My last year studying Game Art has begun, and with it a new start to another game project. Our dev groups have gotten together, and my group of five (all of which I've worked with great before) has begun working.
In this last week of work, we began discussing different ideas for games. There were about a dozen or so game ideas that stuck around that we liked, and we discussed what elements we want to focus on the most when making our game. We ended up with 3 main games that all of us were interested in making, and I began some concept work.
The first one was a wrestling themed fighting game, one we're all excited about. We want to make a game where the character that's portrayed in the ring is actually who the fighter is. So, for example, in actual real world wrestling a character would be portrayed as a dragon king - that would only be the character they have on the stage. However, in our game, that character would actually be a dragon king, with all the abilities in the ring that a dragon king would have. Fireballs, powerful claws, gliding -- these are all possible in our game's lore! It's not just their wrestling persona.
Additionally, each character would have the option to play as a face or a heel form, changing up their attacks and stats a bit. We want each character to have these two forms, just as real wrestlers can swap between the two in their careers.
One of the concepts we came up with was Riptide, a demon of the sea, whose true face is still unknown. Instead, Riptide uses an entire shark as a mask. Above is Riptide's heel form.
The second was a cut-corners farming sim game. In this, the player would do what they can to keep their farm open - by any means necessary. Getting involved with the mob in order to stay afloat, sneakily sabotaging enemy farmers to stay on top, illegal pesticides, and minimum quality farm equipment are some of the options the player would have for their farm upkeep.
I didn't have the chance to add to the concept work on the farming game concept just yet, since our groups other artist handled that. Plus, it seems like we won't be going with this direction afterall.
The last one was a PVP dungeon game. In this one, there would be a "dungeon master" player that would build the dungeon. Afterwards, the other players would traverse the dungeon in order to beat the boss - all while fighting off traps and small monsters controlled by the dungeon master.
The harder the rooms, the better the rewards.
If they can make it to the end of the dungeon, they'll have to face off against the dungeon master controlling the dungeon's boss. Each boss would play differently, and would have to be learned. The boss I drew as an example was a take on the demon king Bael (whose concept I always thought was cool, but I never liked any art of).
In this instance, the dungeon master would be shooting small projectiles from each head, while they're in their closed eyes state. The heads would rotate above the spider body, and if the player times it just right, one of the heads will snap down onto the body, bringing its eyes open. In this state, the players attacks will be stronger, at the loss of the other heads powers. After a certain amount of time, the head will detach, and go back to its floating state.
As of now, we'll be going forward with the fighting game and dungeon crawler ideas. In a few weeks, we'll settle on one to go forward as a fully fleshed out game.
© Cole Kirkpatrick 2017