Gravity Shift
By Andrew & Sam
Background
When we started the project we were conflicted on what exactly we wanted the project to be. We wanted to make a FPS game with Sam originally wanting to make one about casting spells, but we both thought we could do something more interesting with the genre
Thesis
Big-budget first-person shooter games have gotten stagnant, stale and content with decades-old game design. While some smaller games have moved the genre forward, we plan to create a first-person shooter without any conventional weapons, forcing players to use their creativity and problem-solving to take out their opponents. It is created in the Unity engine and written in C#
Guiding design principals
The player needs to use the environment to take out their enemies
The player is given many movement tools to evade opponents
The player only has 1 health point, any damage taken will force them to restart
The first few seconds of a puzzle room the player is given a slow down in time to get a better look at the environment before everything becomes crazy fast
There should be many solutions to one problem, but not one solution to every problem
Levels are short and complex, they are meant to be replayed multiple times to find better solutions and get faster times
The player needs to use the environment to take out their enemies
Guiding design principals
Guiding design principals
The player needs to use the environment to take out their enemies
The player is given many movement tools to evade opponents
The player only has 1 health point, any damage taken will force them to restart
The first few seconds of a puzzle room the player is given a slow down in time to get a better look at the environment before everything becomes crazy fast
There should be many solutions to one problem, but not one solution to every problem
Levels are short and complex, they are meant to be replayed multiple times to find better solutions and get faster times
The player is given many movement tools to evade opponents
Guiding design principals
Guiding design principals
The player needs to use the environment to take out their enemies
The player is given many movement tools to evade opponents
The player only has 1 health point, any damage taken will force them to restart
The first few seconds of a puzzle room the player is given a slow down in time to get a better look at the environment before everything becomes crazy fast
There should be many solutions to one problem, but not one solution to every problem
Levels are short and complex, they are meant to be replayed multiple times to find better solutions and get faster times
The player only has 1 health point, any damage taken will force them to restart
Guiding design principals
Guiding design principals
The player needs to use the environment to take out their enemies
The player is given many movement tools to evade opponents
The player only has 1 health point, any damage taken will force them to restart
The first few seconds of a puzzle room the player is given a slow down in time to get a better look at the environment before everything becomes crazy fast
There should be many solutions to one problem, but not one solution to every problem
Levels are short and complex, they are meant to be replayed multiple times to find better solutions and get faster times
In the first few seconds of a puzzle room the player is given a slow down in time to get a better look at the environment before everything becomes crazy fast
Guiding design principals
Guiding design principals
The player needs to use the environment to take out their enemies
The player is given many movement tools to evade opponents
The player only has 1 health point, any damage taken will force them to restart
The first few seconds of a puzzle room the player is given a slow down in time to get a better look at the environment before everything becomes crazy fast
There should be many solutions to one problem, but not one solution to every problem
Levels are short and complex, they are meant to be replayed multiple times to find better solutions and get faster times
There should be many solutions to one problem, but not one solution to every problem
Guiding design principals
Guiding design principals
The player needs to use the environment to take out their enemies
The player is given many movement tools to evade opponents
The player only has 1 health point, any damage taken will force them to restart
The first few seconds of a puzzle room the player is given a slow down in time to get a better look at the environment before everything becomes crazy fast
There should be many solutions to one problem, but not one solution to every problem
Levels are short and complex, they are meant to be replayed multiple times to find better solutions and get faster times
Levels are short and complex, they are meant to be replayed multiple times to find better solutions and get faster times
Guiding design principals
Sketches Option 1
Compile all sketches in one slide (delete this)
Creating the game design document
Constraints
-No trad weapons
Inspirations
-Interesting game mechanics that encourage exploration, creativity & have a high skill ceiling
-exciting player movement
-clean visual design
-intentional scaffolding of new mechanics and game complexity to keep it exciting but not overwhelming
We were specifically inspired by the
Sketches Option 1
Compile all sketches in one slide (delete this)
Sketches Option 2
Compile all sketches in one slide (delete this)
Process Diagram
Prototypes Option 1
(delete this)
Combat loop
Demo
Next Steps
- Improve the gravity orb player launch
- Improve the grappling hook
- Add enemies
- Add conduction effects
- General refinements to the movement
- Start working on tutorial level
Thank You!
Project Description:
Gravity Shift is a first person puzzle game designed to have absolutely no conventional weapons, built in the unity engine. The player must use environmental hazards, like electricity and water, to eliminate their enemies, who are robots. The game is designed around a grappling hook mechanic, which allows you to grapple objects with other moveable objects and parts of the environment. We used this mechanic to make the player interact with the environment, as their only method of defeating foes is to use environmental hazards.