Wednesday, April 18, 2012

Dragon Tails of Rock

Dragons are real.

Our game involves a dragon that breathes...hair. As the player, you are trying to cover the town below you in hair and pass on the soul of rock to everyone in the town.

This is our second round of prototyping this game.
In this prototype the phone is the dragon, a first person view. The 'y' value of the dragon is determined by the phone's position from the image marker. When the player touches the phone screen the dragon will begin to spew hair.

When the hair hits the ground it will deform the mesh to give the effect of hair growing. When the hair hit's buildings the building will also grow hair.

As of now, the objective is to get as much hair on all the objects as possible. If the buildings have a low amount of hair on them they will continually lose a percentage of the hair.

As the hair hits the ground or buildings it will continue to spread. If a building is close by some hair might creep over to the building and begin converting it. We feel that the hair spreading mechanic is very important and we are prototyping this currently as well.


Here is how we plan on prototyping the fire spreading mechanic. As of now we will have two cubes that represent buildings. There will be little cubes that are on one building and they will move to the closest building. Only a small amount of the cubes will move to the new location.

Here are some final notes and quick design ideas. When the dragon opens his mouth to breathe fire having a Van Halen esqe scream would be terrific. We also talked about having "rockstars" that are created throughout the environment. These "rockstars" would attract villagers or people to them making it easier for the dragon to either eat them or cover them with hair.

Thanks for reading.

1 comment:

  1. Nice post! Clear, simple, but fun-sounding toy design. Let's hope it plays as well as it sounds!

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