Week 6: Set Up All

My pitch deck attached.

Ideas developed once again before made the pitch deck.

One main thing added: The interstellar jump system.

This is like the biggest final goal in the game. Fixing it requires a specal piece of material, which could only be found in special places, or in special circumstances. If fixed, players are able to locate their ‘home’ and start the jump to end the game.
Why I add this? It should be the reason that players keep playing the game, keep playing the game loop over again. In the background story, the player’s goal is to get home. This system provides the ability to reach that goal, just need to be fixed when playing. While players are getting other raw basic resources, that’s when they use those basic materials to do some crafting, or fixing more basic systems.
Of course, each travel would make a chance for better next travel.

Game title & tagline:

‘Beyond The Light Years’

‘Uncover the Past. Rebuild the present. Find your way home.’

I want my game title to show the sence of distant, isolation. The title is directly translated from Chinese, not sure ‘the light years’ is appropriate in English, I hope it’s poetic.

For the tag line, I just like uses the key words to sum up the game story.

Newest design intention is included in the pitch deck.

Some art samples I think useful. The first collection is aiming to find the sence of huge, colossal, and also abandoned or ruined.

For the cyber cities from Blade Runner 2049, I just want to explore the Sci-Fi art style in my game, and also the distant city in the desert, I think I like the colour yellow, I think It really creates the feeling of mysterious, it’s like makes me feel there is secret inside, so I’ll defenitely set up the core colour of the appearance in the space.

Here is a drawing I created using Procreate:

This drawing is still testing the contrast between the colossal structure and the tiny player shuttle. I think the feeling is not that good, but It definitely experimented the colour in the space, and the mysterious appearance of the structure.

The actual appearance is undefined yet.

This image is created to test the feeling when exploring the mysterious structure. I want the time line inside this structure is weird, that’s why there is like only very historical objects inside this dark room. (Absolutely not because I can’t draw Sci-Fi style :((( )

This storyboard is aiming to visualise the normal expected experience of the player. Hope it is easy to understand.

2 possible UI visuals of the AI assistant in my game. Created using After Effects.

First is when it’s standing by or responding.

Second is when it’s analysing or listening.

Details are in the Pitch Deck.

I just used audio spectrum to visualise it. It will evolve with the rythm, I think it’s just a very appropriate tool. The circle shape is formed by a circle mask. A realistic glow is added too.
When it’s standing by, there will be only a straight horizontal line on the black background. When player is speaking to it, the frequency will respond to that sound, which moves like what have shown in the animation.
I want the round shape to represent when it’s thinking, doing tasks for the player. I took idea from usual loading design, they are usually short lines organised up to a round shape and keep spinning.
There must be a glow to show the style of futuristic I think.

After presenting my pitch deck in class I feel quite unconfidence because It seems my pitch deck is just long and complex texts but with less things that is actually going to appear in the game. I don’t know if it is not powerful enough, but everyone else seems good on it. They got very nice prototype visuals, even a lot of mechanics are tested in a good way. Mine’s too, but becaue the checninal thing so I don’t have to think about testing aesthetics in my prototype, I think that is a sad thing.
I did thought about some other mechanics would be in my game, but I didn’t get them included in my pitch. I’m not sure if it is necessary, to make my game unique. I mean, I think my game have many point that is better to come up with the time when we’re actually creating it, something defined early would limit the develop options, I don’t like it. For example about the character. We just know he/she is a survivor after a war, but what actually about him/her is not clear enough. I think the whole world overview is the main thing I could’ve done more.

After looking at the crit results, I realised there is a disagreement on my ‘supporting materials’. I understand that my prototypes are still not a great represent of my game. But at my stage I really don’t want to learn everything to build my prototype on 3D platforms. Sad.

There is another disagreement on my game loop, it is not engaging. I can see my game loop is a bit too clear, it doesn’t show too much information of what the players are actually playing. I tried to visualise it with my storyboard, but in discription there could be more.

A situation I found out is my game loop is quite like some sort of delivery management game, but isolation is the core emotion in my game. That’s why I added some additional information below my game loop in the pitch.
Also it seems like my bigger game loop is not there.
So I added a long-term progression of my game, with the gameloop part. It’s like every time players will go find basic materials for living, but also finding the way to fix the highest technology. Every time they get back to home station, they actually want to check the condition of that technology too.

About my game’s unique positioning, almost half evaluations are 3/5. I know it is another lacking point, because I didn’t research deeper about other similar games. I did mention my game’s unique point some how.

Last words before finish editing. It is the first time making a game pitch. Quite confused at the beginning, developing slowly, but finally comes to an end. Hope my pitch is interesting to see. If my pitch is chosen, there is definitely a loads of work to do. ;)))

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