We are making a platformer game, so the main idea is getting through parkours.
In the game, we will use:
Jump: Poko will jump over things
Run: Poko will start moving faster
Walk: Poko will move forward
Shoot: Poko will shoot by using her gun or skills
Green Transformation: Poko will transform into Green form so she can use her green powers to navigate through the parkour. She will create an ivy tile so she can continue her journey.
(This skill didn't add to the game fully yet.)
I also planned to add a companion that we can use to get through the levels.
The seed or hamster, companion idea was one of the first signature mechanics for the Poko.
I do know that good and unique mechanics can take the game to another level in gameplay but also about the name and advertisement just like the axe mechanic in God of War. We didn't add this mechanic to the game but still want to add it.
In the game, we used W, A, and D for:
W: jump
A: left
D: right
In the mechanic's sheet, I also did this version of it for console gameplay.
These are some of the most basic and popular game mechanics for platformer games.
Knowing these mechanics we gonna use helped me to understand and think about the physics of Poko and her suit.
In her animation, we can see that when she jumps, her belly and the bubble of her suit moves and jiggles. She is a young and chubby girl so I tried to show this in every animation.
Our theme was futuristic but ruined the world because of the people named Orange people who ruin nature.
Our main problems per level are:
Tutorial and first level: Deforestation (level difficulty: easy, medium)
Poko will start with getting out of the bubble by using the crack on it and get into a cave where we learn about the mechanics. there will be cut-down trees and in the upper city, we will see a mega city only about the consumption so we will give the message about palm oil and soy farms. There will be a boss fight at the end of it, we will fight with metal roots which is a giant metallic tree. In this level, we will help the orchid lady, who will give us the first power-up, "Green Poko"
We will give the message of greening the areas by fighting with green towards anti-green.
Second level: Oil and fossil fuel (medium, hard)
We will play at an oil factory-themed level and see so many oil monsters. In this level, we will help a giant axolotl by talking him over a hologram (he is underwater on earth) to save his home so we will gain our electric powers to fight against oil and fossil fuels but also will give the message about deep sea mining.
Third level: Pollution (air, water) (hard, medium)
This is the level originally designed for where we see the racoon kid. He will live on the polluted side of the upper city. It is a city separated into two, one side is the luxurious site where they control the air and general plastic pollution (they pollute the air with purple gas and control everything so people won't interrupt their jobs by seeing what is happening on earth or at the upper city. We didn't have time to put this level on.
Boss level: Fight with "Orange People" (it is a term used by Greenpeace for people who don't believe in climate change and problems) (hard, medium)
We didn't fully finish this level progression because of the time we got, but an idea, it is a level where we finish the game. Poko enters the main control panel and sees the giant orange people, it is a huge-headed, small-bodied, four or more armed flying and suit-wearing guy. His blonde funny-shaped hair, big creepy smile and orange-like skin show us the stereotypical presidential look so we will have the message of "we need to stop people who ruin nature whoever they are".
The upper city is a city with three layers where they control these environmental issues. It will float on the Pokos bubble city and collect goods like soy and palm oil through the big pipes with the help of flying bots. There will be more than one bubble farm on Earth so we will show the reality of deforestation for soy and palm oil farms.
I am pretty much happy with how the designs turned out. I do think that the motivation of the game about saving nature and seeing the real parts of our lives which became one with consumption culture is a great material but also an important message to give with a game.
With the different levels, we created a flow for the players where they will develop their skills and as the levels get harder, they can create their tactics to play with the best score. Maybe by adding a score table about time or collectables in the game, we can also create a competitive environment.
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