flight

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Group 2 Presentation 1 • 1.26.2011 Flight Parlin Chan • Cecilia Irvine • Brittany Long • Luke Petrolekas • Jamie Tucker

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Page 1: Flight

Group 2 Presentation 1 • 1.26.2011

FlightParlin Chan • Cecilia Irvine • Brittany Long • Luke Petrolekas • Jamie Tucker

Page 2: Flight

Group 2 Presentation 1 • 1.26.2011

Flight

IntroductionFrom years of mistreatment and pollution the Earth has be-come a desolate wasteland. No plants grow, and the air is thick with toxins. Humans and many animals have long since become extinct. Except for one...

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Group 2 Presentation 1 • 1.26.2011

Flight

InspirationThe inspiration for this game developed from two sources:• Flower (Video game)• Nausicaä of the Valley of the Wind (Film)

Both present the naturalistic world from two very differentperspectives: the Romantic (Flower) and the Post-Apocalyptic(Nausicaa)

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Group 2 Presentation 1 • 1.26.2011

Flight

Concept

The game will be rendered as a one player 3D game viewed in third person. The player will have a Chase view from behind the character on her glider.

The idea behind FLIGHT is that the land is ravaged by pollution and decay, you (the character) are the last human on the planet and must bring peace to the land by restoring the vegetation so that the land can once again prosper by using your own life force.

The end result will be a land untainted by humankind and the remnants of civilization overgrown by plants and inhabited by animals. The land will be happy and abundant with life. At the end of the game when all your life force is spent you leave Earth to exist on a higher plane.

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Group 2 Presentation 1 • 1.26.2011

Flight

Objective

The idea is to use your glider to fly through the sky and dis-perse your life force onto the land below to heal it along a set path. The player must try to stick to the path as best they can to ensure optimum coverage of the landwith life force.

Yet landings must be made as you cross each level from point A to B in order to refuel and to make repairs from any possible damage along the way. But stopping for too long can cause the pollution to seep back into the land.

Mechanical upgrades can be attained through the collection of gems that that act as currency throughout the game.

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Group 2 Presentation 1 • 1.26.2011

Flight

Character: INUA

The Player is a young girl in her mid-to-late-teens set on a long and solo journey to heal the polluted lands of Earth. She has the power to convert her life force into a healing essence that allows the ravaged land and plants to flourish, while chasing away the pollution.

The name Inua comes from the Inuit concept of ‘soul,’ similar to mana.

“For arctic people, human and animals are equal - All life has the same kind of soul or ‘life essence’ (Inua).” (http://en.wikipedia.org/wiki/Inua)

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Group 2 Presentation 1 • 1.26.2011

Flight

Character: INUA

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Group 2 Presentation 1 • 1.26.2011

Flight

Glider

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Group 2 Presentation 1 • 1.26.2011

Flight

Camera

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Group 2 Presentation 1 • 1.26.2011

Flight

ControlConcepts

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Group 2 Presentation 1 • 1.26.2011

Flight

Obstacles Obstacles come in the form: of the environment, such as wind, clouds and rain. Animal predators, and long forgotten human machines of war.

Castle Protector - Castle in the Sky (1986)

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Group 2 Presentation 1 • 1.26.2011

Flight

Life Force The life force within the game is sourced from within the Player’s soul. This life force, represented as specks of a golden dust or power and must be spread across the earth to thwart the spread of the toxic pollution.

The Player will locate the last vestiges of life by searching for it us-ing search mode, upon discovering she will navigate towards the Objective and uses her Life Force to spread growth of new life.

From Fantasia 2000 – Firebird

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Group 2 Presentation 1 • 1.26.2011

Flight

Colours

Within the the context of the game, the land will be healed by the player using their Life Force. The colours of the land will change depending on what is healed and what is not along with the imag-ery. The palette of the Polluted world is dark, dreary and unsatu-rated. The Healed world is bright, colourful, and highly saturated, with emphasis on greens and styled with bright colours.

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Group 2 Presentation 1 • 1.26.2011

Flight

Environment

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Group 2 Presentation 1 • 1.26.2011

Flight

Inspirations

Edward Burtynski’s Manufactured LandscapesWWI battle fields – PasschendaeleMount St Helens aftermath

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Group 2 Presentation 1 • 1.26.2011

Flight

Technical Challenges

There are four expected technical challenges for this game:

FlightThe controls to fly must feel intuitive and comfortable, and sim-ple. The hovering effect must also feel natural. Implementing thermals, or large columns of hot air used for gaining altitude will also require an animation sequence to reflect the effects of the updraft on clothing.

WeatherSimulating rain, wind, and thunder.

Particle SystemsCapturing the right feel of the life force spreading across the earth, as implemented by a particle system that have appropri-ate weight, as well as ensuring plants respond to these events.

Transition EffectsInitiating and developing believable transitional animations be-tween the decayed and healed areas. Technically, objects will contain three states: IDLE_DEAD, TRANSITION(w/animation), and IDLE_LIFE.

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Group 2 Presentation 1 • 1.26.2011

Flight

Expectations

Level 1 A glider, with moveable character and small hover ef-fect. A simple landscape, devoid of any environmental effects or plants. Solid blue sky.

Level 2 Can control the glider to fly through a simple path. Dis-play the path at which the character have to follow.

Level 3 Can disperse the life force onto the land below. Pos-sibly show some effects of the healing on the land. Landscapes are more detailed.

Level 4 HUD for the character’s life force and various functions. Incorporate obstacles/objects into the level, as well as thermals that players can use to gain altitude.

Level 5 Camera that switches from standard Chase Mode view to Search Mode to allow navigation to and around Objectives.

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Flight

Process Work

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Group 2 Presentation 1 • 1.26.2011

Flight

Process Work

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Group 2 Presentation 1 • 1.26.2011

Flight

Process Work

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Group 2 Presentation 1 • 1.26.2011

Flight

Secondary Idea

The Spork!

The secondary game idea revolves around developing a threedimensional side scroller in the spirit of an 8-bit (NES) Revival, bringing the aesthetic into the 3rd Dimension using the Voxel. Various tactical challenges, such as jumping, running, and inter-acting with the environment while escaping enemies would be juxtaposed with interactive puzzle elements.