CUNI Managed Gamedev course


Game Design

  • Topic
    • Pigeon Walking Simulator - The idea is to capture the goofy nature of these ubiqutious avians in our cities and to experience it by taking control of one.
  • Visual 
    • My vision is to achieve a cartoony look to the game, mostly by using unlit materials and a limited color palette.
    • For the 3C's:
      •  Game set in a 3D world and as such the main character is also fully animated in 3D 
      • Player chooses the global direction in which the bird should go by either a joystick or keyboard.
      • The camera is in a 3rd Person(Flying Animal) View overlooking our entrpid hero's shenanigans and his immediate viscinity
      • Possibly like this: (Screenshot of an early prototype)

  • Main game loop 
    • Walk around like you own the place, gather all the crumbs and don't get stomped on by those smelly humans or ran over by their noisy wheeled machines. When encountered with a danger, the bird will speed up, but won't use his wings as that would show weakness in face of these inferior humans.
    • The exact details I have yet to figure out by experimentation, see what scenarios are the most fun. Probably it will be either a semi proceduraly generated environment where a player has to collect all crumbs and not die or it will be a hand made linear chain of environements with more semi scripted scenenarios for the player to engage with
  • Plan how to achieve R, C, and A requirements
    • C3 Animations - Just the main character will require a fairly complex character controller that will require number of custom made animations and proper blending between them. 
    • C5 AI  (Backup) - the environemt will require loads of extra agents to be entertaining and those will have to be at least a bit sophisticated
    • A5 3D Game - a Freebie
    • A10 Polish - My hope is to spend extra time polishing the game extensively.
    • A4 PCG (Backup) - I also intend to use limited pcg in the environment.

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