KIT 207 week 4 self study (part 2): Game Ideas


Here are some ideas for games, with the theme being Change.

Lightbulbs

How many game devs does it take to change a lightbulb? Four, I suppose: one to program it, one to model it, one to design lighting, and one to playtest it. In all seriousness, the game is about changing lightbulbs to reach the end of a level. Each bulb is a different colour, and reveals different paths to take. The target audience are the problem-solving people who enjoy a good puzzle. A key part of the game's success would be that it's suitable for all ages, and is attractive to people who don't otherwise play games. The prototype should have the gameplay roughly lined out, and have a primary focus on level design. Decorations and details are not too important - everything can be squares, but the lighting is crucial to the game's concept, and should be implemented as well.


Loose Change

Now for a different interpretation of 'Change', you play as a coin which has fallen out of someone's pocket. You'll roll along on the pavement, avoiding obstacles such as trash, cars, and other people's shoes, to get to the drainage on the side of the road. Inside the sewers, you'll avoid more obstacles so that you'll reach paradise...or someone's toilet. The target audience are casual gamers, who want something quick to play while on the go. This, along with the ease of the game's instructions, should make it a success with the public. The prototype should focus on the level design (about three levels should be needed) and the gameplay ( hopefully very simple to program). The modelling can be basic enough to vaguely represent what objects they're supposed to be, and the textures simple (they could just be colours). The lighting isn't as important this time around. 

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