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Plan for Skye Gellmann

by Skye Gellmann · 10/02/2005 (4:10 am) · 6 comments

Our working title for our flying game is Flyer. Read the last plan if you want some kind of artistic standing, and descriptions of the experimentation I went though. This plan will describe what I've come up with from that artistic standpoint.

What is Flyer?
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Flyer (working title) is a game that explores the joys and freedom of flying, jumping and falling. Misnomer Studios is looking at the emotional interplay of these exhilarating acts, and ways we can make them challenging and fun.

Instead of giving the player flying straight off, Flyer, begins more as a free-roaming collect'em up. The player explores massive abstract landscapes, and collects beans as he/she goes. Flying is the main part of the game. The player taps the space bar at even intervals to flap his/her wings.

When the player starts, they only have 50% HP. But as he/she collects beans, their HP increase, which is proportional to the players FlyForce. Basically, as the player gets more HP they also get better at flying. When the player has full HP, they can also fly the greatest. But don't take too long between eating beans as flying is though; and after a while your HP will begin to decrease if you don't collect more beans, (but only down to 50%). If the player is damaged below 50%, hit points will recover up to 50% slowly. In addition it takes energy to fly. An energy bar shows this. When energy runs out, it eats into the players HP.

There are also mines and other baddies in the world. At the moment, mines have been implemented. They will do massive amounts of damage and blow you into the air in proportion to your mass (something I find fun!).

To finish a level, you must collect all the beans. The last bean is lit up and becomes the levels exit. The player is also racing against the clock.

Working On:
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I am currently working on a player model and a few levels.
Dylan is working on programming.

BLINDSCAPE News:
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Blindscape isn't dead it's just gone to sleep for a while. Dylan has been really busy with third year computer science, and it was killing him. Flyer is a must more reasonable project for him at the moment. We haven't given up on Blindscape. It has been cool to work on. We are hoping that when torque 1.4 is release, it will be better equipped for a project which uses hardcore sound.

Anyway, Enough talk, I've got to do some work. Here's some new screenies:
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Before the first level had spinning mines and beans.
www.deluxebalance.com/fnf/FnF-Example05.jpg
First level with spinning mines and beans.
www.deluxebalance.com/fnf/FnF-Example07.jpg
Part of the Second Level. Second level experiments with large terrain and integration of blocks to the natural environment.
www.deluxebalance.com/fnf/FnF-Example08.jpg
2 pics of the 3rd level, which experiments with a much more fixed level flow, in a non-terrain environment.
www.deluxebalance.com/fnf/FnF-Example010.jpgwww.deluxebalance.com/fnf/FnF-Example011.jpg
A level I made to test mines and how they can effect the difficulty of the environment. Quite hard to finish.
www.deluxebalance.com/fnf/FnF-Example012.jpg
Are you still looking for the salmon?
:P

-Skye Gellmann
Designer and Jack of all art,
Misnomer Studios
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EDIT!
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Here's another pic:
Made in a beautiful program called WINGS! w00..
www.deluxebalance.com/fnf/playerModel.jpg

#1
10/02/2005 (4:36 pm)
Being a big fan of flying myself ... this sounds like fun ;)
#2
10/02/2005 (5:36 pm)
Wait.. you did Ariel Antics. Flyer is in a completely different vein to Ariel Antics, but it'd be great if we could let you have a play of Flyer sometime in the near future!? We need to tweak the flying a bit more. I
#3
10/02/2005 (6:42 pm)
This game looks awesome, but I have to beg you to include a game mode that doesn't involve racing against a clock, as time limits are one of my most despised game features.

Overall, Very cool!
#4
10/02/2005 (7:08 pm)
Its not really a time limit as such, just that you get rewards for beating it in under a certain time. But its all in a state of flux at the moment and thus subject to change without notice :)
#5
10/03/2005 (9:13 am)
Do you have any problems with the player seeing the landscape repeating from such heights?
#6
10/03/2005 (5:35 pm)
you can only tell if you have like 2000 fog distance, and 3000 visability, plus you have a real landmark - like a mountain that is bigger then the others, Or a massive lake.

The thing is I kind of think it adds to the style of the game. I mean, we have dif trees!! and everything is tiled like hell! A repeating landscape could be novel also.