Within a few minutes we dismissed these ideas when Kyle Mckeown came up with a killer concept that we all instantly could relate to. He came up with the idea of dodging promoters trying to hand out leaflets on the way to university. We all agreed that this was a memorable event during the two weeks of freshers. After this strong idea we started building the foundations of an effective game mechanic.
To begin we had a brainstorming session to bring our ideas together. We knew the main objective of the game was to get to the university but together we didn't have a clear mindset on how or what the game would look and feel like. Between us we spent a good 15 minutes debating and researching how we wanted the game to work. We all agreed that the game should work and feel very much like Backbreaker by a company called NaturalMotion. This is an American football game which the player has to run and dodge opposing NPC's who are literally throwing themselves at you in order to stop you getting to your objective. We loved the way the player dodged the computer controlled opponents and decided to use this type of mechanic for the movement of our character.
The next topic that we had to discuss was the different types of game elements we were going to include in order to give the game purpose and some variety. Again we spend a while coming up with different ideas between the four of us. We decided that these new game elements should be categorised into both advantages and disadvantages.
Disadvantages:
Promoters - the more leaflets you have the slower you walk
Chewing gum - 2 second freeze if you stand on it
Homeless man - Another obstacle in your way
Photography students - The flash from their cameras temporarily blinds you
Road sweepers - Sweep you off your feet for 5 seconds
Advantages:
Bins - Deposit leaflets here so you can move quickly again
Coffee stops - A caffeine injection gives you a temporary speed boost
Wet floor - Slide forward quickly for 2 seconds with inverted controls
For the visual style of our game idea we decided that we wanted the graphics to correlate with the humorous game elements and mechanics. We didn't want players to perceive the game with a serious aspect, we purposed using cartoony and stylised visuals to help steer the players mindset away from this. The example below is from a game called borderlands, we are intending to use the same sort of visual style for our game.
Finally here are a few screenshots taken from our powerpoint proposal pitch.
This powerpoint slide is explaining what target audience we are going to aim our product at. In this case we have targeted it at 16-25 year olds, this is mainly because of the fast reaction times needed to play. However this is only an advisory age group, there will be difficulty levels that can be set so younger players will be able to participate.
This slide is just reiterating what I explained earlier on in the blog, it just goes over the different types of gameplay mechanics that will be included in the game.
Finally one of the last slides of the powerpoint explains what platform the game is going to be ported to and why. In our case we have gone with the IOS and Android mobile platforms mainly because of its popularity and its ease of use for both users and developers.


