As part of our design process, my group is required to produce an A2 poster that documents not only what our game is going to be about but also all relevant concepts, references and future planning. (Disclaimer: this is a work in progress and therefore not final)
Here is a clean copy of the poster’s content:
Posthumus’ Escape is a 3D isometric puzzle game based off the Shakespearean text, ‘Cymbeline’. During the androids rebellion against the humans, Posthumus (Human) is taken prisoner after the Androids are triumphant. Whilst being held captive, Posthumus is visited by God Jupiter who tells him that his wife Imogen is still alive and all will be well. Now Posthumus must escape the prison and find his bride Imogen.
- Posthumus: (Playable Character) Posthumus is the main protagonist of the game. He is a poor human soldier living in poverty, married to the Kind of the androids’ beautiful daughter Imogen. He is small and scared character who has lived his entire life being told what to do. When the humans invade the Android army, Posthumus is taken captive. Visited by the God Jupiter, Posthumus eventually gains the strength he needs to escape the Android prison.
- Jupiter: (Game Helper, not Playable) Jupiter is a powerful and strong god that helps Posthumus on his Journey. Jupiter is also the ancestor of Posthumus and provides him with the strength of his descendants. Jupiter carries immense power and he knows it, he will stop at nothing to ensure Posthumus’ success.
- Imogen: (Mentioned in Game, not Playable) Imogen is the beautiful bride of Posthumus. She is a very mature and independent character who stands up for what she believes in. Imogen inspires Posthumus and is the main reason for his escape, he wants to see and be with his wife once again. Imogen values spirit and courage over their appearance.
- Player: Posthumus (simple style)
- 3 different enemies: These will be androids (simple style)
- 4 Different room designs / levels (isometric cubes)
- Objects to interact with
- Inventory system
- Prologue: Intro Cut Scene
- Final Ending Cut Scene
- Menu Screen (Title and options)
- Navigating animation (simple vanilla walk or run cycle)
- Pushing animation
- Hiding animation (crouch)
- Shooting animation (throw)
- Basic Enemy Animation
- One main song that will be consistently played in loops throughout the game
- Various sound effects for each room (e.g. throwing sound etc.)
Artistic Style Outline
Due to the restrictions of being first year students, my group decided to use a more simplistic art style. Hopefully this will create a more vibrant and clean take on an old classic. The characters in Posthumus will be simplistic and exaggerated with big heads and smaller bodies. To make the modelling process a lot more simple, we will make the characters low poly and very simple. To achieve some details we will try and use hand painted UV mapping textures. This technique can also be applied to the game assets as well as backgrounds. For the character design, I want to achieve a similar body shape as used in games like Pikmin, Wonderful 101 and Chibi-Robo!.
For the landscape/camera we want to use an isometric view in a cube/rectangle shape in the middle of the screen. This will create a fully 3D environment able to be explored by characters whilst still being simple and creating less work for the modelling team. Using this technique we will be able to focus on smaller details rather than trying to create a massive 3D world and failing. The isometric square will be located in the centre of the game screen with an inventory storage items on the bottom of the middle of the screen. Details won’t be extremely important when using this isometric view technique since characters/rooms etc. will be smaller and far away from the camera.
Our game will be in third person with the landscape/camera in isometric view. The player takes the role of the inspired Human Posthumus and overcome clues and mysteries to escape the Android prison. Each room greets the player with a new set of clues that must be uncovered in order to move on towards the next section of the game. Room changes may include fighting enemies which would require you to first find weapons to do so. Posthumus plays like a 3D RPG however, it is greeted by subtle elements of point and click puzzle games. A small inventory (2 spaces) will make you prioritise between carrying things like keys, weapons etc. Posthumus draws inspiration from the puzzles used in games like Captain Toad Treasure Tracker (Nintendo Wii U) and Super Mario 3D Land (Nintendo 3DS).
Walking/running: the usual standard third person walk/run which will allow the character to navigate around the 3D plane.
Hiding: will be used to escape being killed by an enemy. To dodge enemies when you don’t have a weapon you’ll be required to hide. Characters will only be able to hide in/underneath/behind certain objects like drains, boxes, tables, etc. When the player is able to hide behind an object, text will pop up saying something like “press X to hide”.
Shooting: When weapon items are found players will be able to shoot enemies. Weapons will also take up space in your Inventory so players may have to choose between carrying a key, a weapon and other items. Shooting will be really restricted and guns will only have one or two bullets before they are unusable. Hopefully this will make the players think of strategies to overcome puzzles instead of killing everything in their path.
Pushing: In some levels there will be obstacles getting in the way which will allow players to push through particular objects and make a path for themselves.
Inventory storage: will play a big role in our game. This mechanic will allow players to store up to two objects. These two inventory spots will be displayed on the bottom of the game screen and will update as players lose and gain items. Limited storage will make player prioritise certain objects which will make the level puzzles even more unique and complex.