Week one devlog
Team member: Wayne Huang, Sicilia Miao, Darry Ding, Brian Jiang, Tiancheng Chen
Mentors: Josh Beedle, Christopher Sosa
What is the fiction/narrative of the game?
This game will be set in a fiction oriental background. We’d like to narrate an event of the Tang dynasty, the An Lushan Rebellion. This disturbance weakened the bureaucracy of the Tang dynasty and sowed the seed of division. One of the tragedies that happened during this rebellion is the death of a Chinese beauty, Yang Guifei. As the Tang’s Emperor, Xuanzong’s beloved consort, Yang and her family were gifted with power and wealth. Thus, when Emperor Xuanzong and Yang were fleeing from the capital Chang’an after the rebellion began, Emperor’s guards demanded Emperor put Yang to death because they believed Emperor’s lust to Yang and her family were the causes of the rebellion.
In our game, this story gets expanded and modified (The game won’t be historical accurate). The main character of the game is a sword master who serves the Emperor under a loyalty oath. Different from the guards who choose to protect the fate of country instead of the Emperor, the sword master stays loyal to his monarch. When the news of guards’ betrayal reaches to the sword master, he is fighting against the rebellion army’s vanguard. Without any hesitation, the sword master picks up his blade and run to the direction where his lord is stayed. Although the front way may be blocked by thousands and thousands of guards, the warrior shows no fear. And this is how our game begins……
Wiki link to the An Lushan Rebellion: https://en.wikipedia.org/wiki/An_Lushan_Rebellion
What is the aesthetic/style/mood of the game? (Audio and Visual)
The aesthetic of the game will depend on our progress and schedule. Our final design goal is to recreate a chaotic battlefield with models like flags, chevaux-de-frise, and watch towers. The enemies models might be shade-like figures to represent our warrior’s rage and the uncertainty of his path. The desired mood for this game is solemn but stirring, since we’d like to make a heretic tragedy. However, in the early stage of our development, we would like to use low-poly models for this game. Therefore, the mood of the game might be hilarious (imagine man-like figures from Human Fall Flat wave swords and run towards you through a first person view). Since the game is set on a fictional background of Tang dynasty, we will also add some Chinese elements for both audio and visual. One of the models we will create is a weapon for the warrior, Tang blade:
For the environment, we’d like to create a battlefield in the desert. By creating a sense of flying dust to block players’ distant vision and create a feeling that as the player character is running forward, they will meet the enemies come out from the mist. The environment art will use this picture as a guide:
What are the core gameplay/mechanics/genre of the game?
The core mechanics of the game is players use their fingers to control the game character to slash/dodge the incoming enemy figures and blocks. It’s a first person, action, endless-runner game. The main inspirations for our idea are coming from two games: Temple-run and Into the dead.
Who is your ideal player for your game?
Our ideal players are mobile players who like action and endless-runner games. We’d like to provide challenging maps for the players who like endless-runner games. Moreover, we will focus on the model and animation to let players gain a thrilling cutting experience. Since there are already a number of endless -runner games on the market, we expect to attract western players with an oriental background. Thus, combining Chinese elements into the game is also a part of our plan.
Reference url:
Army in the desert:
https://www.bing.com/images/search?view=detailV2&id=9218D52DBECDFCCD96ECFFB27182...
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Wardance
First Person Endless Runner
Status | In development |
Authors | darrydls, siciliamiao, BrianJiang |
Genre | Action |
Tags | 3D |
More posts
- Final Design NoteMar 18, 2020
- Eenemy intrductionMar 18, 2020
- Design NoteDec 12, 2019
- Animation DesignDec 12, 2019
- Level Design #2Dec 11, 2019
- Level Design #1Oct 22, 2019
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