I Want to make an arena gun 'n run game style like serious Sam where it is hard and pure game play, little story and puzzles and it is suitable for most audiences and gives more replay value by secrets and game play changes but i also want to combine the Coop survival aspect of Left 4 dead 2, where a team fights hordes of enemy's with weapons items environment etc. it would create a very interesting kind of rouge like game design with it being modded to have custom maps weapons characters etc, but it all matters on the engine that runs the code i don't want an engine that requires too much Computing resources, but enough to make it look amazing even on low settings Maybe going with a modified source engine or Unreal 4.
I also want to create a puzzle game for the people who liked the Portal series and focus on solving puzzles and giving out a story the deeper you go into the game potentially making it longer if the story impacts the game play and how the sound indicates that you have completed a task or changed something in the level giving audio clues and adding secrets which could make the game longer while giving more info on the story and rewarding the player for exploring. I also want to make a game where speed effects survivability
I also have to consider the Pre-order Content for people who might wanna develop stuff around my ideas and are interested in how the game/levels was created i most probably will include a indepth tutorial of how the games mechanics work and how the levels work and i will include my struggles creating a game and make advisory points and how to prevent mistakes and issues in game development
Alan Becker - Animation VS Minecraft
The intended audience is designed for people who play minecraft, young people and people with audio impairment because the story is simple and easy to understand, Alan Becker introduced the audience to each mechanic at a time making it easy to understand, he also shows off minecrafts UI To show what is happening and how they are interacting with the environment, the video is played at HD 60fps and SD 30fps making it pleasant to watch and has simple sound effects that are not too loud but are comical so it is easy on the ears of the people who have sensitive ears.
Alan Becker Thinks about the people with special needs and disability’s which is hard to do but he made no mistakes and did it very well because there’s no dialog you don’t need to remember what they said before hand and makes creating the video much more quicker and simpler, instead of having scripts he only has to add SFX which is still hard to time correctly but it is so perfect even when playing the video at 0.5/0.25 speed there is no delay or wrong timing because Alan Becker was doing this since he was 12 and was the most popular at 2004-7 where he made his original Animator Vs Animation which was popular with most social media sites and video playback sites New grounds, YouTube my space etc. Overall the video quality is superb well timed and has a good plot building up in the background And is extremely popular with the video currently sitting at 150 Million views With a 1.9 Million like ratio compared to the 51 Thousand dislikes
Art example 1
Art example 2 This shows that i can crosshatch and shade using light reflections and shadows i made a few mistakes with the circles like one being too small and accidentally letting a hole in so it looks like the circle was incomplete
I need to improve on my crosshatching because it is too big in gaps and shading is a little rough but it will do
Environment ideas
Fighter jet Example
My concept art for my game
I used block out at first, then i used a eraser on it until it looked good enough, you can see this by the darker areas around the weapons, implying where i most improved and how it looks more realistic to the approach i had with the weapons.
The scout rifle was hard because of having to draw the scope which i wasn't good at The easiest was the Silenced SMG which had barely any changes to improve it only the ammo clip and the trigger was changed the most
i found melee weapons harder to draw than the guns simply because their design could be more complex than the guns
Choosing a environment for my game:
My game will have a total of 9 environments for the survivors to go through these are: 1. Abandoned town where the survivors have to traverse infected and mutated to escape the town
2. Docks that are full of infected that can move faster in water than the survivors can
3. A Park that was used for paintball having infected being more resistant to bullets in certain areas
4. A laboratory with most of the zombies being fire resistant due to hazmat suits
5. A forest that is gloomy and foggy making it hard to tell difference between players and infected
6. A swamp where it is mostly muddy water slowing down the survivors and the zombies being disguised with the environment
7. Abandoned airport where it has metal detectors that will alert hordes
8. Up and down a hilly mountain to get to their destination with there being many spots to fall off
9. A theme park with rides being able to alert a horde
Asian Mythology Concept art
I used old ancient Japanese items to represent the theme of the game and what era it will be played in
Battle Royale Cube Loot FPS
I used Items that would be in other battle royales like PUBG, The Culling and Fortnite
Horror Themed FPS
I used some of the weapons from left 4 dead and resident evil with the bloody axe, kukri and scythe
My digital sketches
Comparison of concept art
These are from 4 different games to see how their concept art compare These are all similar because they have pre release/Sketched art they all show what their characters what ideas they could have had, but in destiny's case its a beta version for the forsaken armour set for warlock characters this is to show veriety in destiny's 2 many different armours and other classes armour which makes it easier to distinctly tell what character is who, the top right is a sketch up and pre release versions of the Civil Protection Police in the half life games even going in depth to show whats hidden under the clothing which is trans-human which fits half life 2's apocalyptic theme and how a alien race has taken over the world, the bottom left is about serious Sam (Classic The First Encounter) and to show that he can hold big guns in an apocalyptic theme where a alien warlord and Sam fighting hundreds of hordes with his many guns, The bottom left is about Borderlands 2's character Salvador a gunzerker in the loot and shooter this concept art is greater than the others because it shows the process of creating the character in each process he is holding two guns even the denied concept art has two guns in his hands because his skill involves him shooting both of his guns then they have a Maya 3d model of Salvador to show how detailed he is without textures then there is the textured version which shows what he looks like in-game