GDD 1 (2015/16) - Team Zero
Anja Karl, Roland Urbano, Peter Grassberger, Stefan More, Lukas Neugebauer
<Add Name of Game here>
Diversifier:
“ Can I Try?: Any spectator of the game automatically becomes a player as well. “
The game is supposed to be played by multiple players.
One player is sitting behind a computer, the others should not be able to see onto the screen.
The main goal of the game is to pilot the computer player through a labyrinth, which is peppered with traps, shortcuts, monsters and some landmarks. The other players have access to maps (either via printouts or by accessing some website (on their phone)) which show some of these monsters/traps/shortcuts/landmarks. But every player owns a different map! First, the players with the maps have to identify the location at which the playing player on the computer has been spawned. Second, they have to navigate the player safely to the goal. To make the game harder, there is a time limit for reaching the goal.
Dramaturgy to be defined.
Further ideas (if there is time):
- When more players access the game (while it is already running), the game could e.g. generate items which have to be picked up to open the goal. These are only shown on the new maps.
- There could be different modes.
- e.g. one mode which always takes place in the same HUGE labyrinth. Monsters and Traps, etc. are generated randomly by the computer and at the start of the game, everybody gets a printed empty map, and the camera is zooming out of the labyrinth/moving over it. Now everybody has to note down as fast as possible, where those monsters are located. Nevertheless, there are too many monsters to note everything down by yourself, so you have to work together and split the task.
- There could be special items, which are needed for example to be able to defeat monsters. (E.G. Red sword for defeating zerberus or something like that)
- Some easter eggs hidden in the labyrinth
- Limited view for the computer player (player does not see traps or monsters unless they run into them).
- Possibility to “fight” monsters. Every monster has a special weakness which is only known to the player with the correct map. (Complex weaknesses, like press a - b - jump - c or something like that)
- add other diversifiers, for example via dramaturgy.