RISE
RISE
is the story of Roman, an average guy who decides that one day he doesn't want
to be average. The first thing he tries
to do is kill his boss. Roman want to
kill his boss because for ten years. Roman worked for him and in those 10 years
nothing came from the job. But little
does Roman know that his boss is also a mob king. When Roman sets out to the mansion where his
boss lives, he is surprised to see it heavily guarded. Roman must now go through the guards and kill
the man who made his life miserable for the past ten years. To get to his boss, Roman must use strategy
to eliminate the enemies before he can fulfill his wish of murdering his
boss.

To
appeal to a gamer, a game must be visually pleasing. Aesthetics are important to a game designer
in the way that they can captivate the gamer, and make him/her want to play the
game multiple times. The aesthetics for
a game can be made specifically for the genre of the game, or for what type of
audience the game is targeting. For
example, if a game is targeting children, then it would make sense for that
game to have bright colors that might appeal to children. For RISE, I plan on using just minimalistic
colors, mostly black, white, and gray. I
want RISE to feel arcade-like, and since many arcade games didn't implement a
lot of colors to their games, I believe using just minimalistic colors will
help RISE be arcade-like.

Game
mechanics are the core of what a game truly is.
They are the skeleton of a game, and when aesthetics, story, and
technology are taken away, only the mechanics of a game are left. Game mechanics include space, objects,
actions, rules, and skills. Space would
include what dimension it is, whether it is discrete or continuous, and if it
has bounded areas which may or may not connect.
For RISE, the space would be two-dimensional and be continuous. It also would include different areas, or
levels, that are connected with each other.
To move to the next level, a player would have to complete the current
level. Objects include anything that can
be manipulated in a game, like a character.
Each object can have a attribute, and an attribute can be static or
dynamic. A static attribute would be
color and a dynamic attribute would be movement. RISE objects would include the antagonist,
enemy characters, and props included for level designs. Actions ask the question “What can the player
do?” In RISE, the antagonist can move
around, run left or right, jump and attack enemies. The enemy objects just walk left or right,
and when they the spot the antagonist, they start shooting bullets. Rules add goals to a game. Without rules, a game would be not
exciting. Games have a lot of rules, but
the most important rule is what the object of the game is. In RISE, the player's
goal is to defeat the enemies, and kill the boss at the end of the game. Defeating enemies in each level would be a
short term goal, while defeating the boss at the end would be considered a long
term goal. The mechanic of skill focuses
more on the player than the game. A game
should require the player to exercise a skill, or certain skills. Skills include physical skills, mental
skills, and social skills. RISE will
include mental skills as the player is required to observe the movements of the
enemy and plan his attacks according to those movements.

The
characters in RISE will consist of Roman, guards, and one boss. Roman will look like an average person and
will wear black. Since the game will be arcade-style, every character will have
a pixelated look. Roman's outfit will
probably be black pants and a black shirt.

There
will be only one boss in RISE, and Roman will confront him in the last
level. The boss will be a large sprite,
and will be wearing a suit. In addition
to that, the boss will be carrying a weapon, unknown for now, that will make
defeating him quite a challenge.
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