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16 Nov

Game Prototypes

Prototype 1 – Rewind <<

Inspired from games like Does Not Commute and Super Time Force, this prototype was based around the mechanic of a player being able to record his actions and spawn a physical manifestation of his character performing the recorded actions. This is a two player competitive prototype where they can spawn recordings either to facilitate themselves or to hinder the other player.

In the first level, the first one to get to the other side wins. They can use their recordings to push the blocks in order to jump on it and cross the water. Additionally, they can jump on the other player or their recording to destroy them. Each player has a limit of two recordings but they have infinite lives.

The second level is a more fast paced open arena where a player has to make the other one fall through the ground. If a player falls through 5 times, he loses. There are switches placed at the four sides of the map. Each one triggers a specific pattern on the floor which makes a portion of it disappear, hence the players falling through the ground. The catch is that the players cannot touch the trigger themselves. Instead they need to spawn their recordings in order to activate the switch.

Prototype 2 – Light vs Shadow

Inspired by games like Prison Architect and The Escapists, this prototype’s focus was to achieve an asymmetric gameplay between two players. It is a competitive game where one player is the Prisoner and the other is a Warden. The prisoner is trying to escape the prison and has a physical manifestation in the game, represented by the white square in the top left corner of the game. The warden, on the other hand, is in charge of the prison and his robot-guards. His objective is to catch the prisoner and prevent him from escaping.

The robots are powered by lights and the warden is in charge of the lights. A maximum of 4 lights can be powered on at one time though. The prisoner can move around and must try and stay in the dark as the robots can catch him in the light. He can, however, push the dark blue colored boxes to block the lights, hence powering down the robots. The warden wins if the robots catch the prisoner. The prisoner wins if he manages to reach the exit.

There are two versions of the prototype. First one, is on a single computer. Both players play on a single screen. The second one is networked. The prisoner has a fog of ward and hence, limited vision of the map. This creates a much greater tension and forces him to be more strategic and careful.

Prisoner View

Prisoner View in Networked Mode

To play the networked version, download the executible here, one for each computer. Host the game on the first computer. Get the IP address of the computer that hosts the game and type it in the box that says “localhost” and press join game on the second computer.

Prototype 3 – Pacific Rimulator

As the name suggests, this prototype was inspired from the movie Pacific Rim. The main goal was to achieve player synchronization through effective communication between team members. This prototype is about two characters, each controlled by four players, fighting against each other.

The effectiveness of a character was directly tied to how well the players communicate with each other and synchronize their attacks. Faster the players hit the same button, the greater the damage. If the players took too long to hit the same button, the damage caused to the other character would almost be insignificant. The first player to destroy the other player, wins.

The image below shows two characters being controlled by 4 and 3 players respectively. The character on the left is waiting for the third player to also press ‘Y’ on his game-pad so that the action can be completed. The longer he waits, the damage dealt will be lower. I am not uploading a playable version of the game as it uses multiple Xbox 360 controllers to play.


In Game Capture

Prototype 4 – The Musician

Inspired from games like Panoramical, Fantasia and Guitar Hero Live, this prototype was based around the concept of creating music. The main goal was to allow the player the freedom to move around a level and create music based on his actions rather than pressing a button to a scripted sequence of notes. We wanted to set up the levels so that two players playing the same level would have two distinct soundtracks at the end.

The concept to create a complete soundtrack was divided into several levels with each level playing a specific instrument. The levels would contain snippets of music as collectibles. At the end of a level, all the collectibles that the player gathered would be combined into a single soundtrack and stacked up with any previous soundtracks from earlier levels. Thus, trying to create a melody. This new soundtrack that the player created would be played at the beginning of the next level in order to give cues to the player and help him time his actions.

There are two levels in this prototype. The first one uses drums as the base instrument while the second uses guitar. There are several paths that the player can choose from to reach the end of a level, which lends to different collection of sounds.