Thursday 4 December 2014

Theif Life 2 Concept art



The menu title of the game shows the main items and characters used throughout the game. Theres Theif, The never-to-be-seen cop but is always right behind you and the infamous police car that Thief steals from from to escape because why not?





A collectible item to keep police off your back as they run out of energy from them missing.












Shot from a jail cell hallway from a cutscene where Theif escapes through.











add on effect in the game play where a police helicopter flies by.















The tires in the game animate by rotation to give the feel that the police car is actually moving

Theif Life 2: The Great Escape

Game Overview
1.1 Summary
Thief Life 2, The great escape, is a game based on parts of the life of a robber trying to make it big. The Gameplay provides snippets of the thieves story to navigate his way out of prison. As this is a keypad navigation based game, only four keys to control basic movements going up, down, back and forward. The users take the role of Thief who has managed to escape prison based on the first game and is now involved in a car chase to get away for good. In order to make a clean getaway, Thief must catch the donuts, posed as energy for the cops, and avoid oil slicks to gain and lose points respectively. –A specific amount of points determines his role that come after.


1.2 Game World      
The Theives universe is a dark city scaped land of a cloudy skies and depressingly colourful buildings

1.3 Game Play
After the two flash screens, Players will immediately go through a speechless animatics sequence portraying the storyline of the game itself, then enters the menu screen. By clicking the play button, users will be taken through an instructions screen, which can be skipped at any given point. The instructions for the first game are revised for the second game as Thief would only be halfway through to the safe zone by completing the first stage though the time limit in stage 2 is shorter.

Within the Heads up display, there will be a gauge showing the distance in which the player has travelled and has yet to complete as well as a score display to show how much the player has earned throughout that specific game. A player is given 40 seconds to complete the first leg of the chase  and has to earn 100points worth of items to move on.
Some items used are:

1.    The donut
The donut is the cops fuel, by collecting the donuts, the cops are less likely to keep on your tail as your points are increased.

2.    Oil Slicks

The oil slick slows down the Thieves stolen car witch subtracts points making it easy for the cops to get you.


If a player does not make it to the needed score on time, he will be considered ‘caught’ and would have lost the game but would be given a chance to retry the level. At the end of the game, level 2, if the players succeeds in getting across safely,  they would come to a closing scene saying ‘escaped’ to show that the player has won the game and the player is given the option to play again.

1.4 Game Design Elements

Chance
·         Players are given the option to skip several pages and retry levels regardless if they win or lose.
·         Objects flying towards the player would be directed randomly and at the same speeds for the player to take time and choose carefully which object benefits which item.

Choice
·         Players are given the choice to replay, or skip levels and functions. 

Strategy
·         navigate freely around the gameplay area  including moving back and forward, faster or slower

           
     

Luck

·         More positive items would appear on the screen towards the end of a gameplay in level one and two.


Challenge

·         The oil slicks, negative, are bigger objects that need to be avoided other then the donuts, positive which are smaller and easier to miss is a necessity to win.
               





































5.0 Game Audio
                5.1 Concept and direction
                               
The proposed game concept is built on a gloomy environment but with bubbly characters such as the theif, the cop and extra objects such as the cop cars. The game is meant to provide the theme of a ‘happening’ sin city feel surrounding the main players. The in game is based on a car chase and getting from point A to point B without getting caught. The type of sounds most suitable for the environment created would be a fast paced beat like somewhat covered in action scenes and all as such.
I experimented with fast paced music but challenged myself to make it fun at the same time. I used a digital piano fixed a fast tune but on a high octave note so the sound is thrilling and fun all in one.