Hello,
I just started (last september) with my degree in Game art & design on an academic level. Hoping I can become a game developer / designer some day.
It demands a lot of time since most of the subjects are pratical thus a lot of tasks and projects you have to complete.
Now outside of those subjects we also have a general assignment of creating ONE level/segment of our own Indie Game towards the end of the year.
It does have a few limitations:
-It has to be 2D
-The Level/Segment has to contain all Mechanics and Dynamics that create the Aestethics that'll be within the game.
-It has to be my work.
Now I do have to test the many aspects of my game and I wondered if anybody would be interested to test those at the point I'll have to (probably around april) and if you have suggestions for the game itself (Coding language, engines, ... and game content)
My project is named: Above the Horizon
My mechanics, respectively dynamics are:
(they might change on basis of my camera angle, fixed or variable)
Mobility:
Searching:
And that's it for now and if you read this, thank you for your attention.
Edit: The following information is an extention to the information concerning the game itself.
Short:
Aesthetics: Fantasy, Narrative, Challenge, Discovery.
Main Aesthetic: Discovery
Dynamics to reach Aesthetics: Searching, Movement, Crafting, Fighting, Choices
Game content *elevator pitch: Above the horizon tells about the legacy of Relin Skyron (Don't question my choice of names) and allows you to follow into his footprints.
The player can find his way through the game by exploring never before seen area's, get in battles with gaint monstrocites and the foulest creatures, find new weaponary to add to his arsenal and create his own materials to empower him... but not always without concequences...!
*elevator pitch is the concept of telling the content of your game (which is normaly written in a game pitch) to a moneylender and persuade him/her to support it, ALL within the time they get in the elevator with you and reach the destination where they have to get off.
I just started (last september) with my degree in Game art & design on an academic level. Hoping I can become a game developer / designer some day.
It demands a lot of time since most of the subjects are pratical thus a lot of tasks and projects you have to complete.
Now outside of those subjects we also have a general assignment of creating ONE level/segment of our own Indie Game towards the end of the year.
It does have a few limitations:
-It has to be 2D
-The Level/Segment has to contain all Mechanics and Dynamics that create the Aestethics that'll be within the game.
-It has to be my work.
Now I do have to test the many aspects of my game and I wondered if anybody would be interested to test those at the point I'll have to (probably around april) and if you have suggestions for the game itself (Coding language, engines, ... and game content)
My project is named: Above the Horizon
My mechanics, respectively dynamics are:
(they might change on basis of my camera angle, fixed or variable)
Mobility:
-limited vision (can't look through walls, objects, ...)
-jumping
-ducking
-crawling
-sprinting
-sneaking
-....
-jumping
-ducking
-crawling
-sprinting
-sneaking
-....
Searching:
-mobility*
-picking up objects
-dropping them
-inventory
-....
-picking up objects
-dropping them
-inventory
-....
Fighting:(Should I make it real time or turn based?)
Crafting:-Combining objects
-limited items you can use to craft
-fail chance (if no blueprint/recipe)
-if success you get blueprint/recipe
-Blueprints can be found
Choices:-limited items you can use to craft
-fail chance (if no blueprint/recipe)
-if success you get blueprint/recipe
-Blueprints can be found
Dillemas will occur at moments of which some might and others will influence your playing experience.
And that's it for now and if you read this, thank you for your attention.
Edit: The following information is an extention to the information concerning the game itself.
Short:
Aesthetics: Fantasy, Narrative, Challenge, Discovery.
Main Aesthetic: Discovery
Dynamics to reach Aesthetics: Searching, Movement, Crafting, Fighting, Choices
Game content *elevator pitch: Above the horizon tells about the legacy of Relin Skyron (Don't question my choice of names) and allows you to follow into his footprints.
The player can find his way through the game by exploring never before seen area's, get in battles with gaint monstrocites and the foulest creatures, find new weaponary to add to his arsenal and create his own materials to empower him... but not always without concequences...!
*elevator pitch is the concept of telling the content of your game (which is normaly written in a game pitch) to a moneylender and persuade him/her to support it, ALL within the time they get in the elevator with you and reach the destination where they have to get off.
Last edited: