Last Assignment - Due April 20th
Characters
Is your avatar and ideal form likely to appeal to the players? Why?
Our avatar is strangely human like. Bi-ped, two arms, a head with eyes, torso, clothing, just enough for players to relate to, but different enough to be intriguing and part of a universe players haven't seen before.
Does your avatar have iconic qualities that lets the player project himself into the character?
He is a man on a mission - the way any of us is capable of being when what we love is threatened. It's a hero's tale in a way, a story we are all familiar with.
What roles do you need the characters to fill?
He is the vehicle for all the problem solving. The puzzles wouldn't be able to be completed if he wasn't there. He is the protagonist that stands up against the antagonist which is the entire plot - darkness versus light.
What characters have you already imagined?
We have our main hero, Blue, the various shadow mobs he has to defeat, boss shadow characters, a main "king" shadow villain, other people from his village, his race...
Which characters map well to which roles?
Well, our characters that thrive on light make sense as the good guys, and those made of shadow of course, represent evil.
What traits defined your character?
Driven, clever, loyal, quiet.
How do these traits manifest themselves in your character?
As of now, much of his personality is not manifested. Or is manifested when the player takes the helm and directs him. In the game's opening, we see him tending to his watery farm, and we see that he lives alone amidst acres of land. He seems hermit like at first, but really he is a farmer. When he decides to go see how his village is faring against this new enemy, we see that he is courageous and concerned for his loved ones.
What are the relative status levels of the characters in your game?
Right now, Blue = Hero, and the shadow villains = Enemies, who also have ranks amongst themselves: Shadow baddies = low lever, mobs, etc. Bosses = ends of levels, guards, etc. "King" = leader of the shadow hoard, end game boss.
How can your characters show appropriate status behavior?
The lower ranked shadow mobs have no lines, no story, no intelligence. They simply attack. The bosses are larger, attack differently. And the shadow King is the intelligence running the whole program. His fight will be much trickier and require more wit, to match his.
The NPC's of Blue's race are meant to depict his race as intelligent, but they might have to be a little stupider to add some drama. ;) Maybe they just run around in a panic, cower in fear, get themselves killed, don't think things through, can't figure out the puzzles like Blue can.
How does each of your characters change throughout the game?
Blue grows in many ways - he collects powers and learns the discipline to use them as well as the strategy involved.
Spaces
What is the purpose of your game?
To provide and enjoyable puzzle solving experience while expanding and experimenting in the genre of rhythm based music games. Also, to involve the player in an imaginary world.
What is the purpose of each subsystem of your game?
Is there anything in the game that contradicts these purposes?
Does your design have a special feeling of life or do parts of the design feel dead?
The design in theory is gorgeous - a faintly glowing landscape, plants lit from within, green and blue waters alight with bio-luminescent fish... Structures are built from vining plants, creating with the earth rather than just on top of it. In the end, I do hope that we can realize this vision and make our digital world just as beautiful as we can picture it in our minds.
What would help make the design feel more alive?
Much more foliage, movement in the foliage, birds, nature noises.
Which of Alexander’s 15 qualities does your design have?
Which ones?
Could your game have more of these qualities? Which? How?
Where does your design feel like your self?
Is your avatar and ideal form likely to appeal to the players? Why?
Our avatar is strangely human like. Bi-ped, two arms, a head with eyes, torso, clothing, just enough for players to relate to, but different enough to be intriguing and part of a universe players haven't seen before.
Does your avatar have iconic qualities that lets the player project himself into the character?
He is a man on a mission - the way any of us is capable of being when what we love is threatened. It's a hero's tale in a way, a story we are all familiar with.
What roles do you need the characters to fill?
He is the vehicle for all the problem solving. The puzzles wouldn't be able to be completed if he wasn't there. He is the protagonist that stands up against the antagonist which is the entire plot - darkness versus light.
What characters have you already imagined?
We have our main hero, Blue, the various shadow mobs he has to defeat, boss shadow characters, a main "king" shadow villain, other people from his village, his race...
Which characters map well to which roles?
Well, our characters that thrive on light make sense as the good guys, and those made of shadow of course, represent evil.
What traits defined your character?
Driven, clever, loyal, quiet.
How do these traits manifest themselves in your character?
As of now, much of his personality is not manifested. Or is manifested when the player takes the helm and directs him. In the game's opening, we see him tending to his watery farm, and we see that he lives alone amidst acres of land. He seems hermit like at first, but really he is a farmer. When he decides to go see how his village is faring against this new enemy, we see that he is courageous and concerned for his loved ones.
What are the relative status levels of the characters in your game?
Right now, Blue = Hero, and the shadow villains = Enemies, who also have ranks amongst themselves: Shadow baddies = low lever, mobs, etc. Bosses = ends of levels, guards, etc. "King" = leader of the shadow hoard, end game boss.
How can your characters show appropriate status behavior?
The lower ranked shadow mobs have no lines, no story, no intelligence. They simply attack. The bosses are larger, attack differently. And the shadow King is the intelligence running the whole program. His fight will be much trickier and require more wit, to match his.
The NPC's of Blue's race are meant to depict his race as intelligent, but they might have to be a little stupider to add some drama. ;) Maybe they just run around in a panic, cower in fear, get themselves killed, don't think things through, can't figure out the puzzles like Blue can.
How does each of your characters change throughout the game?
Blue grows in many ways - he collects powers and learns the discipline to use them as well as the strategy involved.
Spaces
What is the purpose of your game?
To provide and enjoyable puzzle solving experience while expanding and experimenting in the genre of rhythm based music games. Also, to involve the player in an imaginary world.
What is the purpose of each subsystem of your game?
Is there anything in the game that contradicts these purposes?
Does your design have a special feeling of life or do parts of the design feel dead?
The design in theory is gorgeous - a faintly glowing landscape, plants lit from within, green and blue waters alight with bio-luminescent fish... Structures are built from vining plants, creating with the earth rather than just on top of it. In the end, I do hope that we can realize this vision and make our digital world just as beautiful as we can picture it in our minds.
What would help make the design feel more alive?
Much more foliage, movement in the foliage, birds, nature noises.
Which of Alexander’s 15 qualities does your design have?
Which ones?
Could your game have more of these qualities? Which? How?
Where does your design feel like your self?


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