Tuesday, November 17, 2015

Midterm

Just in case we needed to post the link as well

https://docs.google.com/document/d/1JsK4IS0ruuZTQKc5Pf8PxD3Kiy2VQRSHEbibRw2JyPk/edit?usp=sharing

Friday, November 6, 2015

Homework 8

Team 7 Game

The Tetrad
Story: Submarine (Sunk)
Opens on a small motorboard approaching an area of water in the middle of the ocean. Fisher equips himself with goggles and a mask. The boat driver explains that this is the spot and hands fisher a distress beacon. Fisher’s objective is to get to the submarine and retrieve the data from the central lab computer, then signal for extraction and swim back to the surface. Fisher dives and descends to the sunken sub lying on the bottom of the ocean. Once Fisher has entered the submarine, he begins removing his scuba gear. Fisher is then attacked by a savage. During the scuffle, Fisher shoots the tank and the explosion creates a hole in the submarine. As water begins to leak into the capsized sub, Fisher kills the mutant. Fisher escapes into the bridge. Bloodstained floors and walls glisten with grisly fluids. All of the bodies are gone and the power is out. Only dim backup lights remain.
As the game progresses, Fisher must survive by sneaking around the sub and making his way to the central lab computer. Along the way, Fisher obtains weapons to fight back against the enemies. Throughout the submarine, Fisher can also discover audio tapes and hidden files to unravel the mysterious events that took place on the submarine.

Technology
The technology of our game will be based in present day. Most of the technology in this game will be in the form of weapons. Military gear and weapons are the focal point of the technology in our game. However, there will also be other items related to technology such as a flashlight, and lead pipes. Here is a list of technological items that we plan on including in the game.
  • present day
  • military grade diving gear
  • Flare gun
  • Spear
  • Harpoon
  • flashlight
  • lead pipe
  • knife
  • health packs (food and water)
  • handguns
  • shotguns
  • rifles
  • scrap metal and blowtorch
    • for patching leaks
  • Computers
  • audio tapes
  • security system
  • Standard living furniture
  • digital displays on walls of submarine
Art
We plan on the art of our game to be reality-based. We plan on researching and studying various submarine types to have a clear vision of our setting. We want the submarine to appear sleek and highly advanced. Here is a list of ideas for art with certain aspects of our game.
  • Zombies
    • dirty
    • grungy
    • bloody, gory
    • wearing work uniforms
    • varying states of deterioration
  • Submarine
    • dimly lit
    • backup power enabled
    • sleek design, high tech
    • digital displays on walls of submarine
    • living quarters
    • mess hall
    • central computer lab
    • bridge of submarine
    • Port holes
    • Bathrooms
  • Objects and Weaponry
    • realistic weaponry in good shape
Mechanics
Survival is a core theme of our game. The mechanics of our game will revolve around this theme. The combat will be running and hiding from an omnipresent being. This being will instantly kill the player if detected. There will also be less powerful enemies that can be killed using one of the many weapons in the game or using stealth.

  • Movement
    • walking, run, crawl, jump, swimming
  • combat
    • shooting
    • melee
    • disabling enemies
    • stealth takedowns
    • Enemies damage the player by hitting, biting
    • Main villain can instantly kill the player
    • patching leaks
    • interacting with computers
    • listening to audio tapes
  • Enemies
    • movement
      • fast, slow, crawl

Balance - the player has a weapons to combat enemies, but low health/high damage makes it a priority to either avoid combat or be prepared, balancing difficulty with preparation and/or the ability to skip combat carefully. There is an asymmetrical combat system to the over-arching that cannot be killed and constantly searches for the player. The player has the ability to slow the pursuit of the enemy with weapons or, again, use stealth to avoid confrontation.

Emergent Properties - Getting enemies, mainly an invincible one to stay within confines of the game during wandering has proven difficult and testing is continuing. Also, damage/difficulty adjusted constantly because during testing, sections are too difficult or too easy.

Interest Curves - The game encourages exploration, which increases interest through back story filled in through object encounters in the game which helps create a narrative. Should the player want, they can quickly complete the game without looking around, and in doing so, create a different, single-minded experience. The choice of combat or not creates a dynamic allowing players to do as they please per moment, not focusing on one element in particular.

Enjoyment - At this stage, enjoyment comes from creating something in unreal and it actually working correctly, but the game itself is not in a particularly enjoyable state outside of the development group. Within the group it's enjoyable to see the things we make work correctly.

Monday, November 2, 2015