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High concept document

PULSE TEAM 8 Nocturnal Denis, Eliza, Jerrold, May

Contents page

1. 2. 3. 4. 5. 6. 7. 8. 9.

High Concept Features Player Motivation Genre Target Customer Competition Unique Selling Points Target Hardware Design Goals

10. Concept Arts 11. Summary

High concept
The player is a bounty hunter that travels through time to save his present. What he has to do is to eliminate all the different types of enemy that appear at the different time zone.

Features
The world starts off in a pitch black labyrinth with only limited sight available When the vial is used, the map will pulsate, revealing the map for a split second before turning back to pitch black. The light would be a pulsating flash. The monsters will roam the labyrinth freely; players have to avoid them even though they cant see them in the darkness. In the map, chests would be placed randomly. The chest would contain vials (for the pulsating light), Lamp fuels (to widen the FOV) and lives. For the fuels, player can choose to off or on the lamp, it will allow the player to save the lamp for later use There would be puzzle-like-obstacle map Monster-pedia feature, for every different new monster you kill/hunt, it allow you to collect the monster data. It would somewhat be a kill list for the player. Every game would be different from the previous game. Player would enter a different map every time the player presses start game in the menu and each map would represent different time era.

Updated: A knockback system when the player hit the monster Add a stamina bar or a delay for the hero attack, so that he is not able to swing and fling.

Initial impression
Lives, fuel level etc. Player spawns point

Player movement button and attack button Using of the vial Lamp on/off switch

Player Motivation
The challenging factor of the game

Genre
Maze

Target customer
12 and above Suitable for explorer, achiever type.

Competition
Dark Maze More features than the marble

Unique selling point


We can only see the light at a moment (the pulse of light) The game maps

Target hardware
Computer iPhone

Design goals
Simple: Easy for players to learn and grasp on how to play Suspense: Your FOV is blinded, player dont have a clue on what is going on. Achiever: A sense of completion when the player hunt down all the monsters

Concept art
A few ideas of the art for the enemies of the game They are created to make them look dark, like creatures who would blend well in darkness

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