Thursday, November 6, 2008

Brief

We chose Jenga as our concept game and chose to concentrate on the survival aspect of the game. The map consists of three levels each with an obstacle to reach the top which is your final destination and freedom. The first level involves climbing on movable blocks to reach the top of the level before it completely fills with water.Once reaching the second level you must press the trigger to collapse the Jenga tower (which is a spectacular sight) to create a pathfrom which you must navigate through to reach the third level. The third level consists of eight elevators but only one of them reaches your destination which covers the decison making aspect of Jenga. When you reach the top walk around the statue and WIN THE GAME!!!

Concept, Inspiration and Innovation

Our UT game module is based on the traditional folk game called Jenga. The reason for choosing this game is because the game is a universal well known survival game.


We expanded on the idea of giving less chance for your opponent to survive. For instance, at some stage of the game, our space can only allow a single player to pass through. Multiple players would not be able to proceed unless they compromised that they will pass through the space one by one. This notion of gaming strategy explores the idea of modesty. We have encompass the idea of cooperation through out the game, for example, one stage of our game may require players to jump on top of the other in order to go to the next stage quickly and successfully, you may not choose to do so, however you might not reach the next stage as quick.

We were also inspired and influenced by contemporary computer games such as half life and counter strikes. For example, our game incorporates the popular game scene which involves the rising of water in a closed room to emphasis the urge of getting out of the room in order to survive.

Our game is developed from the concept of Jenga, in addition with today’s interpretation. An more interactive game is formulated consist the characteristics from both eras.

Demo Matinee

Mathewlo-2008_11_07-14_54.demo

Demo Final

shizda1-2008_11_07-14_31_.demo

9x screenshots



















extending movers from existing wooden cubes to provide pathway for players.( The rising water is also an example of the collaboration between matinee and particles).
















these beams are to be shfited for challenging pathways.













arranging matinee with particles and kizmat.