 125 unreal units. For my game, there is a great statue that is hidden in the map. Every time a car passes by, the statue gains strength. Eventually when it is built up enough, the water overflows into the level. This changes the level map and can potentially destroy some player lives.
















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For my boss batle, I decided to get my inspiration from "Paper Mario, The Thousand Year Door." My final boss has taken the light ...
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My battle arena game turned out as planned, programming the water rise was difficult at times but in the end it came together well. I manag...


