We met today to finally hammer down the story elements we have so far been too unhappy with to finalize.
We came up with a complete cast list of major characters:
Protagonist - Richard/John Bachman. Still needs to be properly discussed. Richard Bachman was the pseudonym of Stephen King and I feel the reference is too blunt and too irrelevant. I prefer John as it embodies the everyday working man vibe the character should portray.
Main Antagonist - Charles Quahagan
Antagonist's Henchman - Baron Von Kape
Daughter- Amelia
Wife- Michelle
Mentor- As yet still nameless. Perhaps that adds something to him.
The following is the synopsis we have come up with:
The story will start with player enslaved and forced to race. There are 3 beginner races before the character breaks out of enslavement. The goal is to reach the safe haven. Character reaches safe haven to find his house ransacked, wife dead and daughter missing. Charles Quahagen announces that it was he who had ordered baron Von Kapé to comit the ransacking and has kidnapped his daughter and is told that if he does not return that they would kill said daughter. Main character then makes his way back. Charles then offers the main character a chance to earn his freedom by winning a tournament. If the player wins then he will be given his freedom. If the player loses then he will be forced to race until death. the player then returns and takes part in the tournaments.
Friday, 25 November 2011
Thursday, 17 November 2011
Week 7 - The Emotion
We took several questions from the lecture slides today and decided to use them to provoke discussion. Though the questions required no written answer we decided to provide them with one anyway to show how our discussion worked. The following is our combined notes from this session as I think it helps show our method :
1. Does my game have emotional dimension? What emotions will my game world include?
Yes, the game will have emotional dimension. The main character of the game's daughter has been kidnapped, and a major aspect of the game is finding and rescuing said daughter. This would include the emotional values of sadness, anger, fear of being caught.
2. Where does emotion fit in the entertainment value of the game? Is it a big element?
Emotion is a secondary part of the story. It is not an important feature of the game.
3. Do emotions motivate characters in the game and/or the player?
The emotions motivate the character because the main character is driven to save his daughter. There is an emotional bond between the main character and the daughter that drives him forward.
4. What emotions is the game going to inspire in the player? How will we accomplish this?
The game will inspire the emotions of sadness, anger, and fear. Sadness will be portrayed with the capturing of the daughter, the reactions of the main character will sadden the player. The main character will then seek revenge, which will anger players. There will be a main villain that the player can focus all of this anger towards. Fear will be portrayed from the fear of getting caught. Most of these emotions will be reflected from the main character to the player. We will attempt to make a bond between player and character.
5. Will the player have fun in the game world? How will we make sure they have fun from the start?
We believe that the player will have fun. Things such as cutting out the tutorial and having an integrated hint system within the game play. The player will have basic instruments and abilities from the start and will unlock new abilities as the game progresses, this will keep the player motivated to play the game.
6. If your game includes conflict between opposing forces are their capabilities symmetric or asymmetric?
Most characters are equal with equal capabilities except special characters. There will be other runners that will be sent after you late in the game who have other capabilities which makes the game more challenging, but not to the point that the game becomes annoying.
The main boss will have special abilities to challenge the player. You will meet the main boss more than once and each time will have more abilities to challenge the player.
7. Will the starting conditions in the game be symmetric of asymmetric?
The game will start off symmetric. This will insure that the player is not too challenged to the point where s/he cannot finish a part due to lack of skill.
8. Are the relationships in the game mostly transitive or intransitive or a mixture.
The game doesn't really have any of the relationship balancing problems.
9. Are your games challenges solvable only by predefined means or can some/all be solved by emergent means?
The games challenges are solved using emergent means.
10. Does your game include positive feedback? If so, how will you prevent runaway victory for the first player who gets ahead?
The game does include positive feedback. The unlock able items will not affect the players abilities and strengths. It is merely for show so that players can show off their accomplishments. Things such as hats, clothes and shoes.
------------------------------------
I felt this method helped focus our otherwise very distracted brains and helped us fully discuss areas of our game we would have not thought of.
1. Does my game have emotional dimension? What emotions will my game world include?
Yes, the game will have emotional dimension. The main character of the game's daughter has been kidnapped, and a major aspect of the game is finding and rescuing said daughter. This would include the emotional values of sadness, anger, fear of being caught.
2. Where does emotion fit in the entertainment value of the game? Is it a big element?
Emotion is a secondary part of the story. It is not an important feature of the game.
3. Do emotions motivate characters in the game and/or the player?
The emotions motivate the character because the main character is driven to save his daughter. There is an emotional bond between the main character and the daughter that drives him forward.
4. What emotions is the game going to inspire in the player? How will we accomplish this?
The game will inspire the emotions of sadness, anger, and fear. Sadness will be portrayed with the capturing of the daughter, the reactions of the main character will sadden the player. The main character will then seek revenge, which will anger players. There will be a main villain that the player can focus all of this anger towards. Fear will be portrayed from the fear of getting caught. Most of these emotions will be reflected from the main character to the player. We will attempt to make a bond between player and character.
5. Will the player have fun in the game world? How will we make sure they have fun from the start?
We believe that the player will have fun. Things such as cutting out the tutorial and having an integrated hint system within the game play. The player will have basic instruments and abilities from the start and will unlock new abilities as the game progresses, this will keep the player motivated to play the game.
6. If your game includes conflict between opposing forces are their capabilities symmetric or asymmetric?
Most characters are equal with equal capabilities except special characters. There will be other runners that will be sent after you late in the game who have other capabilities which makes the game more challenging, but not to the point that the game becomes annoying.
The main boss will have special abilities to challenge the player. You will meet the main boss more than once and each time will have more abilities to challenge the player.
7. Will the starting conditions in the game be symmetric of asymmetric?
The game will start off symmetric. This will insure that the player is not too challenged to the point where s/he cannot finish a part due to lack of skill.
8. Are the relationships in the game mostly transitive or intransitive or a mixture.
The game doesn't really have any of the relationship balancing problems.
9. Are your games challenges solvable only by predefined means or can some/all be solved by emergent means?
The games challenges are solved using emergent means.
10. Does your game include positive feedback? If so, how will you prevent runaway victory for the first player who gets ahead?
The game does include positive feedback. The unlock able items will not affect the players abilities and strengths. It is merely for show so that players can show off their accomplishments. Things such as hats, clothes and shoes.
------------------------------------
I felt this method helped focus our otherwise very distracted brains and helped us fully discuss areas of our game we would have not thought of.
Thursday, 10 November 2011
Week 6 - The Interface
We met and discussed the interface. We also discussed various game modes for a possible multiplayer. These involved standard multiplayer game modes such as Sprint Race and Capture the Flag.
We have come up with a basic preliminary menu structure. I will include the diagram as follows.
As well as menu structure this diagram also includes the concept drawings for the health/stamina bar and the compass HUD items. As well as HUD icons showing various game modes.
We have come up with a basic preliminary menu structure. I will include the diagram as follows.
As well as menu structure this diagram also includes the concept drawings for the health/stamina bar and the compass HUD items. As well as HUD icons showing various game modes.
Thursday, 3 November 2011
Week 5- The Control
The following is a preliminary button map that we have come up with based on the standard Xbox controller. We have decided to release to Xbox. Later ports based on popularity is always a possibility.
A button - Jumping actions. The nature of which will be based on button combinations or game context.
B button - Interacting with the environment. This will be highly contextual. Eg. Flipping a switch.
Y button - Compass. This helps keep the direction of objectives clear.
X button - Parry incoming attacks.
Right trigger - Sprint
Left trigger - Crouch
Right bumper - Move modifier - Used to perform combinations with other inputs to modify the outcome into a more complex move.
Left bumper- Quickturn - A very rapid 180 degree turn.
Directional pad - Inventory selection
Right stick - Camera movement
Left stick - Player movement
Back - Map
Start - Pause menu
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