Original Post
I plan on writing Game Concepts and Treatments to get some portfolio work done. But before I rush into it, I'd like to see what you all thought about the first Game Concept. ************************************* A Prince in Hell An eerie wail breaks the calm of Gaihinom. Another Hatipet has been born. One more drop in a sea of claws and teeth. You were born as a new line of defense against these beings, given the gift of light at creation. Light that pierces the eternal darkness of Gaihinom. But it is that same light that draws the Hatipet to you. The screaming becomes louder and more distinct until a flicker of movement passes into the light. A single Hatipet steps into the light, then dashes at you, reaching out with a bestial longing to tear you to shreds. Two more join in from another direction. All the while, the screaming grows louder. Concept A Prince in Hell is flash defense game such as Medieval Rampage and Dead Frontier. The overarching goal is to survive. There is no final level or winning after a certain amount of time has passed. The entire game is based on what most games consider the 'Survivor' mode. A Prince in Hell is a game where you defend yourself from an unending tide of the damned from the darkness with the help of constructable walls and units. Come into the light... A Prince in Hell, unlike most other games, does not give the player an omnispective of the game field. The player can only see what is in the light, which starts out as a small ring around the player. As the game progresses, the player can add more light - either by increasing their own light source at the cost of health regeneration or by adding structures that can produce their own light. Built on another man's back... To do most anything in the game, the player needs to gather resources. These resources come from the fallen bodies of the enemy. But the player must be quick, for the damned won't stay down forever. We build our own four walls. Another difference for A Prince in Hell is that the player is given no predefined structures to defend or help funnel the enemy into certain areas. The player must build these themselves. Different types of walls have their own costs and defenses. If a wall becomes damaged, the player can repair them at the cost of using more resources. Great, it can walk. So what else can it do? The player can also build simple units that can help the player accomplish some task, such as defeating the enemies, gathering up the bodies, or repairing the walls. With the help of others, the player can create more fine tuned or stronger units. Eventually, the player will even be able to give these units lights of their own. You aren't as alone as you think. When the player amasses enough resources, others may join him. These others can be used to help build more complex structures and units as well as increase the maximum amount of resources. But be careful. If one dies, their benefits go with them. Screaming, wailing, then sudden silence... The sounds of the game will set the mood of the game. An example of this is that there will be no music during the actual gameplay. If there are enemies on the map, certain screams or howls will play based on the number of enemies. If there aren't any enemies, then the only sounds will be the movement of the player and related units. To look down on the world. The game will be a top-down two dimensional game. Everything will be seen from an overhead view. Everyone learns in time. A Prince in Hell has elements of leveling up. All units allied with the player gain experience towards a level up each second. Each level, the player or ally can increase a stat, such as attack or speed. Any unit with an attack can also gain experience by killing an enemy. ************************************* 1. If you were a producer, would you want to see the Treatment or even Game Design Doc, just based on the information given rather than any personal preference? 2. More specifically, do I have the right information, focus, and catch to grab the eyes of a theoretical producer (ignoring an obviously nicer visual presentation)? 3. Is there any information this seems to be missing? 4. Are the 'wity' section titles appropriate to show a producer as part of the plan to grab his attention? 5. Does the information flow well to you? [Edited by - KnTenshi on October 4, 2009 9:02:47 PM]