Key Fu Design Challenge To create a game that blends the fighting and music game genres in a fun and...
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Transcript of Key Fu Design Challenge To create a game that blends the fighting and music game genres in a fun and...
Key Fu
Design ChallengeTo create a game that blends the fighting and music game genres in a fun and innovative way.
Time limit: 10 weeks
Game Concept by Stephanie Yin
Overview
• Persuasive Purpose
• To create a game that’s fun and immersive for both casual and hardcore players.
User Description
People who enjoy quick, straightforward games.
They are likely…
• Ages 13+
• Computer owners
• Fighting and/or music game enthusiasts
In sum: teenagers/people in early 20s
Storyboard: User Exp
1) Lucy chooses an avater
2) The destination is chosen
3) She inputs the right key (once it enters the circle)
4) Once the drive bar fills, a combo set can be achieved
Features/Functionality• One player
• Player chooses the avatar (male or female) and starts off in a pre-determined location (7 levels to reach the main boss)
• A split screen showing the battle up top and the player controls below will appear
• The player must press the key determined by the computer at the correct time
• A miss deals damage to the player’s life bar, while a hit lands a blow on the enemy
• If the player deals enough damage, their drive bar at the bottom of the screen goes up, indicating a higher level combo attack that deals more damage.
• Once game is beaten, can unlock different modes –easy, medium, hard
Theoretical Justifications
Persuasive Strategies• Fairly original
• not many games that combine fighting and music genres
• Larger demographic• Can target both casual and hardcore gamers
• Replay value• Feeling of accomplishment after beating a level/boss will tempt player to play
on other modes.
Shortcomings
• Too much work to get to final stage/boss
• Combos are too complex• Variety of combos that do various damage
• Combos interrupt flow of play(?)
Expansion
• Footpad for added difficulty or alternate control
• Quick-save at every checkpoint
• More levels –easy and hard modes
• Multiplayer –VS mode
• Customization of characters
• Unlockables
Next Steps in Design Process
• Decide on features –remove, add, change
• Research –programming, game engines, etc
• Create prototypes (rough and more detailed)
• User test –targeted group
• Create different interfaces (based on feedback)