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Monday, 4 February 2013

Today I met up with the team and discussed our game in more detail. We talked about the following:


  1. the concept of the game in more detail.
  2. the visual style of the game.
  3. what mechanics we should add to the game.
  4. We also briefly discussed who will have what roll in the creation of this game.
I suggested to the group that I make a test level with in unity so that they can start creating the script. This idea was welcome and so I went ahead and made a quick level in unity (Note: this level will most likely not be used in final design).

Blue: Platforms.
Red: Player.
Pink: Switch.
Green: Door.
Light Blue: Checkpoint.
Orange: Spikes.
Dark Green: Enemy.
Yellow: Death Zone.

Game Design Document

This GDD is a blue print for the game we plan to make for the next 12 weeks. The game will be called “” and it will be a game designed for pc or web based game.
  • Title page
    • game name” The concept of the game is that play as a living box out for revenge as “heroes” have murdered your family and you are out for revenge.
  • Game Overview
    • The main theme of the game is flip the perspective of the player as usually when playing the game the protagonist will open/destroy crates and boxes to get weapons and ammunition etc. But with this you play as the box/crate that will attack and/or run from the protagonist.
    • This game will feature:
      • Challenges and puzzles
      • Collectable items for high score
      • (Possible) Upgrade system
      • Basic Combat
      • HUD
  • Genre of this game will be and Action-Puzzle game
  • Target audience will be within the range of 12-18 olds and will appeal to both genders.
  • The Main character will start off with some form of legs for movement with the possibility of upgrade to spring and/or jet pack. The menu interface will consist of simple buttons to click and move through menus.
  • The feel of the game will be a fun comic enjoyable experience. The look of the game will be……..
  • Project Scope:
    • There will be two locations with possibility of a third location.
    • There will be two levels and with a possibility of a third.
    • NPC count will be an estimated amount of 20 per level and could go up to 30 if another level is introduced but this is subject to change as the game will need to be tested and tweaked to see if this is a fair amount.
    • The main character will have a basic attack and then dependent on what upgrade he has, there could possibly be a special attack.
    • (later development) I would like there to be cut-scene/comic strip telling the player to story and why the character is doing what he is doing.
    • There will be two main bosses with the game with the first draft and possible third boss with the third level.
  • Game Play:
    • The progression will be that of a 2.5D side-scroller and will flow from left to right.
    • The mission structure will be to get to the end of the level but there will be obstacles, door and enemies to get passed to reach the goal.
    • Puzzle will be structured switch based system with elements of pushing weights to switches to open gates and doors.
    • The objective of the game will be to find the main boss of that level and defeat him in combat.
  • Machinics
    • The gravity of the game will be semi-realistic so jump height and movement speed to begin with will be a standard pace (Crash bandicoot) Might need to be adjusted when it comes to testing phase
    • Jump height would be double the height of the character (subject to adjustment when testing)
    • Other movement will include a smash down attack which will make the character descend at a faster rate.
    • Also with the jetpack (To be decided) where the character will be able ascend to three times his height or can be used to slow players descend.
    • Objects relating to puzzles can be pushed but not picked up.
    • (to be decided) There will be power-up that could increase speed, damage or re-fill health.
    • There will be switches within the game that the character will need a certain item to open.
    • There will be speech but will only be sound bites, for example jumping sounds and sound of distress while taking damage.
    • The combat of the game will be simple to defeat opponents one must simply jump on top of enemies and press down to perform a slam attack. (possibility) using power-ups can defeat enemies.
    • (to be decided) the items you collect will give you gold to buy upgrades later in the level.
  • Story and Narrative.
    • The story will be based around a crate/box named....... and he is out for revenge as his family was killed be three “heroes”.
    • The “heroes” will be spoofs of famous characters (possibility of Mario, Snake and ….)
    • The look of levels will reflect that of the “hero” that the player is trying to defeat.

  • Game World
    • possibility: of very small tutorial level giving basic controls.
    • Will be inside factory full of boxes and crates so its where they main character lives.
  • Area two
    • This will reflect the hero “mario” (proper name to be decided) so the level will look like it but be different enough to distinguish from the game.
    • Will contain references to mario “easter eggs”
    • possibility: will have look of run down city with leaky pipes and gray dull buildings.
  • Area three
    • This hero will be a generic RPG character(maybe skyrim)
    • will be based in a medieval town.
  • Area four
    • The hero will be “snake”
    • so environment will be in a military base
  • All area will have references to the genre or hero.
  • Level synopsis (to be discussed)
  • Hud and menus (to be discussed)
  • Audio (TBD)
  • A.I
    • A.I to be still until player enters the platform that they are on. Then will proceed to charge.
    • Heatlh and method of attack (TBD)
  • Technical.
    • Will be intended for PC.
    • Will be created in Unity.
  • Asset list
    • Model list
      • Main character model (cardboard box)
        • Include upgrade forms (crate and then chest)
    • Turtle (mario level)
    • plumber assistant(mario level)
    • The Plumber” boss
    • Skeleton (RPG level)
    • Bandit (RPG level)
    • The Swordsman” Boss
    • Armed guard (Snake level)
    • Combat drone (Snake level)
    • The Spy” Final Boss
  • environment model list
    • buildings
    • pipes
    • metal balconies
    • Possibility: broken cars
    • lamp posts
    • road
    • sky box
    • medieval style house/cottage
    • bales of hay
    • carts
    • gravestones
    • metal fence
    • (maybe) Castle
    • metal interior
    • high tech equipment (monitors, machines etc)
    • Tutorial level will be in warehouse full of other boxes, crates and chests.

Monday, 28 January 2013

Development Plan

Development Plan

Jan 28-Feb 4th

  • Concept game idea
  • Finalize visual style
  • Concept basic game mechanics
  • Meet With team and discuss ideas and plan work for next 11 weeks

Welcome

Welcome to GForce (Gaming Force). My name is Keelan Shores and I'm Studying Computer Games and Visual Effects at Anglia Ruskin. During this blog I will keep you up to date with our progress of the game as it starts from concept to reality.