OVERVIEW:
N.A.R. is a single player isometric puzzle/strategy game where the player controls a small army of variously shaped blocks to infiltrate enemy bases. The game is to be laid out over 50+ levels, challenging players to use the tools at hand to safely or forcefully make their way through hostile forces, eventually slotting in the units that they have left as pieces to the enemies uniquely shaped base to take it over. This project is being worked on by myself, as well as two friends I met at VFS. The project was initiated by us as a means of keeping our creative and technical juices flowing, while we look for professional opportunities in the industry. The intention is to have a professional quality game published on platforms such as steam we can each be proud of.
N.A.R. is a single player isometric puzzle/strategy game where the player controls a small army of variously shaped blocks to infiltrate enemy bases. The game is to be laid out over 50+ levels, challenging players to use the tools at hand to safely or forcefully make their way through hostile forces, eventually slotting in the units that they have left as pieces to the enemies uniquely shaped base to take it over. This project is being worked on by myself, as well as two friends I met at VFS. The project was initiated by us as a means of keeping our creative and technical juices flowing, while we look for professional opportunities in the industry. The intention is to have a professional quality game published on platforms such as steam we can each be proud of.
ROLES & RESPONSIBILITIES:
Game Designer
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SOFTWARE USED:
DESIGN THOUGHTS AND LEARNINGS:
A Mix of Puzzle and Strategy
Considerations for PC and Mobile
- Unity
- Microsoft Excel
- Assetforge
DESIGN THOUGHTS AND LEARNINGS:
A Mix of Puzzle and Strategy
- It has been important for us to be able to cater to players looking for both a puzzle as well as a strategy experience. For this we have kept the objectives simple, however accomplishing it perfectly requires the player to strategically think ahead. They are encouraged to explore the level and acquire as much information as possible in order to plan their course of action. The better they play out this initial strategic part of the level, the better the player is equipped to perfectly solve the puzzle.
Considerations for PC and Mobile
- Throughout the design of this game we have ensured to build it such that it could be ported to both the PC as well as on a mobile platform. One of the most important considerations with respect to this has been the controls of the game. Since mobile has a more restricted set of bindings and options to work with we've had to be creative with how we can map a similar control scheme intuitively onto a keyboard and mouse without it feeling too restricted. Our attempts have lead us to map most of the controls onto the mouse which would feel similar to the touch and swipe commands available on a mobile device. This would also allow for single handed play making it a somewhat more relaxed experience which has been something we have been aiming for. Players will also be able to bind shortcuts and hotkeys to the keyboard which would allow more hardcore players to optimize.