Group comprised of: Edsel, Nathanael, Raffles

Links to their blogs:
Raffles: Click Here!
Edsels: Click Here!

Introduction and overview:

“Robert’s Great Big Adventure” or RGBA for short is a puzzle game where the objective is to complete all the levels inside the game, where in each level, there is a single exit that the player must reach. The central mechanic of this puzzle game will be that there are keys that the player can pick up one at a time. These keys have to be inserted to the correct keyholes to open access to the exit. The challenge will rely on new external elements that differ from the main mechanic, such as walls, etc.

Theme and Tone:

This game will revolve around 2 central themes. The first is that of a robotic testing laboratory theme, which all in game assets will try to adhere towards the theme. And the second will be for kindergarteners (ages 4-6, PEGI 3). The second theme will set the entire tone of the game for being child friendly, which reduces difficulty, removes mechanics not suitable for children (i.e. Death), as well as using PEGI 3 imagery and audio, which contains no offensive or disturbing content.

Educational benefits:

The game is designed to enable more critical thinking or thinking outside of the box. It also educates children about colors and shapes because of the planned design of the puzzle elements (key, gates, locks, etc.)

Plot:

“Robert’s Great Big Adventure” will have a very basic plot as a backbone to the reason why the player should play the game. The plot revolves around a scientist who creates a robot named “RGB”, which will be the player’s character. The scientist wants to test out his newest invention, so he creates a series of chambers specially designed to test your intelligence through puzzles. And it is up to the player to complete all his tasks.

Gameplay:

The game will have a very basic central mechanic, where the player character may only pick up and hold 1 key at a time (unless using an external power up which may overwrite the rule). These keys will have to be placed into locks with the same color and shape as them to unlock the exit. All items must be placed down onto their corresponding destination to complete the level. Additional challenge can be added by using more keys and locks which all needs to be sorted, using obstacles and items to get over those obstacles, such as using mud which may only be crossed after equipping the mud boots power up and many more external features which may affect gameplay. The game will be played using a top down view or a 2.5d view of the game. The gameplay should not be difficult and in fact effortless to execute, so using minimal buttons as well as using more accessible key binding (arrow keys instead of WASD) are important.

Assets:

Assets will hopefully be all original, but some external free to use assets may be used if the current assets are not suitable for the game. Assets will use an 8 bit style, which means that the characters, levels, obstacles, etc. will all be pixels and looks like an old school game. The game will also utilize grids to create levels from existing assets. Music and audio will be 8 bit sound effects, although some audio, such as possible narration, will be recorded and edited lightly.