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FEEDBACK AND SELF EVALUATION: ON UPDATED CONCEPT
The spirit concept sounds good
Maybe have a progress bar, to show how many animals remain.
Maybe have 2 time-lines (1 the collection of animals and 1 for the player to reach the end area and transport the animals to the ark)
Come up with a visuals assets list, detailed map design and concept art.
Maybe list down which artworks inspires which area of the island.
The challenges in the game: obstacles, such as: slipper stones, logs, a bee swarm and more, flooding, barriers around the island, time limit.
Think about game play elements, for example the transformation of the animal to a spirit and then a coin.
When the spirit transforms it can show a coin which is collected and the numbers update, for example: 1/10 tokens collected.
The game gets harder as it progresses, calling for more obstacles.
Each area floods after being searched once, that would mean the game remains incomplete if all players aren’t found.
Research on Noah and get inspiration for visuals.
Character design of animals and the player (Noah)
Think about if the game is going to a 1st person POV or a 3rd person POV.
Maybe check the animated movie ‘flow’ out.
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ASSESTS LIST + ART STYLE
Houses
Trees
Flowers
Human
Animals
Clouds
Hills
Sun
Rocks
Pond area
Additionals: Rainbow, Birds
Inspired By Sylvia Edward’s Artworks:
Abstract art style
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REFINED GAME CONCEPTS AND GAME PLAY
Idea 1: Animal Collection Stations
The player comes across a lost animal pair and leads them to the closest collection station on the island.
As soon as each animal is placed, they would fade out from the station and the progress bar would update.
Once all the animals our collected and the progress bar is full, a portal opens to the ark where the animals reappear in it.
A final glowing effect or celebratory cue by the show of the is a sign of completion.
Idea 2: Spirit Form Transition to the Ark
The player spots an animal, which carry a coin above their head, which as soon as collected, turns into a spirit form.
The spirit goes along a shining path to the ark.
When it gets there, it becomes an animal again and joins its pair.
A bright ark happy noises, or gentle light shows they're back together.
At the end of the game, the ark is shown with the animal pairs.
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SIMILAR NOAH’S ARK INSPIRED GAMES
Load the Ark
Description: Join Noah in matching animal pairs, solving puzzles, and exploring various environments to gather animals for the ark.
Link: Load the Ark on the App Store
Noah’s Ark by Little Ark
Description: An interactive storybook that brings the classic tale of Noah’s Ark to life with animations and engaging activities.
Link: Noah’s Ark by Little Ark on the App Store
Noah’s Ark AR
Description: Experience the story of Noah’s Ark in augmented reality, discovering the ark’s scale and helping Noah gather animals.
Link: Noah’s Ark AR on the App Store
Merge Meadow: Collection Game
Description: Merge cute animals to discover new species across various themed meadows, building a diverse collection.
Link: Merge Meadow on the App Store
Towniz Pets - Grow Animals
Description: Hatch eggs and raise a variety of adorable baby animals, from common pets to mythical creatures, creating your own pet collection.
Link: Towniz Pets on the App Store
Grow Animals
Description: Experiment to create and discover new animals, decorate their habitats, and care for your unique pets.
Link: Grow Animals on the App Store
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GAME CONCEPTS AND GAME PLAY
Idea 1: Starting at Animal Collection Stations
At an Animal Collection Station, the player will explore and identify the animals they need.
When all of the animals are collected, the player is transferred to the ark, and the animals they bring in will gradually appear.
Idea 2: Spirit Tags for Magical Storage
Every animal that is collected is presented with a spirit tag that is used as the storage for that particular animal. After the player picks up all the animals, he/she arrives at the ark and puts down the spirit tags, after which the animals find their alternate reality and are set in motion.
Idea 3: Coin-Based Collection System
Instead of the conventional method, the animals change into gold coins automatically which are then collected by the player. As a matter of fact, the players submit the coins at the Collections Stations, and by doing so the animals find their way to the ark.
Idea 4: Spirit Form Transition
This new effect emerges when the animal disappears after being collected and the same animal becomes a spirit-like form that finds its way to the ark. This diegetic effect informs the player that the animals are on their way back to their partners.
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MAP DESIGN REFERENCES
An island like environment, with multiple areas such as: hills, gardens, rocks, lakes/waterfalls and more.
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GAMEPLAY: RESEARCH
Gameplay refers to the specific way in which players of a game interact with it.
At its core, it involves everything from the rules and objectives to the challenges faced, the storyline, and the outcome of a player’s actions.
The Key Elements of Gameplay:
1. Game Mechanics
The rules and systems that govern how the game functions.
Examples: Jumping, shooting, solving puzzles, collecting items.
These mechanics are the tools players use to interact with the game world.
2. Objectives
Goals or tasks the player must achieve to progress or win.
Examples: Reaching the end of a level, defeating a boss, collecting treasures.
3. Player Actions
What the player can do within the game.
Examples: Moving, attacking, building, negotiating, or exploring.
4. Challenges
Obstacles or difficulties the player must overcome.
Examples: Enemies, time limits, puzzles, or environmental hazards.
5. Rewards and Incentives
Motivators to encourage progress and reward success.
Examples: Points, power-ups, new abilities, or story progression.
6. Game Environment
The setting or world where the game takes place.
Includes the visual design, level layout, and interactive elements in the world.
7. Player Feedback
Information given to players about their actions or progress.
Examples: Health bars, sound effects, visual cues, or vibration feedback.
8. Difficulty and Balance
How challenging the game is and how well it adjusts to the player’s skill level.
A balanced game provides a fair challenge without being too easy or frustrating.
9. Narrative (Optional)
The story or theme that gives context to the gameplay.
Examples: A hero’s journey, survival in a dystopian world, or solving a murder mystery.
10. Multiplayer or Single-Player Interaction
Whether the game is designed for solo play, cooperative play, or competition.
Multiplayer elements add dynamics like teamwork or rivalry.
Gameplay is the heart of any gaming experience. It provides a unique mix of strategies, challenges, and storytelling.
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FEEDBACK: ON RE-WORKED CONCEPT
The second game idea seems the most appealing.
Do research on gameplay.
The game doesn’t have to be too complicated and be around 4-5 minutes.
Assets list.
Blocking and play the game.
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INTRODUCTION TO UNREAL ENGINE
We were given an introduction to Unreal Engine by our lecturer.
There are multiple types of interface explained, such as: first person POV, third person POV, vehicles and more.
To design a game, we would have to model the props in Maya, then export it to Unreal Engine and play the game.
A few of the shortcut commands are as follows:
Space: Jump
W: Move forward
A: Move left
S: Move back
D: Move right
Mouse: Look around
Then, we were asked to play around and explore the software a bit further.
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RESEARCH AND SUMMARY ON NOAH’S ARK
Noah was 600 years old by the time everything was ready. God told Noah to go into the ark with his wife, his three sons, Shem, Ham, and Japheth, and their wives. Then it started to rain. It rained without stop for forty days and nights! The water got so deep that even the mountains were covered. Every living creature on earth died in the flood. But the ark floated on top of the flood waters and the people and animals in the ark were safe.
Links:
https://en.wikipedia.org/wiki/Noah%27s_Ark
https://www.christianbiblereference.org/story_NoahsArk.htm
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GAME DESIGN IDEAS
Artist and Artwork:
Sylvia Edwards: Noah’s Ark
GAME IDEA 1: RAINSTORM RESCUE
Players must rescue and guide the pairs of animals to the ark before the floodwaters rise, in a time-based game.
There’s a busy environment that gradually changes from sunny to gloomy to stormy and the storm continues till the end of the game.
To play, the player must use either a swipe or tap method to direct the animals to the ark and rescue them getting harmed from obstacles like rubbles, huge trees and rivers.
GAME IDEA 2: ANIMAL PAIR VOYAGE
Players must help bring the pairs of animals being seperated from one another together, in a time-based game.
There’s a maze like environment with forests and hills where the weather differentiates from time to time to make the pairing easier/difficult. There are obstacles such as huge rocks, puddles of water, prickly branches and more overcome and match the lost pairs.
To play, the ark resides at the center of the maze and each animal pair found counts to plus points. In a game, upto 5 animals pairs are assigned to be brought together.
There’s a map that helps the player locate and bring together the pairs of animals.
GAME IDEA 3: ARK BALANCER
Players must balance the animals that are scattered on the top and make sure that the ark is balanced so that it doesn’t tip and put the animals in harm, in a physics based stacking game.
The empty ark is to be filled in with the animals and make sure that it is safe to travel in.
To play, you must wisely place the animals as the ark would already be moving slighting with the waves and as the movement of the ark changes with the change in weather patterns too.
GAME IDEA 4: ANIMAL RUN
Players chose an animal to board the ark, with a twist of a number of obstacles that have to be passed to safely reach the ark.
In this side scrolling game, there are numerous obstacles, such as: rolling boulder, slippery platforms, avoid to wind to reverse you back to the start, avoid electric wires and other obstacles. There are tokens along the way that the player has to collect before reaching the ark.
The goal of the game is where each token represents an animal and the more tokens you collect, the more animals you save, there are a limited number of token and getting all of them is nothing less than a challenge.
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FEEDBACK ON GAME DESIGN CONCEPT
Do further research on the artwork itself.
Come up with a few clear concepts to support the idea.
Think about the view of the game.
Don’t over complicate the game.
Think about the setting of the game.
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GAME DESIGN IDEAS - SYLVIA EDWARDS
Idea 01:
Inspired by Sylvia Edwards artworks, you are to match flowing shapes and hues, to form abstract and matching compositions and replicate a certain Sylvia artwork, in a race against time.
The more levels you complete the less time you get and each level gets harder than the next.
You have 5 lives and anytime you fit in a wrong piece of the art, you lose a life.
*To make the game more challenging you may not be able to acquire colors straight forward but have a color picker choose it for you from a simple colored environment.
Or create a game inspired by Noah’s Ark.
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GAME DESIGN IDEAS - PACITA ABAD
Idea 01:
Inspired by Pacita Abad’s artworks, the game contains a maze that is intricate and detailed and in the maze contains pieces of puzzles that you would use to complete a Pacita Abad artwork.
The maze is a canvas like maze, where you find the missing textiles and objects from Pacita’s art to complete the game.
*Once you find each piece of the puzzle you are to put the thread inside a needle to acquire the piece and build the puzzle.
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COLIN LANCELEY
Colin Lanceley (1938–2015) was an Australian artist known for his large three-dimensional paintings and for his drawing and printmaking.
Early Life: Colin Lanceley was born in 1938 in Sydney, Australia, to a working-class family. He began his career as a signwriter before studying painting.
Education: He attended East Sydney Technical College, where he became interested in abstract and experimental art.
Influence: Lanceley's art was influenced by Picasso, Matisse, Dadaism, jazz music, and Australian landscapes, combining European modernism with local themes.
Profession: In the early 1960s, he co-founded the Annandale Imitation Realists, an art group that used found objects and ordinary materials in their work.
Art Style: Lanceley's art combines painting, collage, and sculpture to create textured, multi-layered pieces with vibrant colors and dramatic shapes.
Themes: His works emphasized nature, mythology, and human inventiveness, conveying a sense of wonder and playfulness.
International Career: Since moving to London in 1964, he has acquired global reputation through exhibitions in Europe, the United States, and Australia.
Awards: He received important prizes, including the Helena Rubinstein Travelling Scholarship and Sir John Sulman Prize.
Lanceley used his vivid style to create large-scale installations in architectural spaces for public art.
Significance Lanceley's inventive technique and happy aesthetic established him as a prominent character in Australian contemporary art, inspiring audiences with his love of life and creativity.
A few of his acknowledged artworks include:
Links:
https://en.wikipedia.org/wiki/Colin_Lanceley
https://artistprofile.com.au/colin-lanceley-1938-2015/
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