Sunday, January 27, 2008

Project Proposal

One of the great elements of a game is how it feels with the controls. These days it involves lots of blending between animations, but also a lot of procedural actions like wall jumps, hanging, etc. So inspired by this wonderful Gamasutra article on game feel (http://www.gamasutra.com/view/feature/2322/game_feel_the_secret_ingredient.php) I have decided to do a “garden level” similar to Miyamoto’s incarnations with previous Mario games with my protagonist that I’ve been developing. The level will use a base stick model to perform the necessary verbs a full model could use in the future. My verbs would include: running, jumping, wall jumping, a rocket burst (important to the game design), a wall cling, and maybe even some slope running if I get that far. The idea is to develop the garden as far as I can in a frustum perspective so that I can maintain a depth of field in what will play as a 2D title.

Now to the technical details:
The level is likely to be hard-coded. This is since I am unsure of how exactly the messaging for each action will work.

The model is likely to be hard-coded. This is because I have no model experience.

The camera will initially be fixed, but if time allows, will zoom more onto the avatar to see the animations more clearly.

Finally I wish to program the system using Objective-C and Cocoa. This is so I can create an executable in OSX without using the command line to run it.

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