Thinking about the plot and decorations

It is good to start with an idea of a gesture game featuring a very minimalistic plot: a name, few abstract rules, and score statistics at the end. There is no need to create some narrative structures, characters, dialogues, and so on. But the minimalistic approach needs an appropriate objectification. All elements of the game: media, artwork, GUI, and icons, have to be laconic too. If everything is done correctly, the game can look nice and elegant, especially from a graphic designer's point of view. The game can be truly digital and modernistic, along with flat graphics, clear colors, minimum ornamentation, large and light sans serif fonts, and well-balanced graphic compositions. Let's give that game a code name, Clear gesture.

Thinking about the plot and decorations

The following are the advantages of the design and idea concept:

  • Looks fashionable having a graphic style that is very appropriate to the iOS 7-generation GUI
  • The designers would like it
  • The graphics are simple and are pretty easy to produce

The following are the disadvantages of the design and idea concept:

  • A little bit vanguard.
  • Needs huge attention to capricious factors such as typography, compositions, grids, and colors.
  • Interactions with players should be reliable and smooth. The gesture recognition system must be perfectly tuned.
  • It is not emotional.

The minimalistic style is amazing but it almost has no emotions. It is pretty cold and is not funny, so the game is unable to make the player smile. Most commonly, you need a more traditional, skeuomorphic graphic style for your game. Hence you need a small plot to express the main idea of the game. It has to explain to the players why they should make those gestures on the screen and why it is so dramatically important to play carefully. Sometimes, the idea of a game plot comes from a sudden afflatus and can even precede the game itself. But in our case, we already have well-written game principles and mechanics; in other words, we have a prototype. We only need some ideas to decorate it properly and build a connection between the game elements and the player. Sometimes, there is a trick to find the right idea for a game. You only need to look attentively at your game prototype, rather, at the elements it uses. Sometimes, you only need to find the right ornamentation for them. Please look at the special icons that represent the gesture combinations in this book: a circle with some holes in it. What does the circle look like? Correct, it looks like a button from your shirt or jacket! That is amazing! That is the idea we are looking for. And here's our plot: the player has to sew on the buttons, drawing the contours of threads on fabrics. If the player makes a mistake and the buttons are falling down, the game can be finished, in which case the player would collect a lot of fallen buttons. The game can utilize several designs of the buttons and few types of backgrounds to create a unique decoration for each game mode. This game may be code named Buttons.

Thinking about the plot and decorations

The following are the advantages of the Button game idea:

  • The visual look of the game is attractive and cute.
  • The game image is very haptic; various cloth textures are used as backgrounds, which create a sense of warmth and coziness
  • It can be nicely animated

The following are the disadvantages of the Button game idea:

  • It is hard to adapt this design for gestures such as spells

Most people love kittens (and those who don't are simply afraid to admit that). People like to touch and caress them because kittens are so extremely cute and can sing peerless purr-purr songs. Many people also like to play and interact with their mobile devices as well. Let's combine these two passions and make a game about a kitten dreaming to be stroked. There will be a cute little face of a kitten with big lovely eyes on the screen and a speech balloon with a gesture symbol. The player will reply by drawing a gesture. If their input is correct, they will be rewarded with the purr-purr sound and several points. It would be great to apply a system of emotion for the main character; he would smile and become happy if the player is successful and would become sad otherwise. Instead of a kitten, another small and cute character can be used (for example, a puppy), or you can invent a fictional animal. The game modes should be renamed so that they can fit the more cartoony style of the game story. For example, the standard game mode may be called stroking, lights may become titillate, but intuition, on its turn, may be renamed into guess what I want. Here we have an ideal game for small kids. Let's give it a code name Purr.

Thinking about the plot and decorations

The following are the advantages of the Purr game idea:

  • The game looks so cute and lovely
  • It has an emotional system that can switch on the player's empathy with the character and increase the player's attachment to the game
  • There is a lulling purr-purr soundtrack
  • The game is funny

The following are the disadvantages of the Purr game idea:

  • Some people will say that they are too serious and elderly for a game about kittens
  • It requires sufficiently complicated illustrations and animations

The most capricious elements of the gesture games are the spells and lights modes. They can be incorporated in many of the decoration styles we've talked about, but it is interesting to invent something special. Both of them need a bright effect of light that looks wonderful against a very contrasting and dark background. It is important to remember that the most spectacular photos of lighting or fireworks are made at night. The idea is to use a dark sky as a background. Stars will become grid dots in the lights mode or trajectory nodes for the spells. An image of a comet (or a glowworm) will be used for the source of the light in the lights mode; it will be flying above the stars drawing a gesture symbol. Some spells (bonus ones) may become interactive, being called the spells of elements. Their mission is to start certain animation sequences playing in the background: a lighting strike, rain, snowfall, and so on. This has nothing to do with the gameplay process itself, but it looks great, and the player will love it and will try to repeat such a game situation in the future. Let's give this variant of game a code name Magic sky.

Thinking about the plot and decorations

The following are the advantages of the Magic sky game idea:

  • Looks very atmospheric
  • The game has a lot of space for different special effects and animation

The following are the disadvantages of the Magic sky game idea:

  • It is mainly good for games with spells and for the lights mode
  • The spells of elements require good-looking animations of different nature conditions: rain, lighting, fire, and snow

Alternative ideas

  • The figure gestures can be a great learning tool for kids. They can teach letters and digits. The game shows a letter glyph, and a kid has to repeat it on the screen. On a hard difficulty, the game can show short words such as one, two, cup, cat, and dog.
  • If you are qualified enough, you can convert a gesture game into an improvised music tool; each gesture produces a specific sound or music tone. On playing the game, the player plays some electronic music. It is good to use a minimalistic graphic style with some abstract ornamentation for that game.
  • Why not use flowers as a graphic representation of a gesture? Something like a big chamomile or a sunflower. They can be animated.
  • Another fun idea is to utilize an illustration of a pizza as a gesture symbol. The style must be very cartoony. The pizza's ingredients will form the different symbols.
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