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Game Overview

Factonary is an action/adventure puzzle game where the player controls a character with mechanical arms that shoot fire or ice. The objective is to explore a polluting factory and destroy its power sources. Players navigate 2D levels, solving puzzles that involve manipulating air vents and interacting with environmental elements like lava and water. The game aims to convey an environmental message about pollution while providing a challenging experience with enemies to defeat and collectibles to find.

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0% found this document useful (0 votes)
48 views

Game Overview

Factonary is an action/adventure puzzle game where the player controls a character with mechanical arms that shoot fire or ice. The objective is to explore a polluting factory and destroy its power sources. Players navigate 2D levels, solving puzzles that involve manipulating air vents and interacting with environmental elements like lava and water. The game aims to convey an environmental message about pollution while providing a challenging experience with enemies to defeat and collectibles to find.

Uploaded by

api-668769119
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Game Overview

Factonary is an action/adventure platform, reflex and puzzle game that will


make the player explore a factory in order to stop it. The game will test the
player’s ability to think with all the exploration of the factory that is filled of
puzzles. The game will also test the player’s mechanical skills with a mechanic
group and a present difficulty.
The target audience is very broad but not recommended for those under 12
years of age because the game is a little difficult and have violence. The game
contains human-type enemies being shot at, which show to violence. The
public must be interested in platform games and not suffer from health
problems because of the use of a screen.

The objective of the game is to pass a message about the current global
pollution that has been getting worse and worse in recent years. This message
is interpreted by the factory that the player must stop.
The player moves freely in the game in 2D universe with three commands:
“jump” with the space key , “move left” with the “Q” key and “move
right” with the “D” key. The camera is dynamic and follows the player from
a profile view. The player can move freely and will always be in the center of
the camera. There is no camera change planned in the game.
The style of the game is very simple and the elements of the decorations stand
out clearly. The interactive elements attract the eye more than the rest of the
level design. When we see the scenery, the general atmosphere is a macabre
place and that gives off a bad aura. The game is entirely made in pixel art and
the graphic style is very dark oriented around gray.

Gameplay and Mechanics

The principle of the game is to adventure into the whole factory and stop the
production of the factory and rendering it out of service. For this the player will
have to fully explore the different levels and destroy the different power
sources of the factory to stop everything.
The sergeant that the player controls has a mechanical arm that possesses the
power of fire and ice thanks to the meca-elementary. Its powers are useful for
solving puzzles in interact with the scenery but also for eliminating enemies.
The use of USP is done with the left click of the mouse and the “R” key:
the shot character depending on where the mouse is located and the “R” key
allows you to switch between the power of fire and ice.
USP utilization example :

The main actor who will play in the puzzles is the use of air pressure created by
air vents and can be modified using the USP.
The air vents can go up, right or left depending on their orientation in the level
design.
Playing with the air pressure will make it possible to raise or lower platforms
located near the air vent. The USP can influence the pressure by increasing it by
pulling on the air with a fireball or by reducing the pressure by pulling on the
air with an ice ball.
Exemple d’une bouche d’air et d’une plateforme associé :

The player can also make elements of the scenery interact with each other: if
water touches the lava, the lava will solidify and the player will not be killed on
contact.
The player has several ways to be rewarded: recover the 3 collectables per
level or destroy an end-level energy source (which makes him move to the next
level or finish the game). Collectables are bolts that the player can recover
but they are not mandatory (but they are necessary to finish the game at
100%).
Example of an energy source in operation and destroyed:

The player also has several ways to receive a penalty:


- Get shot by an enemy and lose 1 HP.
If the player gets 0 HP, he dies.
- Falling int lava killing him instantly.
- Drown in water killing him instantly
Story, setting and Character

After a 7-year war against Russia for oil, Michel was severely wounded in the
arm which cost him a special mechanical arm installation allowing him to throw
balls of fire and ice. The war ended and the former American soldier returned
home. Happy to find his family, he was returning to his village in southern
California. When he arrived at his village, it was then that he noticed the
horrible health situation of his village’s daily life because of the chemical
discharges produced by a suspicious factory. Michel spent several days looking
for this damn factory and managed to find it. So it will force itself into that
plant and destroy all the energy sources in the plant to reduce the plant’s
activities to nothing.
There are 2 different entities in the game: the player and the enemies. The
player has an outfit that could make him think of GIGN (which served as an
example during the creation of the skin). The enemies have outfits that might
make you think about what the Taliban soldiers are wearing.
This is the player model and his animations:
Idle – Jump – Walk – Fire – Fire in air
This is the enemy model and his animation:

Interface

The game have a simple HUD :


- A life bar that is represented by 5 red rectangles that represent the
character’s 5 HP. If this bar falls to 0, the character dies and the player
has to start the level again.

- A stat who displays the number of bolts possessed by the player.

- A button to pause the game. The pause menu allows you to resume the
level or return to the main menu.
The game have a basic ambient sound and a lot of sound effects: a sound of

damage , a sound of death , a sound of shoot fire and

ice , a sound of melting ice and a sound of water freeze

. When the player finish the game, a victory music is played .

Levels

This is the first level in the game and the training level.
The enemies can shoot and the player need to dodge them for don’t lose HP.
The enemies can be kill by the player with 3 hit.

= mobile platform = lava = water

= burnable wood
Concurrence

Factonary has big similarities with the Metroid saga which are
adventure/action type games taking place in a futuristic and alien universe. The
decoration of the alien vessel is similar because it looks like a factory (pipes,
metal floors, gas vents, etc). The game style is similar by solving puzzles but
more oriented elimination of enemies.

The utilization of the element have a big similarities with a lot of games but the
one who dominate this domain is the open-world Genshin Impact with his
advanced utilization of interaction with elements.
Creative inspiration

I instantly found to do my game in a factory and I got the idea to use terrorist
for my enemy skin. During my research in found this picture of a Taliban skin in
the game Garry’s Mod and I finally decided to use it (I show my first enemy
skin):

After that I’ve just imagine the opposant to a terrorist in America and the GIGN
directly come in my head. I had use this picture to do my skin (I directly do my
final skin:
After that I had imagine my first level design and when I see that now, I can see
it was terribly bad:

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