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.