So I've started messing around with Blueprint and I've got a pretty decent force field mechanic working! Now, I'm gonna try and make it into a small game prototype. Here's a bit of the planning I've been working on:
Tower Topper [Working Title]
Created by Sterling Quinn
Tower Topper [Working Title] is a lighthearted, suspenseful, top-down bullet-hell game set in an unnamed neo-modernist skyscraper interior (with some exterior). You are an unnamed human being who is scaling the building for- ...Actually, let me make this easier: Remember the ending to Cowboy Bebop? Where he is storming the building? Yeah, it’s that, but with a force field belt and you against an entirely automated security system: http://youtu.be/CSZudjC5cr0?t=42s
The building’s style and location design will change depending on what world (floor block) you are on just like in Metal Gear Rising: http://youtu.be/k-fmz9ChjlE?t=13m57s This creates a sophisticated variance in the world design. Keeps it from being monotonous.
There will be boss fights and then a break room at each sky lobby. This will be the tying design point of the game as well as a visual indicator of how high up you are:
- Where is it?
Inside a neo-modernist skyscraper, mainly.
- What time of year is it?
August.
- What time of day is it?
Depends, you’re in there a long time..
- Who lives here?
Corporate headquarters for some unnamed corrupted corporate conglomerate.
- What does their architecture look like?
Ya know those super cool futuristic buildings in Tokyo? The building is one of those. Think: Roppongi Hills Tower:
- What happened in the environment prior to the player getting there?
Security went into lockdown.
- How did the player arrive to the environment? What brought them there?
It’s left ambiguous on purpose.
- What are the Focal Points that help the player to orient themselves in the environment or draw the attention of the player to a location?
Any way to go higher.
Basic obstacles:
1) Floors that fry you if you stand on them. (Hello there, Metal Gear Solid)
2) Turrets that you must either navigate through or use your forcefield to get through (‘Sup Portal 1&2)
Puzzles. Remember the Silph Co. Building from Pokemon Red? Yup, just like that.
Music design concept: (This selection is mainly to convey the general feel)
https://soundcloud.com/rukunetsu/tartarus-3-type-r-persona-3
https://soundcloud.com/rukunetsu/hotarubi-type-b-bushido-blade
Of course, this will all be themed to their specific areas of the building
.
To start, I'm gonna start by creating just the lobby:
You start by entering the building and find you cannot get through the security gate. The first puzzle consists of you learning how to bypass the security gate via your shield.
After you do that, there will be two turrets that pop up from the ground and starts to shoot you. You must use your shield to get past them. Shields are refreshed at the end of each floor. (Every time you get in the elevator)
If I have time, I'll start making the 2nd floor!
Until next time!





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