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ColorBrine

Michael Isaza & AJ Giertych


http://colorbrine.weebly.com/

Overview:
ColorBrine is a 2D multiplayer arena game, where players traverse through black and white
shadows (or other colors) to hide and kill other players. Players will be able to score points by
either killing other players with swords and projectiles scattered around the arena. People who
play this game will enjoy hiding and fighting in this distinct two colored world.

Platform:
Colorbrine will be built to be played on PC/Mac using the Unity 5 engine.

Audience:
This game will be targeted to everyone ages 10 and up, since it will feature only mild violence.

What the player will be able to do:

Hide in their own colors


Traverse through the enemy colors, but can been seen
Fight close range or long range
Collect different weapons in the arena
Pick up and play the game easily
Play 2v2 or 1v1.

Win condition/Length of play:


Each round will last up to 3 minutes at a time. Players win by reaching a set amount of kills
determined at the beginning of the match. The player who reaches the max amount of kills first
wins. If the maximum amount of kills are not reached by 3 minutes then the game will end and
the player with the most points will win. If the kill counts are even then a new round will start
and who ever dies first loses the match.

Setting:
The player will fight in a variety of arenas. In the arenas, players will be able to find and collect
power-ups to gain leverage over their opponents. The colorful shadows that hide players will
slowly move around the map, encouraging players to move around the map and plan their next
attack.
Maps will be built to encourage the use of platforms that players can jump on to attack or hide.
Since the shadows are always slowly moving, these platforms are there to help players stay
hidden in their own colors.

Controls:

The game will be played using a gamepad so that more than one person can play in the same
room.
The joysticks will be used to move the character around the screen
A button will be used to jump
B button will be reserved for the melee attack
Y button will be allow players to use a projectile item

Asset List:
2D Character Sprite Sheets
-Movement animations
-Attacking animations
-Jumping animations
-Winning/losing animations
-Projectile animations
Background art
-Stages will have minimal art in the background
Platform art
-Platforms will be varied in size
Shadow Art
-Make triangle shaped shadows
Menu Art
-Assets for all of the main buttons
-Title art will be in menu
Game over art
Winning Screen Art
Stage select Art
Power Up Sprites
Projectile Sprites
-Different assets for each kind of projectile
Audio
-Menu music
-Stage music
-Game Over music
Sound Effects
-Attacking sound
-Death sound
-Projectile sound
-Button Select sound
-Player Landing sound
-Winning sound

-Losing sound

Cost:
Estimate of the pay distributions:
Programmers: $60 an hour
Artists: $30 an hour
Audio: $40 an hour
To make this game a great party game the programmers will have to work all throughout
development adding and testing content. This should take about 15 weeks to program and make
sure that the gameplay feels natural and complete. The programmer will have to work at least 20
hours a week to make sure that the game functions properly. The estimated cost of a programmer
is 32,000 dollars.
This game will not contain a wide variety of art since it focuses on two colors being present at a
time. However, it should take a 2D artist about 2 to 3 hours to make a basic sprite sheets for one
aspect of the game. Since the game will be spanned across 15 weeks, the artists should be done
before the game is finished making the estimated cost of all 2D art around 12,000 dollars.
ColorBrine does not feature too much music, but it does have a good bit of sound effects. With
three music tracks and seven sound effect clips, the sound designer will be the first one done
with all of their work before the product is complete. The estimated cost of sound will be about
3,200 dollars.
Marketing for the game will be the most costly of all, and can be estimated around 46,000
dollars.
The total cost of the game will be around 93,200 dollars.

Schedule:
Week 1: Basic movement and animations
Week 2: Basic Map design and platforms with functioning collisions
Week 3: Shadow assets and logic added in
Week 4 - 5: Attack collisions and animations
Week 6 - 7: Power ups and projectile logic
Week 8: Win/lose states
Week 9: Implementing music into each stage
Week 10: Creating two player mode with stage select
Week 11 - 12: Testing and redesigning maps
Week 13: Creating title screen and main menu
Week 14: More testing and balancing and adding additional content if needed

Week 15: Presentation

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