Our group started this project by thinking of different ideas on what sort of game we wanted to make and what similar games there are to the ideas and if it would be possible to make in the time. We talked about similar VR games that everyone else liked in the group and how we could apply them to our game so our main thoughts where, Blade and Sorcery, Gorn and Mace and Grace as the main games we would base our idea of.
We decided that we would be going for a Blade and Sorcery style magic and medieval sword and shield style game. The game will allow you to use magic and melee weapons to defeat the enemy's that are in your way.
The Core Gameplay Loop
We wanted a game loop that would work constantly through the game and keep pushing the player forward and enjoying the game and this is why our gameplay loop consists of:
Fighting Enemies - The player will have enemies in their way that they will have to take out in order to get past and continue on their journey.
Solve Puzzles - The player will have to go through puzzles in the levels to unlock new spells and to unlock paths in the level to change the gameplay a bit and a fun way to power up the player.
Gaining Powers - The players power will be increasing as the game goes on learning new spells, solving new puzzles and using the new powers to fight the enemies in new ways.
Game Design Pillars.
We have four design pillars for the game and these are:
Diverse Combat System - We want the player to feel that they are not restricted when it comes to fighting so the player will have different spells with different effects, different weapons, ways to block incoming attacks and the player will be able to combine some of these to open up lots of fighting styles.
Interactive Environment - certain parts of the environment the player will be able to interact with such as they want an item that is on the floor they can walk over and pick it up or if there is a ice wall blocking their path they can burn it down with fire spells allowing them access to a new area.
Destructible System - With this system the player will be able to go up to someone hiding behind their shield and being annoying so the player will be able to smash through his shield to get to them and destroy walls.
Stylised Low Poly Artstyle - To help the performance of the game we are going for a low poly style for the game as this will help with the performance on the headset and this will provide a more immersive experience for the player.
Role In The Group
My role in the group is to make all the 3D Assets that the group will be using in the game such as the hands the player will have, weapons, elemental walls, buildings and more. The 3D models that I will be making will be given to the rest of the group such as the Elemental walls or environment props given to the level designer and weapons and hands given to the programmers so that can make them useable in the game.
I will be making a list of the models that I will need to make and make them in priority of what is the most important to get done first and props that might not be as important that can be created at a later stage. I will be making this list on the Miro board that we are using to see what everyone is currently working on, what they have done and references that we can use as examples. We also have a Discord to keep in communication so that if someone need a model made quickly they can ask there and I can quickly respond to them.
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