The Shield Project
The Shield Project (codename for the game) is my take on the puzzle-game genre. The idea for this game sprouted during Ludum Dare 22 (which took place 2 weeks ago). The main mechanic of the game is based on the prototype submitted for the compo: The player uses a shield to deflect bullets and solve puzzles.
Attached, you can find a
Dev Document which contains a list of all implemented features (including details such as: Behavior, Visual Feedback, Interactions).
For those who are not looking forward to downloading the .pdf, or are unable to open it, here's a list of what has been completed, and what Is in development:
Features [02/01/2012]:
-
Entities:
|- Dynamic Turrets
|- Static Turrets
|- Laser Emitters
|- Speed Ramps and Stop Ramps
|- Doors (normal and destroyable)
|- Projectile reflecting tiles
-
Powers:
|- The Energy Shield
|- Reflecting certain types of projectiles
Bellow are the features I am prototyping/adding. Note that the list may/will change through out development.
Working on:
-
Tools
|- GOL (Game object Library) Editor (external object editor. Allows creation of templates and entities, as well as editing the parameters for each entity, like Life, Mesh, Projectile Type, etc).
|- Crates and holders (puzzle element similar to the moving stones/rocks in the pokemon, gameboy, series)
|- Dynamic Platforms
All graphics and media in use right now are place holders. As soon as I finish implementing the basic features, the art direction will be established. I've already contacted a colleague of mine (mobile industry professional Harko Bottond) regarding some contracting work for the project (concept art mainly). As for the sound effects and music, I plan on licensing them from
SoundRangers.
Control scheme:
The game is viewed from a (non fixed) top-down camera perspective. Controls (for now) are W A S D (movement), Mouse (camera handling) and Space (enable / disable shield). The controls scheme will most likely change in the near future as I am more inclined to go for a fixed camera perspective in order to remove the mouse (gaming on netbooks, I find it hard to use the Touch Pad when I don't have a mouse connected).
Progression:
Each level consists of a puzzle or a series of puzzles. Twelve levels build a stage. Each stage has a different theme (ranging from “Test Laboratory”, “Exotic Fauna”, “Industrial Area”, etc).
At the beginning of a level the goals are shown. The player must meet the requirements in order to further advance (requirements examples: Reach the Exit, Destroy all the Turrets, Collect all the “insert name”). Average time spent on a level should be around 30s – 1 min.
More details, regarding the enemies, puzzles and interactive elements, can be found inside the
Dev Document. Here are some screenshots (again, all models and textures are placeholders):
And the Shield Animation (same animation from the Ludum Dare compo, but meh):
Please, feel free to ask any question, leave suggestions or tips.
P.s. Since I am here, I would like to ask if I could join the ADG(App Developer Group).