l ittle c ubes. refrigerated code – cs4455 design presentation
TRANSCRIPT
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LITTLE CUBES.Refrigerated Code – CS4455
Design Presentation
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FIRST, A LITTLE SLAP MATCH. (SUMOTORI)
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BRAINSTORMING
Group and Individual Brainstorming Physics game involving attaching jetpacks to
critters and shooting them into space Angry Bomb who is compelled to blow things up
or else he will blow up himself And then This Video:
http://www.youtube.com/watch?v=Ld5XBsB5q8M
Pablo Picasso - His Amazing Life! .mp4
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FORMAL ELEMENTS
User controls Pablo Picasso in FPS environment
Picasso’s weapons: Paint flicked from paintbrush Paint-tubes attached to certain enemies that
would cause them to fired into various directions Picasso’s enemies:
Ducks (many) A Lion (singular, but respawns)
Picasso’s goal: Knock things into “little cubes” (resource) Use little cubes to build larger cubic structures in
the environment
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FORMAL ELEMENTS
Picasso’s Conflict: Picasso has a “Temper Meter”. As the game
progresses, he gets more irritated. When this meter tops out, the game is over.
Breaking things into little cubes will reduce this meter a little, while building new cubic structures will reduce it more, extending the experience.
Picasso’s Objectives: To build as many cubic structures as possible. Secondarily, to “create art” on the canvas of the
world itself through the process of playing the game.
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LITTLE CUBES: ROUGH SKETCH
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“Temper Meter”
Enemy DucksModels to Destroy (Stand-In)
“Weapons”
Little Cubes Model Library
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SEQUENCE: DUCKS BROKEN INTO CUBES
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BUILDING CUBIC STRUCTURES
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BUILDING CUBIC STRUCTURES
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PROTOTYPING
Two prototypes: Physical and Digital
Physical Prototype Sheet of paper with stand-ins for the player, models,
“little cubes”, etc. Used to understand how the space would develop and potential problems in the game’s construction.
Digital Prototype 2D representation of the game (overhead view) build
quickly in Processing. Used to test basic gameplay elements with playtesters and to find out which aspects of the game they enjoy and which they don’t.
Both to be done in the next two weeks.
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WORK PLAN
0. Prototypes and initial playtesting. 1. Character, basic movement/camera
behavior. Temper Meter/Little Cube counter displays.
2. Create “little cubes” effect and other physics when enemies are shattered (no AI yet). Use primitives for enemies.
3. Enemy behavior/AI. 4. Extend basic gameplay with Construction
element (using little cubes to build larger ones).
5. Polish, polish, polish. Tweak, tweak, tweak. 6. All the while, playtesting!
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LABOR DIVISION
Asaf – Lead Programmer / Sound Massey – AI / Visuals Robert – Physics / Gameplay
These are “department” titles which denote who is responsible for overseeing specific aspects... we all intend to work together on all parts of the game as needed.
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QUESTIONS?