alpha releasepresentation
TRANSCRIPT
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FenestraA game by Lost Pigeon Studios
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Overview
• The player controls a man who travels between two worlds each time he dies. The man must solve puzzles to progress through levels and come to terms with his troubled past.
• Fenestra is targeted at gamers high school age and above, particularly fans of puzzle games or indie games.
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Game MechanicsKey Verbs:
Die Walk Jump Push Climb
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Game Mechanics
The goal of each level is to pass through the door at the end. To do this, the player must complete challenges that fall into a few large categories:
• Bypass obstacles
• Activate buttons
• Unlock doors
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Game Mechanics
• Progress through the game is motivated by story
• Elements of the narrative are revealed in specific locations throughout the game
• The player only receives bits and pieces of the story, and must continue through the game to understand more
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Game Mechanics
• Progress through the game is motivated by story
• Elements of the narrative are revealed in specific locations throughout the game
• The player only receives bits and pieces of the story, and must continue through the game to understand more
Sorry, but the princess is in another castle...
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Game Aesthetics• Game takes place in a “present”
world and a “past” world
• Worlds have contrasting moods and color palettes
• Character’s appearance changes with world
• “Present” world is based on modern urban settings, while “past” world is more rustic and antique
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Game Music
• Compose a pair of tracks for each level
• Each track in a pair corresponds to either the present or past world
• Paired tracks are nearly identical rhythmically
• Tracks of each pair differ in feel from each other via changes in timbre and key
• When world switches, music switches to the track corresponding to the new world in the exact same play position
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Gameplay Demo
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Level Editor
• Add and delete Entities with arbitrary art assets
• Change Entity properties dynamically
• Add scripts to Entities
• Set triggers for Entities
• Save and load serialized levels
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Level Editor Demo
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Design Challenges
• Integrating the event-based behavior of the level editor with the update-based behavior of the game engine
• Picking and dragging of Entities in the editor
• Recreating physics objects with updated properties
• Serialization
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Designing for Beta Release
Gradual addition of puzzle elements:
1. Objects that transcend both worlds
2. Movable death traps
3. Objects that re-spawn
4. Objects that only move in one world
As elements are added, puzzles can become more complex and far more difficult.
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Questions