Game Name: Kromatika Development Team



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Date conversion19.07.2017
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Game Name:

Kromatika


Development Team:

Paul Blancaflor (blancaflor_p@yahoo.com)

Hsiao Wei Chen (hsiao_wei_chen@yahoo.com)

Joanna Patricia Reyes (jpatreyes@gmail.com)



Game Description:

Kromatika is an art-driven casual game with a simple storyline and seek-and-find puzzles. In Kromatika, the players explore the world as Dudak, a schoolgirl who must find seven color gems to restore color to the Kromatika to get back home. In order to retrieve the seven color gems, the player must solve the seek-and-find puzzles and turn-based memory games. The seek-and-find puzzles are similar to those in Mystery Case Files (2005); however the setting is in black and white line art form. The game will be in PC platform. The target market is female casual gamers of all ages. The number of players is one.



Game Features:

  • Single Player mode

  • 7 levels to explore, 3-5 rooms in each level

  • Mini game (turn-based memory game) against mini boss (CPU) after each level

  • Boss battle at the end of the game

  • Black and white line art style of objects in each room

  • Cut scenes for game story (optional)

  • Hints and time limit available for each room

  • 2D seek-and-find game

  • 3D mini game

  • Particle Effects

  • Sound Effects

Implementation Plan:
  • Draw 2D black and white line art style objects and rooms for seek-and-find game


  • Draw 3D objects for mini game

  • Implement game mechanics

  • Implement sound and particle effects

Schedule:

  • February 10, 2008

    • Finish all game art (2D objects and room for Seek-and-Find game and 3D objects for Mini game)

    • Find sound clips for sound effects

  • February 19, 2008

    • Milestone 1: Playable game prototype for at least 1 room (Seek-and-Find game, Mini game)

  • March 11, 2008

    • Milestone 2: Playable game prototype for 1 level with major features in place (Hints and time limit for Seek-and-Find game, Particle effects, Sound Effects)

    • CD including the following: Representative screenshots, Work completed, Work remaining, Current bottlenecks, Realistic timeline for finishing up your game before the game launch in April

  • March 20 2008

  • April 1, 2008

    • Launch (Game demonstration)

  • April 3, 2008
    • Postmortem (Overview, Development Summary, Key Technical Challenges, Reflections)





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