Glitch Feed


Mosquitoes Attack! by +peter
December 14, 2006, 1:24 pm
Filed under: Game design, Glitch Feed, Glitch Feed Game Development, Relevant Game Design

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Relevant Game Design Epidsode 2

Hey there,

This is my idea for a game concept inspired by an every day situation. It’s kinda random and purposely simplistic. Hope you like it!

From Laura (http://mouseecstasy.wordpress.com/)

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*admins note: when you dont check the website for 5 days, you dont realize the posts are already going up. Sorry for the delay!
😦

Mosquitoes Attack

After reading the game design challenge I observed some everyday situations in my life. I decided to investigate a game design that is simple, fully customizable by the player and using Nintendo Wii controls that is based around a real-life situation. I came up with ‘Mosquitoes Attack’ after being, of course, attacked by a mosquito. They are irritating and near invisible, keeping you awake at night. I thought it would be nice to get them back in a computer game.

Synopsis:

‘Mosquitoes Attack’ is a procedurally generated first-person multiplayer game, where you defend yourself against waves of blood thirsty mosquitoes in a typical home setting.

Aim:

Try to kill and stop mosquitoes from continuing to enter the house.

Gameplay:

Destroy super mosquitoes with any means necessary. All items found around the house, where the game is confined to, are equiptable (like Dead Rising). The second objective is to find and block the mosquitoes entry into the house. A game ends when all entrances are barricaded and all mosquitoes are dead.

Mosquitoes drain blood (player’s ‘health’ meter), become larger and increase in numbers over time. They are nearly invisible as they fade out of view when more than a metre away. Sound is a better way to find them but they can only be heard when flying. It is easier to kill them when they are stationary. Mosquitoes are attracted to heat and light sources. The number and nature of the mosquitoes are random but also depend on the game difficulty settings and the number of players.

There is a typical scoring setup for the time taken and points for how objectives are completed.

The game is fully customizable and procedurally generated. Before a game is started sliders accessible to the player will affect the house and the mosquitoes. The house is randomly generated by how many obstacles and helpful items the player wants inside and the number of rooms. Mosquitoes can by many different types and natures selected by the player.

Multiplayer is co-operative and ‘friendly fire’ can be enabled. Players will be scored and ranked separately and all-together at the end.

Controls:

Wii Miis are used for avatars. The Wii remote is used to swipe and swat at mosquitoes and the nun chuck is used for movement. The left hand (nun chuck) holds support objects, like a torch. The right (Wii-mote) holds attack objects like a thesaurus. These controls can be changed for left handed people.

Cinematic:

Intro: The player awakes to the painful droning buzz of a mosquito somewhere in their bedroom. Ending: A puzzled neighbour looking; thinking the avatar is obsessed.

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3 Comments so far
Leave a comment

First off, thank you Laura for sending in this concept! I certainly hope that you will join in for future projects.

I can envision the gameplay within your concept to be very frantic and fun! Especially with a second person, I can see the players desperately grabbing at anything within their reach and whipping it as hard as they can towards the invading mosquitoes .

If set up correctly, I can see variables in the attack methods of the bugs going from frantic assault to a covert operation where patience and listening are required to find the invaders.

Is that something that is possible with a procedurally generated game? Procedurally Generated content has always been a buzzword that turned me off from a game, but that is very obviously a choice of personal preference. I worry that content and progression created by something other than the all knowing and powerful designer might end up being more dry and less fun.

The designer can craft the progression of the game, the fast parts, slow parts and crescendos, even the plot using the tools that have been forfeited to the game’s creation algorithms.

My only other concern is, how easy would it be to detect the mosquitoes ? If they are tiny, it could be very frustrating for a player to be swatting at sounds, especially if they are coming from the very limited two speakers within a television.

The game seems very friendly to a party like setting. Relying on your auditory senses to detect the bugs within an atmosphere that has the potential to be very loud might be very difficult.

What are your thoughts?
Thanks again for the concept!

Comment by rooster

oh … you like the picture? if not I can change it

Comment by rooster

I’m a big fan of procedural generation in games after understanding Spore and watching a PhD student’s presentation. I think the game could be played in any setting with any mix of objects, no need for careful level design. Yet there would be problems with horrible random levels and it may be annoying to play in random situations. The scoring system wouldn’t be as fair either.
The mosquito detection is another issue. They really can’t be true-to-life and probably could scale as big as the one in the picture (I love the image by the way :D). Maybe the Wii remote speaker could be used for the buzzing, although I find that speaker irritating. It would be a problem in a loud room but I guess a lot of games would suffer in that situation. There could be more clues for the player when the mosquito is near such as vibrations and a meter on the GUI.
Thanks for the comment!

Comment by mouseecstasy




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