Tuesday, September 24, 2013

Team Barr Roles

Alex Doucette- Producer and Game Designer (with some Art)- Coming up with concepts and objectives, controls, gameplay, rules.

Brian- Programmer- Programming the game, testing whether it should be 2D or 3D.

Rahee- Level Design Artist- Designing the levels of the game, including obstacles and other background features besides just the level itself.

Ron- Character Design Artist- Designing characters and enemies that will be found in each level, how they look, sound, and act.

Tuesday, September 17, 2013

Flow Charts: Walls and Enemies



Lens #21: The Lens of Space

žThe levels within the game would be discreet, as the level design would be based off a template, yet differ in esthetic appeal.
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žAs the game is a 2.5 Dimensional platformer, it would primarily take place in two dimensional space. However, the background will be moving at a different pace, thus making the game seemingly 3 dimensional (A pseudo 3D game).

žThere wont be any subspaces within the game.
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žIf there was a way to abstractly model the space within the game in order to accommodate the fast paced world and differently spaced platforms, while still holding on to the aesthetic appeal, then we would do so. 

Lens #27: The Lens of Skill


žThe game requires decent reflexes and quick thinking in order to overcome certain obstacles.
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žThe most dominant skill set that we are looking for is a quick thinking skill set coupled with a mind for tactical maneuverability.


žThe skill set would indeed help to accentuate the over all feel of the game, as the player will feel accomplished at having pulled off new and exciting combos.
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žWhile some players may have an improved skillset, the game in its beginning stages will help improve those who are net yet familiar with the required level of skill needed to play.


žWe actually encourage our players to practice more, and we do this by setting up a points system with rewards, in order to entice the player to use more combos and to keep practicing as the game moves forward.

žThe game does not necessarily “demand” the right level of skill, but does require some knowledge of plat forming games in order to grasp the concept as a whole. 

Thursday, September 12, 2013

More about Ice Cap Hustle!

Some info to let you know just what this game is all about.

Ice Cap Hustle is a game that, in short, requires logical thinking and quick hands. It is a fun mix between classic platformers, similar to Super Mario Brothers, and more puzzling games, such as Limbo. The gameplay sounds rather simple at first- your goal is to help Simon the Polar Bear complete many levels to find himself a new home as his old one melts due to global warming. However, while the concept sounds simple, the gameplay itself can be tricky at times. Unlike most of the classical platformers, Ice Cap Hustle will require the players to observe and look at the levels to think about trying to find the best and easiest route to the goal.
While the first levels feature simple jumps and platforms while performing rather easy maneuvers, the game evolves and grows more challenging over time. Soon, the player will be encountering difficult wall jumps, various enemies and obstacles, and complicated puzzles that a few simple jumps will not solve. This forces the player to think. While they may not be able to complete the level on the first try each time, the game becomes a learning experience, and soon, they will discover one of the countless ways to solve the puzzle and complete the level. Possibilities are endless- two players may come up with completely different ways to reach the goal point at the level's end. This fun feeling of forging your own path, while maintaining true to its roots, is what will make Ice Cap Hustle an enjoyable game.

Wednesday, September 11, 2013

Ice Cap Hustle Questions!

Is your team using each of the four elements? (Mechanics, Aesthetics, Technology, Story) Describe how in one sentence.

Mechanics- The game will utilize simple mechanics (getting to the end of the level by using various acrobatic and platforming maneuvers), but complex situations to use them in.

Aesthetics- The game will have a fun and easy going theme, as the game features a polar bear parkouring across the globe.

Story- The game's story takes a serious issue with the planet (global warming), but makes a fun and almost silly game that young children and older platforming fans can enjoy.

Technology- The game will feature the average 2D platforming technology, not unlike games you'd find on the X-Box Arcade or Steam.

Could your team's game design be improved by enhancing elements in one or more of the categories?

There is always room for improvement. Additional programming can be done to make Simon have more controls and perform more complex maneuvers. The story can be edited to make Simon and the other cast of characters have more depth and help the player connect to them more.

Are the four elements working in harmony, reinforcing each other, and working towards a common theme?

The four elements are indeed working together. They all pull together to create a simple, fun game with some classic platforming yet unique challenges the many people can enjoy. The funny story and light hearted aesthetics combine with easy-to-understand gameplay to do this.

Tuesday, September 10, 2013

Questions and Essential Goals

What experience do I want players to have?

A fun, yet somewhat challenging experience, as the player plays through this fast paced, yet somewhat puzzling game!

What is essential to that experience?

An attractive, enjoyable art style with matching light hearted music that engages the player. The game also has to be challenging enough without being too hard.

How can my game capture that experience?

Atmosphere and play style will be big influences, as well as the retro, enjoyable classic feeling of playing this game.

What are your players thinking as they make choices in your game?

We hope they're thinking, but not too much. We hope they feel rewarded each time they complete a level. We want them to think about how they're going to complete a level, but not overly so so they don't get frustrated.

How are they feeling?

We hope they occasionally feel puzzled and challenged by some difficult levels, but we want them to enjoy the classical platforming experience. Most of all, they should have fun!

Are the choices you've offered are as rich and interesting as they can be?

We believe that our choices are interesting and rich, but we are willing to make them moreso if necessary.

Simon Sketch

Simon the Polar Bear doing what he loves!

Thursday, September 5, 2013

Synopsis + Look and Feel +Character Description

  • You are Simon the Parkouring Polar Bear, and its up to you to escape the melting ice of your former home and make for greener pastures!

  • The game itself will have a cartoonish feel to it with numerous bright colors to accentuate the level design. Upbeat audio and lighthearted sound effects will be used to help convey this feeling better.

  • Simon has always been an energetic Polar Bear, always attempting to break Polar Bear norms by taking on the sport of park our, much to the amusement of his fellow Polar Bears. His white fluffy fur had allowed him to camouflage himself in his environment, but now that its gone, how is he going to adapt? By doing what he does best!

Level Color Pallets


In Clockwise order from the top: Desert Level Pallet, Mountain Level Pallet, Polar Level Pallet.

Character Influences



Level Inspirations for Ice Cap Hustle