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