Monday, 28 November 2016

3 - Game design presentation




We used this layout to review each others presentations
Stakeholders
I would present this to my stakeholders/investors such as a publisher (like EA or another more trust-able company).

2 - Design documents

Basic story outline:
Humans wiped themselves out, only robots are left trying to survive in the ruins.

Unique selling point: survival with robots


1. Introduction:
These are things I made for possible use in a game

2. terrain






Outside environment

3. architecture







Urban environment

4. objects







Practising using the tools to create objects


5. characters







Simple character design and walk cycle practice.






























^basic storyboard story: robot looking for stuff, another robot hiding nearby.


Storyboard


6. NPCs
http://androidarts.com/cortexcommand/Faction_CMF/cmf_lineup.jpg







Example of concept art I might use for planning my concept art.

7. feedback

8. interface







This is a rough draft of what the menu might look like.

9. perspectives

10. Full-Motion Video

Market Research
Survival games appear to be popular and the addition of robots should be enough of an alteration to avoid the over-saturation of survival games

Target Platform
I'm planning on making this PC exclusive due to higher average processing power and easy optimisation.

1 - Visual/Gameplay report

The games i will be talking about are: Space engineers, 
1. Introduction:
Space Engineers
You (try to) engineer stuff in space/on planets
Open world, SPACE, build stuff, break stuff, SPACE, lots of freedom, good physics, SPAAAAACE!
made by keenhouse software
indie
released on steam as early access in 2013

Magica 2
You save the world by defeating evil and making a prophasy come true (while also "accidentaly" torching the villagers and your team)
Magic, spell casting, comedy.
indie
released on steam in 2015

Arma 3
you are part of NATO, helping train an island's military to deal with guerillas, then they turn on you and then another faction turns up and its massive war.
realism, vehicals, shooting
Indie
released on steam in 2013

2. terrain
Space Engineers: Planets (Earth, mars, alien), asteroids, space, space-stations, ships.
Deformable, voxel-based terrains.


Magica 2: Fantasy environments, castles, forests, beaches, etc.


Arma 3: Island, hot climate, a few forrests, mainly hills and scrubland.


3. architecture
Space engineers: All player made
space stations, planet-side bases, asteroid bases.
Blocks (cube, sloped, corner, inverse corner, ramps, etc.)
Functional blocks (reactors, refinerys, engines, etc.)

Magica 2: varies from location to location.
gothic castles, traditional villages, deadly dungeons, etc.

Arma 3: millitary bases, typical meditarainian architecture (white houses, blocky, low/flat roofed), mostly dirt roads outside towns/cities

4. objects
Space Engineers: Tools (welder, grinder, drill, gun)
Parts (steel plates, circuits, components, etc.)
Ammo (machine gun/rocket)
Ore (ice, iron, silicon, etc.)

Magica 2: Fantasy objects, Staffs, swords, barrels, tents, remains of enemies/villagers/wizards, etc.

Arma 3: weaponry, vehicals, explosives, armour, equiptment.

5. characters
Space Engineers: Space Engineer (the player)
A dude in a space suit.

Magica 2: Wizards (compitence may vary)

Arma 3: proper modern soldiers (no jetpacks, wall-running or healing from bullet wounds in seconds).

6. NPCs
Space Engineers: GIANT SPIDERS
Space wolves (not the WarHammer 40k spacemarine chapter, actual wolves)
Pirate ships (unmanned, basic AI)

Magica 2: Goblins
villagers
old wizzards
etc.

Arma 3: Enemy soldiers (same as you, different uniform)

7. feedback & interface
Space enginees: a toolbar and a HUD containing various information (power, oxygen, etc.), flashes red if something is wrong.

Magica 2: Icons showing types of magic and their hotkeys, magic icons show up by character to show which spells being used.

Arma 3: ammo counter, simple yet effective inventory, scroll for interaction options.

9. perspectives
Space Engineers: 1st/3rd person (switchable), switching between accuracy and awareness.

Magica 2: 3rd person isometric, good for awareness.

Arma 3: 1st/3rd person (switchable, but mainly first person for aiming), switching between accuracy and awareness.

10. Full-Motion Video
Technically non of the games use this, the closest they are is in-game cut-scenes, with space engineers not having any cut-scenes except the (in-game) clips in the background of the menu.

1. sport
some level of simulation to make the sports more accurate to real life sports. Example: Fifa series

2. simulation
realism(mostly), serious like euro truck simulator, or less serious like war-thunder. example: farming simulator

3. role-play
play a role in a story, (possibly) alter the story's path. example: Skyrim.

4. viral marketing
Something that makes people want to share it, usually because it is funny/awesome. 

5. adventure
Go on some sort of adventure (tombs, caves, ruins, etc.). Example: Tomb raider

6. strategy
Thinking and planning is very important to achieve victory. Example: Command & Conquer Red Alert

7. management
Management games involve resource and time management.
Example: Cities Skylines (like sim-city but better)

8. action
Action games are full of fast paced excitement, most commonly found in shooters and fighting games.
Good example: Star wars Battlefront 2
Bad example: Ride to hell: Retribution
Ugly characters, bad graphics, broken game-play, poor controls and voice acting.

9. puzzle
Solving some sort of challenge/puzzle is required, thinking hard is very important.
Example: Portal

10. educational ("serious")
Meant to teach people through games.
Example: language teaching games