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10 IT, Term 4 2012 Mr. Miles GAME DESIGN BRIEF Student Name: Taylor Shirtliff Game Development Information and Communication Technologies

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Page 1: DocumentA

10 IT, Term 4 2012 Mr. Miles

GAME DESIGN BRIEF

Student Name: Taylor Shirtliff

Game Development

Information and Communication

Technologies

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ICT GAME DEVELOPMENT

As part of your assessment for this unit of work you will need to complete a DESIGN BRIEF. This can be done before you start the game development or as you go along but must be handed in by 22nd November, 2012. Submit this to MyPLS

The ideas for your game should be original and of your own creation. You may use the help manuals on the school network, online resources from http://ictmindtools.net/gamemaker/ or http://www.yoyogames.com/make and any other resources that you have access to. However, you should not get help from other students, friends or teachers in the creation of your game.

The following sheets should be completed electronically as you go along and the checklist completed before you hand everything in by the deadline.

You may use some of the objects from the libraries but must also have some elements that you have designed yourself. The more original your designs the higher marks your game will attract.

Examples could be

A murder mystery adventure set in a haunted house (quiz)

Find the treasure adventure set underwater (maze)

Eliminate and evade enemies (first person shooter)

Rescue the princess from the castle dungeon (platform)

Game Development

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ICT GAME DEVELOPMENT

Game Ideas Planning

Select from the following (or add your own) to help get your creative juices flowing, and then complete the tables that follow.

What challenges will your game have?:

Finding hidden objects Fast reactions

Solving puzzles or problems Mazes

Shoot at targets Word games

Escape from or rescue something

Memory challenge

Coordination Something else

Decide the environment in which you game will be played:

Underwater School

Cave system Fairground

Space Factory

Moonscape Village or town

Castle City

Land or monsters Forest

Ancient city Somewhere else

Choose the characters you will have:

Pilot Animals

Alien Ghost

MonstersWitches and wizards

Dragons Knights

Spaceships Mythical creatures

Fantasy creates Knights

Prince/princess Soldiers

Game Development

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My Game Ideas

Selections

Once you have decided on a game idea, describe what that is and list the different environments your game will have; the characters and challenges associated with each in the fields below:

General Game Idea (not a Game Play)

(Describe briefly here)

A single commando (The player) fights endless hordes of enemy nazis.

Environment 1 Characters x2 Challenges x2

1. Snow1. Havok2. Nazi Foot Soldier Level 1

1. Kill the nazis

2. Reach the other end of the forest.

Environment 2 Characters x3 Challenges x2

1. Forests/Jungles

1. Havok

2. Nazi Foot Soldier Level 13. Nazi Foot Soldier Level 24. Nazi Tank

3. Eliminate the Nazis

4. Reach the objective

Environment 3 Characters x4 Challenges x2

1. Wasteland

1. Havok

2. Nazi Foot Soldier Level 1

3. Nazi Foot Soldier Level 2

4. Nazi Tank

1. Eliminate the Nazi occupation forces

2. Reach the end objective

(add more rows if required)

Game Development

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My Game Elements

Once you have discussed this, then list your main objects and their expected behaviours

object name behaviourMain_Commando_Default_Right The Main Character looks to the right but

remains non-moving.Main_Commando_Moving_Right The Main Character runs right.Main_Commando_Firing_Right The Main Character fires his rifle to the

right.Main_Commando_Shell_From_Right The Main Character’s rifle discharges its

shell which will spin out and unto the ground, where it will disappear.

Main_Commando_Dying_From_Right The Main Character health runs to 0 while facing, running, or firing to the right. This will display an animation and on occasion will show a “last stand” by the commando.

Main_Commando_Reloading_While_Right The Main Character reloads while facing right and not moving.

Main_Commando_Reloading_While_Left The Main Character reloads his weapon while facing left.

Main_Commando_Jumping_Right The Main Character jumps towards the right.

Main_Commando_Jumping_Left The Main Character jumps towards the left.

Main_Commando_Moving_Left The Main Character runs leftMain_Commando_Shell_From_Left The Main Character’s rifle discharges its

shell which will spin out and onto the ground, where it will disappear.

Main_Commando_Dying_From_Left The Main Character health runs to 0 while facing, running, or firing to the left. This will display an animation and on occasion will show a “last stand” by the commando.

Main_Commando_Default_Left The Main Character looks to the left but remains non-moving.

Main_Commando_Default_Climbing Main Character climbs a ladder.Enemy_Nazi_FootSoldier_Level_1_Default_Right The Nazi Foot Soldier Level 1 looks to

the right but remains non-moving. Level 1 refers to the strength of the enemy.

Enemy_Nazi_FootSoldier_Level_1_Default_Left The Nazi Foot Soldier Level 1 looks to the left but remains non-moving. Level 1 refers to the strength of the enemy.

Enemy_Nazi_FootSoldier_Level_1_Moving_Right The Nazi Foot Soldier Level 1 runs right.Enemy_Nazi_FootSoldier_Level_1_Moving_Left The Nazi Foot Soldier Level 1 runs left.Enemy_Nazi_FootSoldier_Level_1_Firing_Right The Nazi Foot Soldier Level 1 fires his

Game Development

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ICT GAME DEVELOPMENT

mp44 to the right.Enemy_Nazi_FootSoldier_Level_1_Firing_Left The Nazi Foot Soldier Level 1fires his

mp44 to the left.Enemy_Nazi_FootSoldier_Level_1_Dying_From_Left The Nazi Foot Soldier Level 1 dies and

flips right after being killed by the player.

Enemy_Nazi_FootSoldier_Level_1_Dying_From_Right The Nazi Foot Soldier Level 1 dies and flips left after being killed by the player.

Enemy_Nazi_FootSoldier_Level_2_Default_Right The Nazi Foot Soldier Level 2 looks to the right but remains non-moving. Level 2 refers to the strength of the enemy.

Enemy_Nazi_FootSoldier_Level_2_Default_Left The Nazi Foot Soldier Level 2 looks to the left but remains non-moving. Level 2 refers to the strength of the enemy.

Enemy_Nazi_FootSoldier_Level_2_Moving_Right The Nazi Foot Soldier Level 2 runs right.Enemy_Nazi_FootSoldier_Level_2_Moving_Left The Nazi Foot Soldier Level 2 runs left.Enemy_Nazi_FootSoldier_Level_2_Firing_Right The Nazi Foot Soldier Level 2 fires his

mp44 to the right.Enemy_Nazi_FootSoldier_Level_2_Firing_Left The Nazi Foot Soldier Level 2fires his

mp44 to the left.Enemy_Nazi_FootSoldier_Level_2_Dying_From_Left The Nazi Foot Soldier Level 2 dies and

flips right after being killed by the player.

Enemy_Nazi_FootSoldier_Level_2_Dying_From_Right The Nazi Foot Soldier Level 2 dies and flips left after being killed by the player.

Enemy_Nazi_ SS_Default_Right Enemy Nazi SS looks to the right but remains non-moving. Level 2 refers to the strength of the enemy.

Enemy_Nazi_SS_Default_Left Enemy Nazi SS looks to the left but remains non-moving. Level 2 refers to the strength of the enemy.

Enemy_Nazi_SS_Moving_Right Enemy Nazi SS runs right.Enemy_Nazi_SS_Moving_Left Enemy Nazi SS runs left.Enemy_Nazi_SS _Firing_Right Enemy Nazi SS fires his mp44 to the

right.Enemy_Nazi_SS _Firing_Left Enemy Nazi SS 1fires his mp44 to the

left.Enemy_Nazi_SS_From_Left Enemy Nazi SS dies and flips right after

being killed by the player.Enemy_Nazi_SS_From_Right Enemy Nazi SS dies and flips left after

being killed by the player.Platform_Block A normal black block that will remain

invisible, tiles will be shown in place of it.

Enemy_Nazi_Tank_Default The Nazi Tank remains still.Enemy_Nazi_Tank_Firing The Nazi Tank fires.Enemy_Nazi_Tank_Dies The Nazi Tank Explodes.Enemy_Nazi_Guard_Tower One Nazi Foot Soldier Level 1 armed

with a stationary heavy machine gun forces the player to adopt strategies to

Game Development

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avoid the incoming barrage of bullets.Friendly_Airplane_Mustang Provides above cinematic entertainment.Enemy_Airplane_Messerschmitt Provides above cinematic entertainment.Enemy_Nazi_Car_Turret Machine gun emplacement on a car

sprays bullets at the player that will kill him on collision. The player needs to find a way to deal with these tactically which will involve using the surroundings.

Neutral_Barbed_Wire_Fencing A basic barrier.Controller_Menu Objects that, when clicked, go to

different rooms. This will be done as there will be two game modes, Campaign and Survival.

Controller_Survival_Enemy_Spawn Manages the amount of enemies at each of the different times in the game mode survival.

Controller_Airpower Manages the aircraft flying above.Neutral_Bullet_Flash_1 The flash when a gun is fired.Neutral_Bullet_Flash_2 The flash when a gun is fired.Neutral_Bullet_Flash_3 The flash when a gun is fired.Neutral_Dirt_Explosion When a machine gun is fired “dirt” will

flick up where the bullets hit.Main_Commando_Torn The Main Commando is torn apart by

machine gun fire.Score_Bullets Displays how many bullets are in the

magazine.Score_Mags Displays how many mags are remaining.Score_Health Displays how much health the player has

left.Controller_Level_Completion Manages when the level is complete and

what level comes next (This is except from survival mode).

Collectible_Ammo Adds ammo.Collectible_Health Adds health.Objective_Flag_American Reach the flag to proceed to next level.Sandbag_Defense_For_Left Provides protectionSandbag_Defense_For_Right Provides protection.(add more rows if required)

List the key media and write down your ideas and / or draw sketches / insert preliminary screenshots for:

Sounds- Machine gun fire- Bullet fire- Changing magazines- General explosions

Game Development

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Music- Command & Conquer (Parts of soundtracks)- Halo (Parts of soundtracks)

Backgrounds- War torn backgrounds; desolated ground, destroyed cities, title screen etc.

Game Development

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Targeting the Game

Before you start designing your computer game, you must decide who is going to play it. If your game ideas is for you and your friends then the players will be a boy or girl of your own age. But if the game is for someone younger or older than you, then you have to think carefully about what to include. Read the table below that shows what should and should not be included in computer games for each age range.

Age Group Desirable Features Undesirable Features

Pre school (Ages 2-5)

Simple keyboard or mouse control Large hotspots Simple intuitive instruction Use speech wisely Simple bright imagery

Unfriendly or frightening images

Complex interfaces Reading text-based

interactions

Elementary (Ages 5-8)

Safe enemies Simple humour More emphasis on mouse control

Violence, blood or gore.

Middle (Ages 8-12)

Extendible to older age groups Well known characters Growing richness of language and

instruction Increased manual dexterity

Babyish material Limited competition and

reward

Teens (Ages 12-17)

Edutainment targeted at parents Testosterone – based on boys Social based for girls

Un-cool story lines or characters

Too complex story lines for boys

Fighting, blood and body function humour for girls.

Adult(17 and up)

Complexity or plot and adult themes Competition and cooperation

Limited variety or extendibility of the game

Purely dependent on luck

Game Development

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ICT GAME DEVELOPMENT

My Game Story (Game Play)

Write a detailed outline of your game using the learnt game play writing techniques from class, compiling it using the framework below:

Title: Burning Footsteps

Age group: 12 - 17

Target Audience: School students

Write a brief outline of the game

Beginning: The player enters the world of “Havok” an American commando and is dropped in a snowy front to fight.

Middle: The player continues to push through enemy lines in wasteland and forests.

End The player reaches the flag in the jungle extraction.

What does the player have to do?

Kill Nazis by any means necessary (no racism intended).

Game Development

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Role PlaysCreate a Main Character

Pretend you are the main character in the game and finish the following sentences.

a. My name is Havok

b. Describe what the character is and what it looks likeAn American commando

c. This character likes killing Nazis

d. This character does not like fleeing

e. Describe what will make this character feel happy, sad and angryThe character feels happy when he is killing Nazis, he is sad when he has to flee and he is angry when a Nazi escapes him.

f. Describe how this character will be able to move and what it will be able to do, for example will it be able to jump, spin or walk? Will it be able to cast spells, move objects or hide?Havok will be able to jump, run in two directions, fire his rifle, and reload.

Game Development

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Other Character/s

Pretend you are one of the other characters in the game and finish the following sentences.

a. My name is Nazi

b. Describe what the character is and what it looks likeA German

c. This character likes killing Americans

d. This character does not like Americans killing him

e. Describe what will make this character feel happy, sad and angryThe character is happy when he kills Americans, is sad when he dies, is angry when he sees his friends die.

Describe how this character will be able to move and what it will be able to do, for example will it be able to jump, spin or walk? Will it be able to cast spells, move objects or hide?The character will run in both directions and can fire his weapon.

Game Development

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Leap into the Game

Pretend that you are the main character and you are going to leap into the game.

1. What will you see? Describe places, describe where you are.

Jungles, snow, autumn forests, and wastelands.

2. What will you hear?

Large amounts of gun fire and awesome music.

3. Who is the first character or characters that you will meet?

German foot soldier.

4. Describe what you have to do to play the game and what you have to do to finish the game.

Kill Nazis and get to the American flag.

Game Development

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Creating the Storyboard

Use these questions to help sequence and structure the ideas you have for your game.

1. Where/when does the game begin?At the edge of the forest.

2. Who is going to appear in the game?The Main character is Havok, an American Commando.

3. Do you have an exciting beginning to set the scene and make the player want to play on?Gun fire and war cries are heard. You are given instructions to push through to the German capital.

4. How does the game develop?Havok continues to fight through the seemingly endless hordes of enemies.

5. How does the game end?Havok gets to the flag and the screen changes to the title screen.

6. How many and what type of puzzles are there to solve?Havok needs to figure out how to tanks whilst avoiding machine gun fire.

7. What happens if a player does not solve the puzzle?He either dies, or will not progress further.

8. What happens if a player solves the puzzle?Havok moves on to the next objective.

Game Development

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Testing

All good games go through several stages of testing before they are considered good enough to be released to the public. You will need to test your games at different stages by someone who is equivalent to your target group to ensure that it doesn’t have any bugs, is not too hard or too easy, instructions are easily understood etc. For the purposes of the assessment this must be done 2 times by different people.

Test 1 Date: 30/11/2012

Tester NameDesigner Name

Game Name Bugs/problems Corrections

Alexander Sullivan

Taylor ShirtliffBurning Footsteps

Got stuck in the floor at one point

Could not shoot at enemies that were behind me

Occasionally problematic to climb ladders; hard to mount and dismount

The maps were modified so that you cannot get past enemies.The floor was repairedInstructions regarding ladders were added to the help file

Test 2 Date: 30/11/2012

Tester Name Designer NameGame Name

Bugs/problems Corrections

Matthew Reynierse

Taylor ShirtliffBurning Footsteps

While climbing ladder got stuck at top of the ladder unless moved left.Got caught while jumping up steps.

Both issues were ignored as it is possible to be solved without increasing large amounts of code.

Game Development

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GAME DESIGN CHECKLIST Name: Taylor Shirtliff

Task Date Completed Checked Mark

Decide on a good idea for the game

2/11/2012            

Decide on Target Audience for the game

2/11/2012            

Map out what the game will look like and what the player has to do

4/11/2012            

Design challenges 18/11/2012            

Design characters 15/11/2012            

Design Environments

15/11/2012            

Produce Storyboard

This isn’t needed            

Indicate levels and degree of difficulty

2/11/2012            

Produce action noises for one section

19/11/2012            

Display of ideas 25/11/2012            

Game Development