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.
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.
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
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