Wednesday, September 16, 2015

gd2015 assignment #3

Assignment 3
Homework 3: The Tetra Due: Thursday Oct. 17, 2015 Now that you have an initial storyline, follow what we have done in class and apply it to your own game. Discuss each element of the Tetrad (Story, Technology, Art, and Mechanics) and how each element relates to the other elements. Suggest a minimal prototype for your game that if implemented would convey the essential elements of your game. Chapters of use in the book (2nd edition) are 4 (Venue), 5 (Tetrad), 12 (Mechanics), 17 (Story), 20 (Characters), 21 (Spaces).

Story:    A young girl wakes up on the shore of a beach on an island, with no memory of who she is, or how she got there.Aside her is the wreckage of a boat which seemed to have carried her to the island. She must overcome various obstacles in order to regain her memory, whilst not giving into despair or grief. Using her surroundings and braving the elements our heroine will have to travel where no other has gone before in order to obtain her true goal.
The first level of the game will be to find shelter in a cave that she sees off in the distance. (or maybe give the option to choose a direction, either a cave in one direction, or a little hut/house with a mysterious light in the other direction) She encounters different beasts, or animals during the trip to the location; where she uses any tools available to her to fend of attackers. Upon reaching the end of the first level,  a dialogue sequence will start which will determine the fate of our heroine.
The second level of the game will be to reach the top of a mountain, or hill on the island to get an understanding of where she is. encountering different wildlife, enemies, and
people along the way. Upon reaching the top of the mountain a hooded figure stands there and tells her that all of her questions will be answered if she would only close her eyes and listen.The hooded figure fades away and the the girl passes out. The game ends with a closeup of the girls eyes quickly opening as she lay in a hospital bed.

Story can be added through text boxes. (think final fantasy or other rpg’s) or Notes, that act as collectables throughout the island.



Technology: projectile weapons.
Rock tossing to divert attention away from yourself.
Guns for enemies.
Blade weapons. knives/swords
Stealth Mode Feature
Changing of Environment (night, day, rain, snow, etc..)
Deformable Scenery
Health Bar and Breathing Bar


Art: Mountain/hill, (think Hawaii), plants. Cabins.
http://oyster.ignimgs.com/mediawiki/apis.ign.com/far-cry-3/d/db/Fc_portal_game-info_US_single_03tcm1972265.jpg
Paradise music, ambient jungle sounds, waves sound
Mechanics:  Third-person platformer, with world exploration, and task oriented goals. Ability to pick up and collect objects, ability to manipulate the environment (such as lowering a bridge or moving a boulder, etc). Stealth ability/crouch/stalk. Sprint. walk/neutral. Short missions that may involve gathering objects by passing through enemies. There should be two types of approaches for the player to take: 1) a direct approach, which may involve confronting and killing enemies directly and 2) a stealth approach for which.the player can achieve the goal without violence by avoiding detection. There will be a real-time HUD that shows the player’s health, stats about collectibles, weapon information, etc. There should be feedback about achievements reached (such as collecting n items or killing n enemies).  Text based dialogue between characters. A menu that allows the user to review past messages, dialogue, perhaps view a map.  Possibly have the ability to gain experience points by performing different actions. The game will have a limited set of sound effects as well as a musical theme.

The idea is to provide more than one way to flow through the game, to give the player a sense of choosing his/her own adventure and increase playability. Collectibles add another dimension to the fun and playability of the game; players can optionally choose to try to collect all the items. The player can finish the game to different levels of completion, in order to appeal to various levels of abilities or interests among players.
Ledge grabbing to pull yourself up.

Simple/Minimal Prototype: Large island like map that is open world and completely accessible. Main character is able to walk/run around the island and determine what is needed for survival. They will be able to acquire certain materials and tools and store them in their personal inventory to either later equip or use them. The main character will have to traverse certain paths in order to reach the end of each level. They will have the ability to run the section of the map in either stealth mode or just charge straight through the area. Either choice of the user will directly impact the playability and storyline of the game. The user will also get a choice to degrade certain objects in the game in order to effect their stealth rating. If possible an experience system would be beneficial to further the different types of  strategy in the game. Overall the game will focus on the characters journey defeating enemies and sneaking obstacles.

Tuesday, September 8, 2015

Our first game document.

Team 6 Game Document

Phone Numbers
Josh Upton  (850) 499-5608
Teddy Botana (786) 399-4504
Vincent Sabarre (850) 368-5473

Leave the red highlighter for things we want to edit out.


Assignment 2
Ross Island

  1. What type of game will you be creating?  [25 pts]
We decided that a 3rd person RPG Platformer would be our game. A amnesiac girl washes up on a shore of a beach and she must find shelter whilst also trying to regain her memories. We haven’t figured out a title, but it will borrow elements from games such as The Forest, Tomb Raider, and Fallout.  

  1. What is the quintessential experience you'd like the users to feel? [25 pts]
Like with most survival games, the main experiences we want the player to feel are senses of Adventure, Intrigue and Curiosity. Having to fight for survival is the perfect way to get a user drawn into a storyline. By pairing a general sense of curiosity for the surrounding world and our unique survival adventure, our players will instantly relate to our main heroes epic tale and be drawn into her world.


  1. What is the theme of your game? [25 pts]
Remembrance of the past, fear of the unknown and survival of the fittest. We are also aiming to implement the Stages of Grief; Denial, Anger, Bargaining, Depression, and Acceptance, as symbols throughout the levels. We haven’t decided what exactly the protagonist will be grieving over, but maybe in her coma-induced state she dreams up this world, and has to go through the various stages because she doesn’t want to die.


  1. Provide an initial storyline [25 pts]
A young girl wakes up on the shore of a beach on an island, with no memory of who she is, or how she got there.Aside her is the wreckage of a boat which seemed to have carried her to the island. She must overcome various obstacles in order to regain her memory, whilst not giving into despair or grief. Using her surroundings and braving the elements our heroine will have to travel where no other has gone before in order to obtain her true goal.
The first level of the game will be to find shelter in a cave that she sees off in the distance. (or maybe give the option to choose a direction, either a cave in one direction, or a little hut/house with a mysterious light in the other direction) She encounters different beasts, or animals during the trip to the location; where she uses any tools available to her to fend of attackers. Upon reaching the end of the first level,  a dialogue sequence will start which will determine the fate of our heroine.
The second level of the game will be to reach the top of a mountain, or hill on the island to get an understanding of where she is. encountering different wildlife, enemies, and
people along the way. Upon reaching the top of the mountain a hooded figure stands there and tells her that all of her questions will be answered if she would only close her eyes and listen.The hooded figure fades away and the the girl passes out. The game ends with a closeup of the girls eyes quickly opening as she lay in a hospital bed.
character_reference.png





































Game Name: Night and Day (good parallel between the dream and the coma perhaps)
-RPG
-Curiosity/Fear
-Adolescent protagonist has to gather materials/essentials to survive the night which will have enemies and things that will negatively impact his/her stats.
-Essentially the main character lives in a town that contains materials that are alone useless but can be used to help the character survive the night. At night the town/lighting turns dark and out of the shadows come monsters/enemies that can either hurt the character or diminish their supplies.

Josh U: Start
(These questions need to be in paragraph form, I “finished” kind of an outline of a story, but you guys can change or edit it if you want.I feel like this shouldn't be too complex to make a pretty linear level through this, and adding  obstacles along the way.

  1. What type of game will you be creating?  [25 pts]
We decided that a 3rd person RPG Platformer would be our game. A amnesiac girl washes up on a shore of a beach and she must find shelter whilst also trying to regain her memories. We haven’t figured out a title, but it will borrow elements from games such as The Forest, Tomb Raider, (insert game).  

  1. What is the quintessential experience you'd like the users to feel? [25 pts]
Like with most survival games, the main experiences we want the player to feel are senses of Adventure, Intrigue and Curiosity. Having to fight for survival is the perfect way to get a user drawn into a storyline. By pairing a general sense of curiosity for the surrounding world and our unique survival adventure, our players will instantly relate to our main heroes epic tale and be drawn into her world.


  1. What is the theme of your game? [25 pts]
Remembrance of the past, fear of the unknown and survival of the fittest. We are also aiming to implement the Stages of Grief; Denial, Anger, Bargaining, Depression, and Acceptance, as symbols throughout the levels. We haven’t decided what exactly the protagonist will be grieving over, but maybe in her coma-induced state she dreams up this world, and has to go through the various stages because she doesn’t want to die.


  1. Provide an initial storyline [25 pts]
A young girl wakes up on the shore of a beach on an island, with no memory of who she is, or how she got there. She must overcome various obstacles in order to regain her memory, whilst not giving into despair or grief. Using her surroundings and braving the elements our heroine will have to travel where no other has gone before in order to obtain her true goal. with a single bow and arrows made of sticks besides her. The story is basically trying to figure out what is going on. (Maybe she is in a coma and different objects or locations on the island will help trigger memories).
The first level of the game will be to find shelter in a cave that she sees off in the distance. (or maybe give the option to choose a direction, either a cave in one direction, or a little hut/house with a mysterious light in the other direction) She encounters different beasts, or animals during the trip to the location; where she uses any tools available to her to fend of attackers. the bow and arrow to fend off attacks.. Upon reaching the end of the first level, maybe a dialogue sequence will start which will determine the fate of our heroine, (not a cutscene unless we ever found time to do that) but something that can

The second level of the game will be to reach the top of a mountain, or hill on the island to get an understanding of where she is. (maybe encountering different wildlife, enemies, and (memories/beasts or people along the way) .upon reaching the top of the mountain a hooded figure stands there and tells her that all of her questions will be answered if she would only close her eyes and listen.The hooded figure fades away and then the girl passes out. The game ends with a closeup of the girls eyes quickly opening as she lay in a hospital bed.

character_reference.png
(Also let me know if you guys think I should perhaps change the character design that I’m currently working off of) I’m going to change the colors and edit/change the clothing more to make it more my own. But as far as making this game third person, i think unreal has a way to just import character designs that have built in animations for third person as far as walking goes and all.  We have not really assigned jobs yet, But i figured i could practice character design and things with blender because I (josh) don’t really know how to program unless it’s with html. I Could also work with making music with audacity for the game after i’m done with this characters design, but we need to collectively decide on what you want the music to sound like. personally maybe something soft/eerie if we decide to go with my story, which in that case i can make quite probably repetitive music that should not get too annoying.. Also if we decide on this particular story, then i can come up with the dialogue that the protagonist says to go along with the story, although i don’t know how I would add text to the game through the programming or whatnot.
Josh : End