Game Designs

Although I’ve only actually finished making a handful of games in my lifetime, I’m always bouncing around four or five ideas in my head for future projects. Here I will showcase my game designs and/or prototypes that I haven’t yet developed into full games yet.

Onomatopoeia Quest

This will be my senior project, the alternative to doing a thesis. Neither of my majors requires one, but I decided it’s better to do one than not. I wanted to do something that combines both my Japanese and Computer Science majors, and settled on making a game that teaches Japanese. However I wanted it to be different from most educational games, in that it is a game, first and foremost, that also teaches you something. So I decided to make an RPG, since it’s Japan’s most popular genre. After talking to my adviser, I decided that instead of the general “teach Japanese,” it would be wiser to narrow it down to some part of the Japanese language. My adviser gave me the idea to make it about Japanese onomatopoeia, of which there are hundreds if not thousands. There’s an onomatopoeia for pretty much anything, from doki doki (heart-pounding) to waku waku (trembling) to goro goro (lazing around) and more. It’s a fun part of the language that I think both native Japanese speakers and newcomers would both enjoy.

In this game, you will learn new onomatopoeia words and use them to help you solve puzzles and defeat enemies. A handful of words will be special abilities, such as iso-iso, the onomatopoeia for fast, making you move faster for a short time. You will have to remember the words you learned to advance through dungeons, and you can test your knowledge through quizzes at the local school.

Game Design Document

Cold

This is a side project that I’ve been working on for a few years now. It’s a platformer, kind of in the style of Limbo, in which you play a shadowy figure moving through a cave. You’re not sure where you are or why you’re there, but you just have to keep moving. There is a temperature gauge that slowly decreases as time passes, and the only way to get it back up is to stand by a fire. Fires are few and far between, so you have to plan accordingly. The interplay of light and shadow is important, inspired by Plato’s Allegory of The Cave. Depending on where you are, the rules of the world differ–in some areas you may be able to pass through shadow walls, while in others you may not. I’ve been working on this game on and off, but haven’t done anything recently and may not be able to come back to it for a while.

Quest (working title)

This game is an autorunner, but instead of only one path like in most autorunners, there are three, and you have the option to switch between any of them at any time. You control two characters running in single-file: there is the boy who has a sword which can kill enemies, and the girl who can use magic to get rid of obstacles, among other things. You can only use the ability of the person in front, so you have to switch who’s in front in order to use their ability. It will be a rhythm game, so you will have to time your actions to the background music in order to succeed.

Impact (working title)

This is a game idea I had for a game design class that I’m taking next semester. We’ll be using Unity so I could make this a 3D game. My idea is one night, an asteroid makes impact with the earth, causing you to wake up and discover that everyone is gone. Your house is miraculously intact, but the rest of the world is dark and devoid of life. There are orbs of light scattered throughout the world, and you collect them in a linear fashion to slowly light up the world again. This allows you to see more and more of your surroundings and complete puzzles. While this is not a fully fleshed out idea yet, another idea is that the orbs are different colors, and different parts of the world become visible when you collect their color orb. This might make more sense when designing puzzles.

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