Thursday, August 27, 2009

Project 2 - about the game graphic

I intend to include some graphic qualities from "patapon" to my game graphic. I will draw my game environment in crisp, 2D style, similarly to "Patapon". I intend to create three levels, and each level will be given a specific color theme to create a unique game atmosphere. Foreground and background will be distinguished using color tones. However, a major difference between the game environment of Patapon and mine is that Patapon is in a pure 2 dimentional style, while I intend to make mine more of a 3 dimentional style, by adding in depth and a more dynamic foreground.

this is just a draft of the concept graphic for my game environment.

Tuesday, August 25, 2009

Saturday, August 22, 2009

Tuesday, August 11, 2009

Project 2 - Game environment analysis

click to download Patapon game analysis

Project 3 concept

The Conqueror

Kakoon wants to conquer the slum. However, he is not strong enough to defeat the current ruler. The player will play the role of Kakoon, and needs to battle to gather a stronger forces in order to fight the ruler.


Inspiring from the game Patapon, I intend to create a role-playing, strategic action game. Building from the storyline of my project one character, Kakoon, which is evil enough to wish to conquer the entire slum, he will have to march his way to the snake, the current boss, defeat him and take over his place. Before he can do that, he will has to goes around the slum, finding other creatures or rival gangs, and defeat them in order to pursue them to join his forces. By expanding his forces, Kakoon troops' attack level increases. Kakoon and his troops will have to keep combating others until the force is strong enough to fight with the snake.

Character control:

I like the indirect way of controlling character in the game Patapon, and I want to include this quality in my game design. The basic character controllers will stay as the usual keys. The navigation commands will still be the arrow keys, and jump command will be the space bar. The indirect way of controlling triggers when the character is involved in a combat. In order to attack, it requires the player to input specific sequences that appear on screen. The player must input the complete set of sequence fast enough before being defeated by the enemy. The challenge of this is that if a key within the sequence is being inputed wrongly, the player will have to re-input from the beginning, thus advantaging the enemy to gain an extra attack.

Levels and game navigation:

The game does not have a set path or direction that the character must follow. Kakoon will begin from one part of the slum. From there he start off his journey by exploring and searching his way to get to the snake. There are various directions that can lead Kakoon to the snake, but before his force is strong enough he will have to avoid from getting there. It is like a maze. The journey is mysterious and Kakoon will have no idea where the path that he has chosen will lead him.

Monday, August 3, 2009

Hand in - character control

-- > click to view character control page

left arrow - walk left
right arrow - walk right
up arrow - run left
down arrow - run right
space - bend over
ctrl - attack

Hand in - walk cycle

--> click to view character walk cycle

Hand in - character digital file

front view

side view

Hand in - character final design

- Kakoon the Mighty Rat -

Character description

Kakoon is one of the rat in the slum. Different from the others, Kakoon is born with a sharp, blade-like, tail which Kakoon can use it as a weapon for attack or defense. Also, his left arm is enormously strong and powerful, giving him the strength and ability to fight against other creatures such as cats and snakes.
Kakoon is not the good type of character, nor he is an evil rat, he wants to be the rural of the slum. He wants every creature in the slum to obey him, including cats and snakes.

Hand in - character concept sketches