Making of Courage - Lucas

Game Pitch






























Presentation Review and Feedback
Lucas Krause Resume
Interview Review and Feedback

Individual Role and Responsibilities

The initial role that i was tasked with was character animation and sound design. The responsibilities then of animation was to make sure the characters and the enemies were animated correctly and working to an acceptable degree. Within sound design the need for ambient music was apparent so i had to create or find ambient music to use within the game as well as sound effects for enemies characters and the UI elements.

Design and Development

Initial game design

With the initial design of the game that was presented by Darshana we then sat down and discussed what differences between the pitch and the game that we were going to create was going to be, ideas for art style and animation were thrown out such a having a game with a similar art style to that of Don't Starve with a 3D environment with a 2D character and objects but then this idea was discarded for a full 3D top down game.
           
Game Production

During Production of Courage  many tasks needed to be completed by all members of the team and while i was not able to always attend due to other commitments and other things i tried to keep my work going while still keeping an eye on what the others in my team was doing. I would have like to have completed more sound effects for the game but was unable to but in the end i am glad that the tasks were still completed to an exceptional level. Other members of the team are working hard on the game and progress is moving along at a nice and brisk pace and will have no problem having completed the game ready for presentation in my eyes.

Game design and production – Prototype review

While presenting the prototype the game was showcased at its current level and it was moving smoothly there were small issues but that is to be expected from an early prototype of the game, The character models where not implemented in the game yet but i feel that did not take away from the overall presentation of Courage that we presented.

Gameplay Footage

Screenshots









Philosophy

Philosophical point #1

The game that my group and I have created was made to bring enjoyment to those that played it and show people some of the vulnerability of people and the strength that they can muster to overcome it by having the namesake of our game, Courage.

Philosophical point #2

I could easily waffle on about merit of games in everyday life and how it benefits but truly the way I see it, it is for the enjoyment be it in a casual or a professional setting, even the creation of games compared to the enjoyment and playing of games.

Philosophical point #3

The design goals of the team was to create a game that gave of an interesting atmosphere that would compel the player to continue playing as is the goal of all game designers, to captivate the gamers and bring enjoyment.

Common Questions

What is the game?

The game Courage is a top down game within which you must explore the level that has been created and try to escape from the dank dungeon you find yourself in, you as the character Alastair Von Angstlich must traverse several levels before escaping completely. It’s an exploration survival game for you must dodge enemies and fight for your survival before you give in and completely lose your courage.

Why create this game?

This game and genre was chosen to be crafted above the others for it is an interesting idea to create a simple yet interesting game, I truly believe that it is a quite unique game not for the fact that it is an original concept but for the fact that there are not many games on the market approaching similar angles in the games industry. The top down games approached that you see today are very casual games for those not wishing for a serious experience and would like to relax and not think while playing. In this regard the game is unique and that is why it was chosen to be created.

Where does the game take place?

The game takes place in a Victorian setting where walking around you would see oil street lamps and torch brackets on walls, as a man who lived in a lap of luxury the dark cellar/dungeon setting surrounded by what you believe to be spirits out to get you. The walls cobbled with stone and dank with moss and mildew, you walk along cracked flagstones and past wooden kegs and iron torch brackets.

What do I control?

The player will control the single man Alastair Von Angstlich a spoiled noble having every whim and desire met but after being kidnapped and placed inside the castle within which the game takes place. Having had no real experience out in the world he is a very timid man and is frightened easily thus giving us the setting and character for the game.

What is the main focus?


The main focus of the game is to escape unscathed from the predicament that Alastair has found himself in, to make your way through the increasingly difficult levels and find the escape and your freedom.

Overview

The game world is made up of several levels within the dark and crumbling castle increasingly difficult with more and more enemies and obstacles to face. The challenges will not be easy but then no one ever said anything was ever going to be easy to Alistair better man up and face the many fears that he has accumulated over the years and find his courage to escape despite his hardships.

Atmosphere

The atmosphere of the game really sets the scene while exploring you resonate with the minds images of what a decrepit castle would look and feel like. Walking around seeing the shelves of bottled wine the wooden barrels and kegs, the cracked stone the ambient sounds and the scene gives the atmosphere that one would expect from the situation and the setting.

Setting

The setting within the game creates an impeccable feel for what is happening on screen for you feel like you are in the decrepit castle roaming between the boxes the barrels the shelves and everything else that you may find within the castle.

The Physical World

Overview

The world consists of stone rooms and corridors leading onto one another in such a way that you may lose you way in the darkness and have all your courage consumed, the large wooden barrels sprawling around the map block corridors and overall just help to set the scene within the game. The cracking cobble stone ricks that line the walls and the floor of each room make the world seem cold and uninviting.

Large wooden shelves line the map levels filled with bottles whether filled with wine or otherwise, these assist to try and guide you through the level as they are used to make corridors and block or reveal exits.

Wooden boxes and barrels line the walls and the floors of the world in abundance giving the world a less dungeon and more castle feel to the level, whether they are blocking pathways or creating them the large wooden objects can be found at nearly every turn within the castle.

Torture devices can be found around the map such as the iron maiden a casket filled with large spikes and this is shown in the world to strike fear into the character and lower his courage meter.

Key Locations

The Castle where the game takes place is the most key location and then within that many of the sprawling rooms and corridors offer important items or wisdom or even a way out and you are looking for all the help that you can find, being stuck in this castle the game is all relatively confined within the cold stone walls but that is why you must escape. The castle is not safe it is filled with dangers and you must traverse its many hallways and rooms to find your way out of this infernal castle.






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