“Imagine being a woodland ranger in search of your captive friend held by the enemy. Here’s the catch, you, the enemies and your friend are all TOYS.”
TRAILER
GAME OVERVIEW
“To Save A Toy” is a stealth game that has a linear 3 act structure for gameplay. Our hero “Roy” is an archer. Hence the enemies that he will encounter are much stronger than him, our archer must set a course to save his friend by sneaking in, solving puzzles, and using tools to move forward in each level. More progress will bring more opportunities for the player, yet more challenging environments to overcome.
The game will have a visual style akin to Disney’s Toy Story. Letter blocks, building blocks, cliché toy items will be a large visual component for the game. The aim is to put the player in the shoes of a toy that needs to solve problems using stealth and strategy while giving them a sense of child-like wonder from their surroundings.
The aim of the game is to introduce the stealth genre to new and casual players. Therefore, the controls will be designed for this purpose while giving the feel of having full and smooth control over the character.
Interactions with the environment is going to be possible by the puzzles, combat and the game progression. However, these interactions will not contravene the aggregateness of our aim for this game.
MY ROLES
My roles were listed and details are given below:
-
Game Designer
-
Level Designer
-
UI Designer (HUD)
-
Artist (3D Modelling and Texturing)
#1 Game Designer
-
Studied and worked on how we can create a compelling stealth challenge with the deadline in mind.
-
Designed and documented a play flow and loops.
-
Studied and documented how the AI should work in a good stealth game.
-
Pitched and discussed with the team various puzzle mechanics.
-
Organized and documented the team's work for various occasions.
-
Collected and documented player feedbacks from playtest sessions.
-
Created GDD, One-Page GDD and LDD for the project.
Play Flow and Loops
-
The first play flow of the game. Due to the project's deadlines and skill-based limitations, it had to be redesigned.
-
The current play flow of the game.
AI Behavior Design
After various studies for the stealth genre, a reinforced AI behaviour design for the game was becoming a necessity since most of the interactions in the game were between the player and the enemy AI. The "intelligence" of the enemy AI was being controlled by an FSM network, and the data from the game world was feeding that network.
You can see my proposal for the AI design from the button below.