I AM FIRE is a 3D top-down puzzle game about controlling fire where the player must burn objects to earn points while avoiding burning things that don't help progress, with cartoon graphics and touch controls. It aims to teach fire safety concepts through gameplay in a non-violent way, featuring goals, maps, and a level editor. The game is seeking a lead artist, programmer, and producer to complete the team and bring the game to PC and mobile platforms to educate players of all ages about fire safety.
2. HIGH CONCEPT
A 3D top down causal puzzle game about fire
Burn down, more points
Art style: Cartoonish - No suffering
Platform: PC - Touch controls
Goal: Secret learning
#2: Hi my name is Ladbon and I am here to pitch my concept, I am Fire, a puzzle game with secret learning.
#3: A 3D top down game about fire
I am fire is a casual 3D puzzle game with a top down perspective. You play as fire and the goal is to burn as much as you can before help arrives.
The more you burn down, the more points you get
The goal is simple, the more destruction you cause, the more points you get. Use easy to burn materials to spread faster and avoid fire preventative objects.
Art style
The art style is a cartoonish world with no death or suffering.
Platform
It will first be developed for Windows but will use touch controls.
Goal: Teach about fire and preventions
The serious goal of the game is to use secret learning to teach players about
how flammable materials are,
what material is best to keep away from potential fire starters and
learn about the objects that prevent and help against fire.
Hopefully, it will also spark interest and appreciation for the fire departments and
maybe find some volunteers.
#4: 1.
The game takes place in a map looking very much like this one.
Players get to touch any object inside the level to activate an info panel which reveal the fire hazard percentage and the name of the material.
2.
When the player has looked around ->
Thats when Eldar shows up. Eldar is a small, albeit naive little creature from the underworld. He is determined to gain favor with the overlords in his world by following their orders.
When a player wants to start, they place Eldar somewhere on the map to start a fire. When the fire has started, players use their fingers to create a gush of wind to spread the fire.
The fire works on a tiled grid, where each tile has a percentage meter that increases if they are next to a fire. Depending on the material, the meter increases fast or slow and the player can increase the meter by pushing the fire unto that specific tile.
3.
To increase the difficulty, each home has different items that can trigger a dispatch clock, creating a time limit before help arrives. These triggers can be in the form of a smoke alarm. When the fire department has arrived, the game session ends and the game counts the points.
#5: 1.
DO NOT SAY THIS -Objects that help Eldar-
2.
So during the gameplay there are objects that can help Eldar
to quickly spread and gain bonus points such as
cutting Electricity, wind drag by an open window, a fire cabin
3.
DO NOT SAY THIS -Objects that does not help Eldar-
4.
And then, there are objects that does not Eldar such as
Smoke Alarms and sprinklers, preventing Eldar to spread faster and trigger the dispatch timer.
5.
By evading the bad (good) objects and using the good (bad) objects, Eldar will be able to maximize score and proceed to the next level.
#6: 1.
Goals
By design, I am Fire is a point gathering puzzle game where you proceed through different maps, achieving the same goal over and over again and depending on score, players will be given trophys and medals as achievements such as burning 50 chairs.
What is not known to the player is that the game loop is consistently making the player look at different objects to memorize their flammable capabilities, understanding where a smoke alarm is placed (by law) and where the fire usually starts.
Such as having an ashtray with a lit cigarette near furniture or fire cabins still burning and so on.
The secret learning is shown here, making people that actually play the game for a certain amount of time
memorize the events so when confronted by them, they are reminded by the design choices weve made. Like ->
2.
Maps
The levels, constructed with the help of the fire department, will be inspired by reports with the furniture arrangement and
Eldar is only able to be placed in the vicinity where the fire originally started.
The objects inside the levels will be locally available for players to have a familiarity with them,
teaching them the name of the material and how fire hazardous they can be.
3.
Art style
The purpose of the game will is to educate the player by secret learning about different types of material,
not to show the pool of feelings of watching your possessions burning down.
By researching possible art styles, I want to find an art style that will attract the most amount potential players.
4.
Safety levels
As players will only play real scenarios where the fire devastated a home,
I would like to design level where the fire department use their expertise to create more fire proof homes and let
players test these scenarios to see how successful they really are. Teaching by playing.
5.
Level editor
What will also be an interesting feature is to have a level editor that players can create their own levels and play them, creating challenging designs.
SG INTE
//4.
In between levels
Between each level, a commercial from the sponsors are displayed, to educate or remind the player about fire prevention and what can be done to help the community
for example volunteering.
//5.
Encyclopedia
As this game will hold an array of different materials and background work, I would love to display a lot here.
A list of all the materials will be available,
news articles or old reports that inspired the levels and if possible,
interviews with fire personal in place during those reports, explaining their experiences.
It would add depths and show how much the designers and the people that helped making this game possible really care about the project.
#7: 1.
Platforms
I am fire is both versatile in the sense of the game loop can be applied in different environments
but can also transcend operative systems considering the input is simply a pointer of sorts,
making a finger the most suitable but the mouse a doable competitor.
I want that I am Fire works at first on Windows before moving unto touch-based operative systems.
2.
Target Audience
When looking for a community for I am fire, it would be foolish not to talk about the massive smart phone users playing point system games with level based progress.
With a cartoonish art style and a cute protagonist, this game has the possibility to be such a game. By marketing in local community centers in where the levels are made for and in educational centers we can reach out to most of our target audience.
SG INTE
//
To lift I am Fire stature, we will rely on our sponsors and funders to provide adequate marketing to start off the launch,
talking about it in community commercials and education centers.
With more diverse levels and more funders wanting to apply to this educative manner,
I am fire will be able to work as a franchise, each set of map packs being specifically made for a location with their own fire hazards and environments.
#8: 1.
Support and Research
To actually get the secret learning accurate, I will be needing to consult with numerous organizations
such as the Region Gotlands fire department, Svebra, a fire prevention society and the Swedish fire prevention
company Svensk Brands辰kerhet AB. We are in need of reports on how a faulty home is constructed,
what usual fire hazards there are in a home, if the fire laws and regulations were followed in that home and how the fire spread.
WE are also in need of information concerning different fire preventative and helping objects when confronted with fire. All of this to create
2.
A Tutorial Level
I want to make a tutorial level where players are introduced to a small amount of all the features in the game and learn how to work the fire and gain points.
3.
An Challenge Level
Later on, I want to challenge the player by introducing more of the same features in different puzzling forms with wind drags, tougher furniture and electricity.
4.
A Final Level
And finally a third level with all the features of the second but in a more challenging design, making this the end-game level where most players will try to get the highest score in.
5.
Level editor
And finally a level editor where players can place furniture and their fire preventive objects inside a home then play through the level.
#9: I will be needing three more personal to accurately portray the games features and research the data.
1.
Lead artist
This person will develop the art style of the game and the relevant feedback needed. He or she needs to do equal amount of research on the art style in order to get it suitable for the target audience and, with the help of another artist, create the art assets.
2.
Lead Programmer
A lead programmer familiar in Unity with an organized mind, develop each scene so the artists and the designer will be able to implement assets and alterations quickly. He or she will be working on creating the games mechanics during the research time and beyond.
3.
Artist
The artist will be iterating the art style the lead artist is researching and during the first weeks, creating place holders for the lead programmer to use.
4.
Producer, Co-Designer
I, the producer and Lead-Designer will be doing a bulk of research and finding support, trying to get data to actually back the design choices.