Upload
others
View
3
Download
0
Embed Size (px)
Citation preview
1
Aerial Salvation
Question what you know to be right.
Designed by Owen Leach
Advised by Jennifer DeWinter
2
TABLE OF CONTENTS:
Overview……………………………………………………………………………………………………………………………………3
Gameplay Description………………………………………………………………………………………………………………..4
The Message………………………………………………………………………………………………………………………………5
Art……………………………………………………………………………………………………………………………………………..6
Level Design……………………………………………………………………………………………………………………………….8
Level 1……………………………………………………………………………………………………………………………9
Level 2………………………………………………………………………………………………………………………….10
Level 3………………………………………………………………………………………………………………………….11
Level 4………………………………………………………………………………………………………………………….12
Tech…………………………………………………………………………………………………………………………………………13
Menu System……………………………………………………………………………………………………………….14
Expense Breakdown…………………………………………………………………………………………………………………15
Promotional Material……………………………………………………………………………………………………………….17
Market Breakdown………………………………………………………………………………………………………………….18
3
Aerial Salvation: An Addicting 2D Flying Adventure with a Twist
Overview:
Question what you know to be right.
Platform: Mobile (iOS, Android, Kindle)
Gameplay: 2D Side scrolling plane game
Character: Player is 3rd generation crop dusting pilot named Jet, who wants to leave his boring
farming life behind.
Progression: Player starts as crop duster, becomes fire fighter plot, becomes Air Force
paratrooper pilot, becomes Air Force bomber pilot
THE MESSAGE: Player is glorified for all of his/her actions, dusting crops, putting out fires, etc.
eventually has to kill Vietcong with napalm – Game will force player to kill Vietnamese civilians,
will be praised for their actions. Forces player to feel regret and grief as to what they have done,
ideally causing them to change their views on warfare and killing.
THE CONTRAST: Cutesy, addictive, light hearted gameplay, will deeply contrast the horrors that
the player must commit. The praise and light hearted nature will emphasize the nonchalant
attitude games place on killing.
THE FEELING: REGRET and GRIEF
4
Gameplay:
Plane is constantly descending
Tapping/holding the screen causes the plane to ascend
Tapping/holding also causes the plane to spread its payload (i.e. crop dust, water, etc. changes
depending on level)
Player must avoid in air obstacles like clouds, birds, smoke
Hitting obstacles will cause player to drop payload regardless of choice
GOAL: Spread crop dust (pesticide) over maximum amount of crops, player must reach
minimum crop coverage to advance
End Level: Player praised by narrator for the great job he/she did. Image of player over looking
his work proudly followed by an image of the aftermath of their work/the work they failed to
do: i.e. burnt corpses that did not escape the forest fire, dead WW2 troops that they directly
dropped into enemy fire, dead Vietnamese soldiers and their families mourning over them.
INSPIRATION: Play http://games144.com/game/38437-jetman-game.php#play for an extremely
basic idea of how the game plays. See below for others.
See Level Design section of this document for a more in-depth description
Progression:
4 Levels
Each level the player takes on a new role: crop duster - firefighter - paratrooper pilot - bomber
pilot, each with different payloads
Morality of later levels make player question whether they should be proud of what they do
Each new level has new obstacles, similar behaviors but different art assets
See Level Design section of this document for a more in-depth description
Game Inspiration:
JetMan – Basic gameplay
The McDonalds Game - Cutesy but still drives home a message
Defcom – Deep message, disguised with gameplay. Able to convey grief well
5
The Message:
The game is meant to convey regret and grief
Regret comes reflecting on the acts that the player committed and the praise they receive for
those acts
The whimsical nature of the game creates a contrast of a light hearted game that forces the
player to do extremely horrible acts and gives them rewards for doing so
Regret doesn’t come into play until the last two levels, the second to last level ends with the
player being praised by the narrator for doing a good job as he looks on at the corpses of the
enemy as well as the American troops that have died.
Regret is further conveyed in the last level when the player is forced (through gameplay) to burn
down Vietnamese villages that are not housing Vietcong. Ending narration commends the player
as they over look the barren, burnt expanse that is the land they just poured napalm over. A
mother weeps, holding the charred corpse of her son. The player can hear the narrator say “You
did good son. Don’t worry about those villages you burned either, they were probably housing
the Vietcong. Either way, who’s gonna miss a few Gooks?”
Grief is conveyed aurally and visually. This dual method is because mobile games are often
player without sound. By doubling up the attempt to convey grief, there is a lesser chance the
player will miss it. Grief will come during gameplay and after. While the player flies through the
level, there will be a voice over from the station command. As the player misses forests fires,
drops troops into enemy fire, kills innocent Vietnamese, they voice over the intercom will begin
to crack up, losing himself (male voice over) with grief and sadness, pleading with the player to
improve their performance. Grief will be further instilled at the end of the level when after the
player is praised for their work, they look at a real, graphic image of what they caused/failed to
prevent such as the burnt bodies from a forest fire that they failed to stop completely.
Game ends with player receiving Silver Star for their contribution to the war effort
6
Art The art will reflect the conflicting message of the game. It will embrace a cartoony art style that separate
the player from the horror. The one exception comes at the end of each level where we see a realistic
image of the player on the ground, overlooking what he/she just accomplished. See below for reference:
Gameplay:
7
End of Level Image:
8
Level Design
4 Side Scrolling Levels
Three basic components:
o Air based obstacles – cause players to lose fuel
o Ground targets – player needs to spray with pesticide/water/troops/napalm
o Ground based non targets – Spraying these will reduce amount of pesticide/water etc.
but will not increase score.
Advanced Components (levels 2-4)
o Dynamic flying obstacles that move vertically or sporadically (smoke, anti-aircraft fire)
o Dynamic flying obstacles that move horizontally (birds)
o Air obstacles that disrupt drops (Flak will kill troops that fall through it)
9
Level Breakdown
LEVEL 1: Dusting Crops
Player = Crop Dusting Pilot
Goal = Dust the most crops possible
Avoid = Hitting clouds and dusting non crops
Level Components:
o Static Air Obstacles: Clouds
o Ground Targets: Corn crops
o Ground Non Targets: Houses, Farm Equipment
10
LEVEL 2: Fire Fighting
Player = Fire Fighting Pilot (Drops water on fire)
Goal = Use water to put out most fires possible
Avoid = Hitting smoke and flocks of birds, dumping water on non-burning targets
Level Components:
o Static Air Obstacles: Clouds
o Dynamic Air Obstacles: Smoke + Birds
o Ground Targets: Burning Forests
o Ground non targets: Lakes, non burning fields
11
Level 3: Paratroopers
Player = Air Force Paratrooper Pilot (Drops troops into combat)
Goal = Drop as many troops safely into enemy territory, don’t drop too many to their death
Avoid = Hitting Flak and flocks of birds, dumping water on non-burning targets
Level Components:
o Static Air Obstacles: Clouds
o Dynamic Air Obstacles: Flak (kills troops that fall through it as well as kills troops if plane
flies through it), Smoke
o Ground Targets: Open fields, towns
o Ground non targets: Burning forests, enemy troops
12
Level 4: Vietnam
Player = Air Force Bomber Pilot (Drops Napalm on Troops)
Goal = Spray enemy troops with napalm
Avoid = Hitting civilians with napalm
Level Components:
o Static Air Obstacles: Clouds
o Dynamic Air Obstacles: Anti-Aircraft Fire (functions just like smoke, only faster) Flak
o Ground Targets: Enemy Troops (non moving)
o Ground non targets: Civilians (non moving), Villages
SPECIAL NOTE: Must make times where the player has to drop napalm on the civilians (i.e. long stretch
without targets, forces them to raise altitude, dropping napalm)
SPECIAL NOTE 2: The two meters on the right include Vietcong killed and Vietnamese killed. The
Vietnamese killed is a cumulative score of all people killed (enemies and civilians).
SPECIAL NOTE 3: The player CANNOT LOSE THIS LEVEL
13
Tech Breakdown
Controls = Intense Simplicity
FEATURES:
Game based on mobile platform
Programmed with C# (Unity compatible)
Physics based, plane will ascend and descend according to believable physics
One touch controls: A single finger touch on the screen will make the plane ascend. The
longer the finger is held, the longer the plane ascends.
Dynamic HUD that changes depending on the performance of the player
o For example, a bar that increases depending on the amount of fires put out (acres
saved). Each level has the same basic functionality but represent different things.
A status bar that represents how long the player can ascend. The longer the player holds
down, the higher the plane goes, the more the meter drains. The level ends when the
player has no more “fuel.” This “fuel” is actually the payload the plane is dropping but acts
in the same way as fuel.
A system to measure achievements, i.e. the player completing a level without dumping the
payload on the wrong target.
A dynamic menu system
14
Menu system
Training the player
A touch based menu system will serve as the training aspect of the game. The menu will have
all aspects of the game built into it. The plane will be present; there will be a HUD that displays
the current payload available, and a meter on the right side of the screen that measures how
many crops the player has dusted. The bar on the right of the screen (the crops dusted meter)
will have a menu with the buttons grayed out. The player will initially try to press them and
nothing will happen, except, that the plane will ascend and drop its payload. If the payload hits
the crops, the meter on the right will fill up. Once the bar fills up enough, passing the menu
options, the menu button will then no longer be grayed out and will be able to be pressed. The
more crops the player dusts, the more menu options become available. This will serve as a
basic teaching method for the game.
15
Predicted Expenses
$4852.67
Expense Type Expected Cost
Labor $3000
Utilities/Overhead $60
Promotion/Marketing $690
Distribution 30% of Gross Revenue ($0)+$225
Equipment $57.68
Licensing $819.99
Total: $4852.67
Expense Breakdown:
Labor- The predicted total expenses for labor was derived from a three person team working two 20
hours weeks. Each member of the team is semi-skilled and earning $25/hour.
$25*40hours*3 employees= $3000.
No expenses were added for employee benefits nor taxes.
Utilities/Overhead- This encompasses thing like rent, electricity, heat, water, etc. This prediction
assumes an at home work environment where increases to utilities like heat and water are negligible.
Since rent is already paid, electricity is the only factor considered here. On average the electricity
expense of a household increases by $40 a month if working from home. Since we have 3 employees,
working two weeks:
($40/2weeks)*3 employees = $60
Promotion & Marketing-
Google Ads: $250/1,00,000 Impressions
Facebook Ads: $140/1,000,000 Impressions
Misc Fund for App sites (appadvice.com, appshopper.com, etc.) advertising: $100
In App advertisement (Tapjoy.com): $200/1,000,000 Impressions
Total: $690
Since our game is android based we will rely heavily on online advertising and in app advertising. We will
create ads on both Facebook and Google. The current asking price of Google for 1,000 ad impressions is
$.25. We hope to achieve 1,000,000 impressions on Google. This requires $250. Facebook asks $.14 per
1,000. This will require $140 for another 1,000,000 impressions. We will also create in app
advertisements via the Tapjoy service. Tapjoy specifically targets games and boasts a 339 million
16
monthly reach. At a cost of $0.20/1,000 impressions, we will purchases 1,000,000 impressions for $200.
We have also included a $100 misc fund to be used for advertising on sites like specialize in mobile apps.
These sites include appadvice.com, appshopper.com, 148apps.com, etc.
Distribution- The cost of distribution was calculated as a sum of the cost to place the app on varying app
marketplaces for one year. These marketplaces include the iTunes store ($100/year), the Amazon
Marketplace ($100/year), and the Google Play store ($25/year). These marketplaces also take a 30% cut
of the selling price of the app. This is noted above but total distribution cost cannot be determined until
after receiving the sales figures.
$100+$100+$25=$225
Equipment- This prediction assumes that computers, monitors, mice, keyboards, etc. are all already
owned by the employees. The cost above is the linear depreciated cost of the equipment over a two
week span. We assume 3 setups that include all necessary physical equipment to create the game at a
cost of $1000 per setup. $1000*3setups = $3,000. The average lifespan of a computer required to create
games is about 2 years. 2 years*52 weeks/year= 104weeks. The game will take two weeks to complete,
therefore:
$3,000/104weeks * 2 weeks = $57.68
Licensing- The game will be created using the Unity Engine. Since sales of this app are not expected to
exceed $100,000 per year we will be using the Indie version of Unity. If sales do exceed, these cost
predictions will have to be redone to reflect the Pro version of Unity. The Indie Unity Engine is free to
export to PC and Mac but in order to export to mobile devices we require an iOS and Android license.
These cost $400 apiece. Also, in order to create 2D graphics we also require a single license of Adobe
Illustrator. The minimum licensing period is one month at $19.99.
$400*2+$19.99= $819.99
TOTAL- $4852.67
17
Promotional Material
Pitch Blurb: Country life isn’t what is cracked up to be. Sick of being a crop duster you decide that it is
time to live out your dreams and become more. Become Jet, a fourth generation farmer with high
ambitions. Prove your worth at crop-dusting and see if you can earn your way up the ranks to become a
fire-control pilot, an Air Force Pilot, or even an Air Force Bomber. Just be careful, a hero’s life may sound
glorious but you never know what toll it will take.
Rise through the ranks and become the hero you were born to be.
A unique take on the side-scrolling plane genre
Level up your plane to unlock more intense missions
Go from crop duster, to fire fighter, to combat pilot
Play to the end to gain a new perspective on what a single person can do
Can a lifetime of good redeem one horrific act?
18
Market Analysis/Target Demographic
AGE: 14-22
Gender: Male
This game will target a specific demographic, Males, ages 14-22. The reason for this is that the game is
not meant to convey a very specific message about the glorification of warfare and murder. The age that
often trivializes/glorifies killing are males age 14-22. Since this game is meant to be as far reaching and
as easy to play as possible, the mobile platform is the best option. Due to the graphic and contemplative
nature of the end-game, this game is not appropriate for players that cannot put the game into context.
For example, if a player plays the final level, burning the Vietnamese alive, and misses the idea that they
should feel guilty about the atrocities that the United States committed on the nation of Vietnam, then
the game is actually hurting its cause. For this reason, the game will not target children under the age of
14. It will, however, encourage parents to play the game with their kids to put it in the proper context.
The potential audience is much larger because of the easy pick-up-and-play nature of the game.