Firebreath Forest

                                  Team Members

                                      Johannes Madest

                                          Mingyang Li

                                      Bassant Elnaggar


Trailer

https://drive.google.com/file/d/1UdIiJ7DUdF17LyUeFvmWiD7sCL9JfnA7/view?usp=sharing

Final Game Version

https://drive.google.com/file/d/1Re1iKRSDmq9T7Ll0lgsjRjRXf5CTg4HZ/view?usp=sharing

Schedule


Milestone 1: Game Idea Pitch (08.05)

Milestone 2: Interim Demo (29.05)

Presentation_InterimDemo.mp4

Presentation: https://drive.google.com/file/d/1rr8kr5hClqIfLx3LoOFDAEAflFTcjiy7/view?usp=sharing

Milestone 3: Alpha Release (19.06)


Milestone 4: Playtesting (03.07)


Milestone 5: Final Release (17.07)

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5 Kommentare

    1. I like the connected world where the player can navigate to the different minigames instead of selecting them on a menu. This adds more immersion to the game. If it is combined with nice visuals and sound it could be a nice experience in itself to simply traverse around the forest.
    2. Currently, the mini-games appear a little too simple. Since one of the main focuses of the game is getting highscores and putting them on a leaderboard, the minigames should be complicated enough that getting a good score is actually difficult and a meaningful challenge to undertake. The ever ellusive goal that they should be “easy to learn but hard to master” comes to mind.
    3. One of the high targets is to add more minigames which reflect other emotions, personally I would prefer to see the mechanics of the 2 existing minigames expanded instead. Having these 2 minigames be as deep and engaging as they can be seems better to me than having several, less profound games. Perhaps more parts can be added to these that reflect the other emotions of rollercoasters.
  1. 1. well done mini-games as proposed can make a diversified and fun gaming experience


    2. a) Why exactly do you want to have multiple mini-games in one play session? It doesn't make much sense to me bc you won’t replay the same one, but then why not just start it from the main menu?        b) more of a note: The database for players scores makes only sense if the gameplay is more or less deterministic and skill based to get a value from comparing scores 
    c) “conveying emotions associated with rollercoasters” is IMO no technical achievement, but part of the idea


    3. a) Implement then some kind of path/stagges where have to choose between 2 or more minigames
    b) “ “
    c) more fitting would be to put your idea of reusing mini-game elements there or connecting the minigames with some visual effect , idk

  2. Writing on behalf of Team Cicisoft:

    1. We like the idea of having a story behind the minigames to make them connected. Also, the storyline is really cool. I hope you can make the dragon look nice!
      It’s also nice that you chose a psychological approach to the roller coaster idea.
    2. We would have thought that making the minigames into a whole game was easier for you than making two minigames. This way you can focus on one thing and not have to do two individual games (even if they are “mini games”)
    3. Focus on making the mini games interesting rather than making more mini games as the high target. If you can get these mini games to be almost addictive and get players to be competitive, I think it could be a cool game to play and try to beat your friends.
    1. I like the idea of the hiding mini game, where you need to be careful not to wake the dragon. I like stealth games like Splinter cell and metal gear and think those mini game scould have a similar thrill level. Maybe you could use those games for some level design ideas. 
    2. What I think could be an issue is the scoreboard, or not really the scoreboard itself but the score you can achieve during a game. It can happen pretty fast that you have a meaningless scoreboard depending on the way the score is calculated. Since it sounds like it's one of the core features to keep the players motivated I would test it well and play around with it. Maybe other online stats could be also motivating.
    3. I think you could go further with the idea of the emotions. For example instead of being in a real forest it could only be a dream and you're in the head of the player, or the dragon. There you then jump from emotion to emotion trying to survive and get gold. it could add a nice twist to the story. Additionaly some easter eggs or more hidden treasures could be nice, similar to the stars in the mario games.
    1. I like that the game tries to take you through an emotional journey and focuses on induction of different emotions. Very interesting concept.
    2. If the gameplay doesn't complement the emotions, the replayability can suffer drastically.
    3. Have you ever played Hugo. I suggest a similar implementation for the minigames in order to make them fun.