Sunday 21 June 2015

Revolver - Design Concept Outline, Part 1


When starting this project, I had one aim: to keep the gameplay, the input and the aesthetics as simple as possible. If I couldn't outline every major feature and aspect in the game, upon a single page; then the game was too complicated. The reason for this, I've a great admiration for games that manage to convey a subtle yet complex mechanic through minimal input. And through an iterative process, I like the multiple ways in which a games limitations can be fully realized. Having said that, I'm not much of a Mobile gamer, but the games that don't rely on on-screen buttons and menu-layered strategy games; are, I believe, much more at home within the mobile space and something I'm more likely to play.

My original idea for Revolver, was a 2d platformer / Infinite Runner hybrid (still set on a mobile device); where the player's avatar continuously moved right, but around objects in the space. Then by pressing the screen; the player could jump from one object to the next to traverse through the environment. Each of these objects would contain their own Gravity which would hold the player to the surface, allowing them to revolve around it. Some objects would have greater gravity meaning the player would need to time their jumps more carefully, in order to leave the pull of such objects. On these revolves, there are enemies and hazards to dodge as well, to keep the player on their toes. But this also adds fresh gameplay, making each jump vital as, for example; an object might have a low gravitational pull, but many hazards along the path; requiring the player to really carefully jump so not to fall out of the orbit (which results in game-over).

This game will still be made at some point, but as you can tell in the short paragraph; I've many ideas with what to do with such a game but it is too complex. Simple is what I wanted to create and that cannot be achieved. Using the same method of revolving around an object however, I feel there is promise of a simpler game. So in the revised version of the game, which I will now refer to as Revolver; I'm using a similar gameplay loop; only the game will take place on a singular object and along a 3d space.

In Revolver, the player takes the form of a ball or a wheel, as they drive very quickly around the surface of a sphere. From the image above, you can see the curvature of the sphere giving you a rough estimate of how small it is. I believe it will take mere seconds to do a full lap of the sphere. Each time the player laps the sphere, their speed will increase. As the speed increases, a new layer will be added to the music track. There are boundaries on the sides which restrict you from lapping too easily, but at the sides, it is certainly easier to build momentum and blast through the initial laps quickly. And after a set number of laps, obstacles will start to appear on the sphere gradually, these are aimed to slow you down (this is why I'm not too worried about the player staying on the sides because the game shouldn't typically allow you to remain there). But of Course, if you hit too many of them, the music layers reduce and you'll fall off the sphere, ending the game.

As before, I wanted to make a game that made use of the limited control input with smart phones. So the player controls the game by placing their finger on the screen. The player can then steer, left and right by moving their finger left or right. Should the player release their finger from the screen, they will jump (this allows the player to leap obstacles), but does have a cool down of 1 lap, so the player cannot spam the jump.

As you can see, the game will have a strong 80s Virtual Reality Vibe, with predominantly black shapes with colourful and strong florescent lines along the edges.

In terms of additional mechanics, I've thought of collectibles, which randomly spawn and help boost score. I can see the potential for Power-Ups such as Slow Down and Invincibility, but at this moment I have no need to add any. But should I feel the need I could. I think, more likely, the player will get score multipliers if they complete laps without colliding with objects.

And that's about it really. I realize that there are a lot of infinite runners that occupy a 3d space, but I'm hoping that I can make this alone and that it has enough features that I can be proud of it. Eventually, I think I will release it for Android completely free. But this is entirely a portfolio piece at this moment and a way for me to learn the methods of getting a game to market. You'll notice that I've titled this as part 1. This is because I will make a further update when I've gameplay footage to show alongside it.

** UPDATE ** 28/06/2015
As I've now taken full development on my shoulders. I really wanted to overhaul the art a bit more. I wanted to consider what the UI would look like and settled on a speedometer. I've also thrown loads of emissivity across all the objects. The resulting game should look similar to this. (Left)