game design proposal
Transcription
game design proposal
SCATBACK GAME DESIGN PROPOSAL MATTHEW MANOS & ALEX SCHLEIDER STORY: Our act of the play portrays the monkey as Scatback, a space monkey that was lost at sea after landing on December 20th, 1961. While the modern day media and historical archives will tell you that this landing lead to the demise of Scatback, it is now known that this crash landing started the monkey’s life stranded in another dimension. The ship’s ocean landing actually introduced Scatback to a whirlpool in the ocean, leading him to another world completely unlike our own. The only problem is that upon entering this new dimension, Scatback’s aircraft was left above the surface, millions of feet away from our stranded monkey. This world resembles that of a post-apocalyptic landscape in a vast, open space with very little except for one abnormally large, psychedelic, tree that is so tall that it peaks out of this new dimension. It is Scatback’s mission to climb to the top of the tree, avoiding the schizophrenic nature of its branches, in order to get back to his aircraft and move on to another world, whatever that may be. The main character, Scatback, is controlled by the audience and is based off of the historic space monkey complete with an awesome space helmet. The on-stage character in the game is the tree that Scatback has to climb to get through the level. This character will consist of two separate on stage actors that are performing actions that correlate with their on-screen manifestation. One of these actors will be responsible for the schizophrenic tree’s evil side, and the other for the tree’s nice side. While one actor will be destroying the tree branches, the other will be mending the tree branches, helping Scatback climb to the top and retrieve his vehicle. Both of these trees will only be given the ability to destroy / repair through various power-ups the participant from the audience will collect throughout the climb to the top. If Scatback lands on a red branch while climbing, a power-up will be given to the tree’s evil side, allowing the actor to destroy more branches and make the climb to the top a living nightmare. If the participant collects a flying banana-bird, the tree’s good side will be given powerups, allowing for the mending of more branches. As the character climbs, he / she will reach certain “safe-points,” which take the form of clouds, in case of falling. As Scatback gets closer and closer to the top, there will be fewer and fewer clouds to fall on for safety, making the likeliness of getting back to the ship harder and harder without as much support from the tree’s good side as possible. If the audience participant successfully makes it to the top of the tree, they will be reunited with their vehicle and permitted to move on to the next level. CHARACTER / COSTUME: As described in the story, the character as played by the on-stage actors is an obnoxiously high tree with thousands of branches, and a schizophrenic personality. While one side of the tree’s personality aims to help Scatback’s journey to the top of the tree, the other side of the tree’s personality aims to make him fall to the bottom. Each on-stage actor has control for one of these traits of the tree. Good actor, bad actor, if you will. The actor’s costumes will consist of a tree suit that will have various buttons / controls semi-randomly generating an action to some of the branches. One costume solely repairs branches, and one costume solely breaks branches. Ideal costume – motor / flex sensor based The ideal costume will be a flat board decorated with wood grain and leaves to look like a tree body. This will consist of four branches, which correspond to the four corners of the screen. Each branch will be able to be pushed down or lifted by the player (depending if they are good or evil). Pushing/lifting will destroy/ mend a branch from the corresponding area on the screen. The branches will have a “cool down” period of 10 seconds, after which they will return to their original location and be useable again. The branch mechanism will consist of a motor, flex sensor, and two custom plastic parts. One part will be a wheel with a stick protruding every 90 degrees. The other will be a flat stick that has a spring-loaded bendable end. It will also have a flex sensor over the two parts. The motor will be connected to the wheel piece and the tree branch will be connected to the flat piece. The bendable part of the flat piece will rest on one of the protruding sticks of the wheel. Because the piece is spring loaded the stick should hold up the branch. When the player wants to use the branch they will push it down. The force of their hand will overcome the force of the spring and cause the branch to go down. The flex sensor will bend telling the Arduino the branch has been pushed. After the cool down period the motor will spin 90 degrees and lift the branch back up. A similar mechanism will be used for the “good” tree, but in the opposite direction. Button-based / Back-up Costume: The actor would wear a flat plank on their chest which would have two rows of 3 buttons and one large button in the center. The actor would also wear a hat / helmet full of leaves on their head. Each button would correlate to the general vicinity of the branches on the screen. For example, the button on the top right of the costume would create a reaction with the branches on the top right of the tree on the screen. When the buttons are able to be used, they will glow with bright LEDs, each taking 10 seconds of “re-load” time. The large center button would be in relation to the big power-ups the player would collect during the game. If the costume belongs to the bad side, the buttons would glow red and would destroy the branches. If the button belongs to the good side, the buttons would glow blue and would mend the branches. POWER-UPS: Power-ups (activated by actors): Only one power up can be held in the possession of the player or actor at a time. Good power-ups: -steel banana: all branches turning to steel, can not be broken for 7 seconds -flying banana: results in an abondance of clouds for 7 seconds Bad power-ups: -skeleton banana: destroy ¾ of the branches -sticky banana: player gets stuck to branches can not jump as high Power-ups (activated by player): Good power-ups: -rubber branch: springs user high above passing branches -net / jet back: only hold one at a time Bad power-ups: -slippery / ice branch: player slides off of branch - at the top -weak / cracked branch: more towards bottom INTERACTIONS: The actor would interact with their costume in order to break or mend the branches in the game. This interaction will take the form of a series of buttons, or a rotating motor that inspires the actor to slap down a flex sensor. EXTRAS: Each power-up / reaction will be accompanied by it’s own sound effects / forced feedback in the video game. Game should run for 5 minutes max. The tree itself should be about 2 minutes tall. Maybe a progression in the climb – the power-ups will change, the background will change, etc.