Posted February 03, 2023 by Cyber Echos
Original pitch presentation:
https://docs.google.com/presentation/d/1Dz9ZSbJs6gnPk4m8jAGS35W-8pEo9HU3n9MwFXdN...
Genre: A third-person, isometric PvP battler with shooter gameplay.
Number of players: 2
Game mechanics:
Overview/fun focus:
The fun will come from finding cool ricochets that trick and kill your opponent. Instead of simply shooting at the other person, as is traditional, Artemis Falling will encourage players to think outside the box and find interesting and rewarding connections between their bullets and the environment around them. The fun aspect is also tied to the overall feel of the game, meaning, how the game feels to play, how shooting feels, the player's movement, etc.
Character: The player characters are based on the Japanese Kaijuu archetype, but would be more mech-like with asymmetrical designs so that the players can instantly tell which way the character is facing. Our main inspirations for our character design are: Armoured Core 5/6, Pacific Rim, and Gundam.
Setting: The choice of our setting is a futuristic cityscape, where these giant mechs are fighting and would be using the skyscrapers and buildings around to ricochet their shots. One thing to keep in mind here is that the levels would be designed in a way where the building and various structures within the arena would feel organic.
Art Style: Our main artistic inspirations are the cyberpunk dystopia of The Ascent and the clean visual style of Synthetik 2. The reason for this is to allow for as much clarity when viewing the game as possible. In PvP games, it is most important to be able to identify all the necessary information without any trouble.
Inspirations:
Gameplay: Wii Tanks, Multiplayer FPS
Artistic Perspectives:
Ascent - Camera Perspective
Synthetik 2 - Shooting and general aesthetic goal
Battlefront - Audio design and sound effects
Additional artistic reference: