Game Vision Statement

Jump-man is a fast paced, 3rd person, 3D platformer for the pc that uses the Unity engine to drop players into a world that they cant run away from, but must only run towards.

This game takes much of its inspiration from the Super Mario series and Temple Run, both games have amassed popularity by both being innovative with their game design concepts and keeping players hooked by bringing out new, updated titles,  the mario franchise has itself been made into over 200 games already (Source :"https://nintendo.fandom.com/wiki/List_of_Mario_games") and the original temple run has made 1 million dollars alone (source: "https://www.forbes.com/sites/alexkonrad/2013/01/24/as-millions-play-temple-run-its-husband-and-wife-team-prefers-to-stay-small/#:~:text=The%20original%20Temple%20Run%20has%20generated%20over%20%241%20million%20in,character%20and%20game%20play%20upgrades.")
My game takes aspects from both of these series to create a new breed of game which ultimately turns out unlike either of its inspirations.


You begin the game and are dropped onto the green starting platform, you then begin to run along the platform until there is a break and you must jump to the next platform, it's not much of a jump to get you used to the mechanic, and you continue running, you make a few more jumps, and the distances are becoming wider, you almost fell off the platforms and begin to pay more attention to make sure you don't miss a jump, smaller platforms begin appearing and you have to time your jumps perfectly to not fall off. You reach a blue platform but notice it becomes green when you have jumped on to the next one, you stay going and see there is a split path, one looks like it has multiple small jumps while the other has a single harder jump and then becomes a long platform, you take the first option and try to make the small jumps but a mis-click causes you to fall and you see yourself fall below the platforms before you are brought back to the blue platform to try again. You reach the split again and take the second option, you just barely make the jump and feel very achieved and now get to relax while going along the flat platform. As you continue on you see something blocking your path, there is a rise on one of the platforms, as you approach it you jump onto it, the next platform is separated by another gap but because of your elevation the gap seems much more friendly and you have used the rise as an advantage. You continue on until you see a yellow ball on one of the platforms, you approach it and feel your character speed increase, you see a timer appear at the top of your screen lasting 10 seconds, the bonus speed is allowing you to get over platforms much faster but are making some jumps trickier, you are very concentrated, the timer runs out and your speed returns to normal and you continue on until you find a purple ball, this time your jumps become much further and it feels like your characters weight has become much lower, allowing you to almost float across certain gaps. Again you see a timer and know when the effect will run out. You continue on trying to find the coloured balls realising you can make the split path long jumps with little effort using the purple ball and using the yellow to get through parts of the level faster. You eventually pass 5 blue platforms and in the distance you see a red platform, seeing as it is the only way to go you continue towards it. You reach the red platform and are shown a victory screen to announce you have succeeded in beating the level. Congratulations!


3D Mountain Graphics

Jump Mechanics

Speed Boosts

Jump Boosts

Platforming Skills


This game will be an adventure-platformer allowing the player to make decisions about how they want to interact with the world, which paths they want to take and hwo fast they want to play through the game as some players may want to take a slower approach and make sure every jump is perfect while other player will want to breeze through the game to complete levels as quick as possible, likely making mistakes along the way and needing to restart from a checkpoint.


This game is intended to run on the unity player on PC but in the far future could be adapted for mobile and console gaming. I would also eventually like to implement multiplayer into the game to allow players to knock into each other to affect other players game-play experience and make the game more competitive


 

Comments

  1. Hey Conor,
    I want to start by saying wow! like WOW! Your game sounds so fun and I could definitely find myself spending hours playing this and not realizing how much time I am actually spending on it. I love the idea of the different colored balls which give different power ups for a limited time that I have not seen in anyone else's games. Well done man I can't wait to see the finale product.
    ~John Garry

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  2. Hey Connor, Killian here, your game looks really good. You must be doing really well as the basics of the game look all done and you seem to be able to play it already. You seem to be dong better than me so I don't really know what I can suggest you to do. Good luck anyway seems like an A there

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  3. Hey Conor
    It's your bro Cian here. Firstly, I really enjoyed reading your blog. It was a really cool game idea. I like how you got inspiration from Super Mario and Temple Run. They are both my favourite childhood games. I also love the idea of combining them. This will be a really cool concept. I was wondering if there would be enemies and power ups like there is in Super Mario and will the player be chased by a monster like in Temple Run. I’m looking forward to reading more of your blog and experience playing your game.
    - Cian

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