So, using all of my research from
both BA7 and my research report on the successes of mobile gaming, I'm going to
take what I feel makes the most addictive and simple mobile games and use them
to create a game that fits in with the 'Lucha Libre' theme that I've chosen to
go with.
My main goal with the concept is to
implement some sort of high-score mechanic since this will leave the game open
for tons of variation as the player will always have a different outcome. Another
thing I want to focus on is making the game easy to ‘pick-up-and-play’ very
quickly since, in my research report, I found that these were the most
successful games in terms of gameplay and replay-ability so I’d like to retain
that in my concept. How would all of this fit into a fighting game, you ask?
Well, let's experiment!
Since the Mexican way of wrestling is a fast, full-contact sport with lots of jumps and movement, I’ll need to think of a mechanic that is both simple enough to play on a touch screen device but is still faithful to the source theme. My main inspiration for making this game in the first place is ‘Punch-Out!!’, a classic game on the Nintendo Entertainment System. It was an incredibly simple game but it really made the most of the hardware when it was released back in 1987. The player would be standing in one spot while only being able to briefly dodge left and right or punch. Such simple controls, couple with different enemy patterns and weaknesses made this simple control scheme seem perfect for the game.
I think the idea of having the
player stand in one place with limited movement is definitely the way to go for
my game. Mobile controls aren’t particularly suited to full, precise movements
so I can take advantage of that and create something that makes the most of the
touch-screen.
I’ve decided to go with having the
player swipe in 4 different directions to execute a limited number of moves to
attack and defend, since this allows for quick, imprecise gestures to be turned
into easily-executable moves. I could incorporate things such as the
accelerometer somehow, but I’ll look into that a little further down the line.
It’s basics for now!
I also had the idea of having it so
the players would throw each other from the ring to get the best score (in
distance possible) instead of the traditional 'pin them down' rule. This would
make the game a lot more fast-paced and well-suited for mobile play and open up
a plethora of new mechanics I can play about with. Obviously there would still need
to be a degree of fighting/wrestling involved as I still need to keep it as
close to the original theme as I can, but with a twist that really suits the
platform. I’ll have some sort of timer attached to the game as to encourage
quick, timed play.
So the concept so far is…a 2D fighting game built specifically
for mobile touch-screen devices. The goal is to weaken your opponent in a set
amount of time before throwing them out of the ring as far as possible for the
highest score. I’ve been playing through the game in my head and I can see this
idea panning out quite nicely!
Game Design Document
So,
let’s get cracking with this Game Design Document (I’ll be referring to this as
‘GDD’ from now on, just so you know). The idea here is to make a document
containing every little detail of the game so that if it were given to a team
with no prior knowledge of the game, they would still be able to produce to the
level of the original vision. I want to keep this as professional as possible
so, using the research I did into it in BA7, I’ve made a rough template
containing the contents of everything I’ll need to put in the game, with room
to add new things as they crop up. To get it to the game industry standard that
I want it to be at, I’m going to keep the design of it as simple as possible
since, unlike a pitch, this isn’t trying
to sell the game. It’s is primarily just for conveying the information to the
development team so fancy visuals are not only unnecessary, but can detract
from the GDD.
In
the GDD I’ll need to include every detail about my game concept as if it was
going to be developed and released. This includes (but isn’t limited to) the
game mechanics, characters, rendering, the game world, user interface, game
engine, sound design, single player and multiplayer details. Playing the game
out in my head during this process is incredibly important as I can pin-point any
problems that might occur during gameplay, such as balancing issues and unfair
advantages.
…writes GDD…
So,
I’ve got the majority of my Game Design Document completed (head over to the
submission folder if you’d like a gander!) and I’ve got a pretty solid idea of
how the game will play out. Now I can move on to the character designing!
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