Godai - The 4 Paths

This page is dedicated to the design and creation of Godai: The 4 Paths which is an attempt of which to convert an earlier pitch of a platform game into 4 different, much smaller, games. The idea is to show off the different abilities of which each form possesses along with covering the back story behind the world of Godai.

The original pitch involved a single being that was capable of changing forms depending on which element they were representing. Each of these forms possessed unique abilities and would allow the creature to bypass different types of obstacles. The main game mechanic was the ability to change forms but Godai: The 4 Paths will not reflect his. Its size in comparison to the original pitch will be significantly smaller, probably only involving a single never-ending level in which the player can see the abilities of each form.

The current game ideas of each element are as follows

Earth: Arena style combat.
Water: Puzzler where the player moves through the 'veins' of trees in order to reinvigorate it.
Fire: Action where surviving as long as possible by consuming the environment
Air: Defence where the player will have to change forms to defend against elemental dangers

The idea for each of these mini games is to show off their abilities which would be found within whole game. A detail version of this is below:

Earth

Earth's game play will reflect that of an arena where enemies pretty much flood in and you destroy them using your abilities. This was decided due to the fact that the Earth form was a Golem and within the game itself was the most combative and destructive of the other elements. The Golem's unique ability however was the ability to increase the mass of its 'hands' and 'feet' depending on whether it consumes stone or wood. This will essentially be part of the game play as the player change tactics in order to defeat foes. Essentially the game is over when the player's health reaches 0 and the Godai returns to its Air form.

Water
Water's game play will reflect that of a 'roller-coaster' as the player will be moving at an incrementally increased pace through the veins of a tree. The player plays as the water which the tree is consuming and the Godai's goal is to restore the tree back to its former glory. The game will involved probably just directional buttons as its controls which allow the Godai was move through the tree at an increased pace. The controls would involve timing when the Godai should 'dodge' a collision which would slow the Godai and bring its momentum up until reaches the end. The idea is to have the angle of which  the player to view it change (from horizontal movement to vertical movement to looking from behind)

Fire

Fire's game play will reflect that of a 'survive as long as possible' style where pretty much you are trying to consume everything in your path to preserve your form for as long as possible. The player will consume the natural wildlife, the plants and anything that seems to be flammable. Essentially the game play will be a VERY simple platformer which encompasses as small level where animals and rain clouds will eventually flood the screen. 

Air

The idea is to have a simple defence game where the player will be targeted by 'elemental horrors' and they have to run toward an natural element force to protect themselves. The player will actually have to create events to happen in order to create the natural element to occur and have to avoid the horrors until they finally create the element. An example would be fire; the environment starts raining and the normal place to get fire is douse out. The player as to collect wood and stone and combine them in a covered spot in order to get a fire going and protect themselves from 'water' horrors.

This however is just a pitch and whether or not it is followed depends deeply on whether or not I have the time and patience to enact it through. 

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