Technology
- Nerf guns to defend territory Boxes or desks to block the sight of whoever’s “it”
- Blankets
- capes to duck under
- curtains to hide behind
- Sticks to reach things outside of the designated squares
- Light switch; dark room vs light room mean different things in gameplay
- Oculus Rift: immersive? (interesting thought, beyond scope of this project)
- Dance pad
- Pressure sensors: tell if player falls outside
- Multiple choice clickers: everyone anonymously chooses where to go using clickers, person who is ‘it’ reveals majority. Majority rules. Last person to hop there is it.
- Dice: roll to determine where to go next
- Hanging metal course: monkey bars
Mechanics
- Dodgeball: working against other people on a similar court on one foot
- Tag squares: larger court, some squares for two feet, some for one
- Face-off cowboy style: First to center wins
- Race: go in parallel against other players
- Whack a mole; other players throw things onto the court, timer to how many you can hit
- Larger court, get as many flags as you can in the time given
- Sneaking: red light green light (tip-toeing)
- Squares disappear; flood?
- Hop back and forth over a border
- River?
- Country borders?
- Try to reach objects just outside of your reach in the squares
- Squares have two meanings; change on timed intervals
- Larger gaps between squares; jump onto islands
- “Golden snitch”: one person “it”, everyone else tries to catch them
- Throw cloth “glyphs” at other players’ squares; touching them when hopping incurs a penalty
- Teleport squares: appear at other parts of the board
- Large course with many secret boxes; secret boxes randomly contain different points, weapons, powerups, etc.
- Play in a cornfield; duck down in corn to hide from person who is “it”
Aesthetics
- Piano keys
- 12 pubs from World’s End
- World’s countries
- Leaves on a tree: don’t fall out of the tree
- Pirate ships: swing to different ships
- Moon walking
- Diving suit; walking underwater
- Islands in an archipelago
- Perspective shift: tops of very high buildings
- Wizard’s magic circles
- Different planets in solar system
Story
- Giants stomping around a town without hitting people
- Floor is lava
- Cops and robbers
- Superheroes vs supervillains
- Prison escape
- Holiday shoppers
- Chefs collecting ingredients for a dish
- Paparazzi trying to get the best shot
- River hopping; hop back and forth over a river
- Between solar systems, delivering things, battling: “warp drive”
- Ghosts: hop back from the grave to haunt the living
- Running from the kraken
[Excerpt from discussion log]
[Dev] It's such a simple game–we should probably start by changing the mechanic. Let's ignore aesthetics and story until the fun part's solid.
[Red] I guess that makes sense... as long as we get wizard battles in there. Wizards are fun. On that note we should avoid anything too complicated technologically.
[Dev] Oh come on, you were all for the Oculus Rift/dance pad combo. It was such a cool idea!
[Red] Well I'm not building it. We're on a deadline.
[Dev] It can't take that long. You're supposed to be an engineer, right?
[Red] Why did they hire you again?
[Dev] Someone's got to be diplomatic.
[Red] I guess that makes sense... as long as we get wizard battles in there. Wizards are fun. On that note we should avoid anything too complicated technologically.
[Dev] Oh come on, you were all for the Oculus Rift/dance pad combo. It was such a cool idea!
[Red] Well I'm not building it. We're on a deadline.
[Dev] It can't take that long. You're supposed to be an engineer, right?
[Red] Why did they hire you again?
[Dev] Someone's got to be diplomatic.
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