On one silent night

Post on 15-Jan-2016

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On one silent night. from a gust of wind. came an earthquake. came an earthquake. D.L. Development Team. Product Manager - Guo Yu Pan Production Manager -Mike Khamphoukeo Art Production and Design Manager – Natasha Lauritsen Technical and Programming Manager - Martin Woo. Contents - PowerPoint PPT Presentation

transcript

On one silent night

from a gust of wind

came an earthquake

came an earthquake

D.L.

Development Team

• Product Manager - Guo Yu Pan• Production Manager -Mike

Khamphoukeo• Art Production and Design

Manager – Natasha Lauritsen• Technical and Programming

Manager - Martin Woo

Contents- Background and Game Concept- Characters- Target and Competition- Game Mechanics and Play- Project Process and Prototyping

- Playtesting Procedure- Technical Design Process- Audio- Game Walkthrough and Flow Charts- Conclusion

Game Concept

• Dynamic 2 player puzzle game.• Environment – the thematic

setting• Solve puzzles through experience

and logical thinking.•Retrieve as much evidence as possible, to complete the mission.

Characters

• Good Profile– Scientist/Diver/

Agent– Evil’s

Overseer/Teacher– Mission:

• To retrieve as much evidence and valuables as possible and return them safely for further investigation.

• Evil Profile– Scientist/Diver/

Agent– Good’s Protégé– Mission:

• Steal as many valuables and evidence as possible for power and destruction.

Background• Story:• A submarine has been sunk by unknown reasons.

To investigate the cause of this, Dr. Equistian has set an expedition with Dr. Horse, to find out the causes for the accident. Having found from the first dive, that it seems to be an inside job, they both set forth to explore the inside of the submarine to find clues.

• However, Dr. Horse is not who Equistian thinks he is…

• ”Once upon a time blablablablala”• (maybe video clip )

• There is something crazy lurking in the submarine. The submarine is in fact playing games with both players. Giving them puzzles to solve the codes to the doors is one of the ways the submarine is finding very humorous. What is this thing that is playing games with these two?

• Collect as many items as possible• Use the closets accordingly, to

get around faster.• Collect the items and get out,

before the submarine falls.

View

• Split screen

Variable Speed/Items

• Disproportional relationship between the two.

• Not seen much in games throughout.

• Acts as an irritating factor, which could develop into fun gameplay.

Extras

• Air• Exit Area

Target and Competition

• Age group – 10 and up• Target – Puzzle lovers and

competitors

Closest Competitors

• Brain Age• Big Brain Academy• Brain Boost: Gamma Wave• Right Brain Paradise (Mobile)

Gameplay

• Short learning curve to get started

• Could be difficult to complete• Classic puzzles among other

types throughout the game.• Consists of matching and

sequential mapping.

Game Mechanics

• Room Progression

• Time• Air• Items• Closets

• Light• Two player

movement

• Penalty Points and Time• Torchlight dim effect

• Weight VS Speed• Oxygen

Game Play

• Front End Flow Chart

Art and Graphics

• Doors

• Pictures of gameplay• Screenshots of examples

Balancing

• Item VS Score

Project Process

• Brainstorming process– Two minutes of quick thinking and

random idea generation– Logging of all ideas– Comparison and combination of

ideas– Taking thoughts home and

repeating the process (draw diagram for this)

Initial Brainstorm

Logging of ideas

Comparison&

Combinationof ideas

2 MinuteBrainstorm Session

Prototyping

• Pen and Paper vs. Computer

– Pen and Paper•Developed a board game for this, which

consisted of a timer, a sheet of paper with puzzles and covers on these.– (insert picture here)

Playtesting Procedure

– Computer Playtesting•Gathering of random people at the

beginning– This allowed analysis of random problems– Testing of user interface

•Targeted specific groups– General computer gamers– General puzzle lovers– General analogue gamers

Technical Design Process

• Translate pen and paper prototype into technical requirements.

• Break down core game mechanics, choose suitable implementation/design strategy, look for code reuse.

• Build the rooms and example puzzles.• Implemented time, air supply, rewards,

doors, closets, puzzles, and fog of war.

Interaction

• Human Computer interaction• Each user input may be defined

in 3 ways.• For puzzle solving:

– Single selection 1 solution only– Multiple selection & OK more

than 1 solution– Ordered selection & OK order

matters

Scripts

• Reuse of similar code shared amongst objects.

• Simplification of modifying the code in the future.

Coding issues

• Collision detection: Gamemaker makes multiple collision events between two objects. Since we require a single event to fire, we needed to find a solution to this. For this, we attach an activation button which initiates the creation of a temporary object which makes the collision with the object, which then gets deleted after use.

Coding issues 2

• Fog of war feature – inspiration froma book, where there is a single circleof view.

• Port it to two circles of view.• Had to rewrite the draw method

to draw black boxes everywhere except where the players were.

Audio

• Intense VS humerous• Environmental samples• Feedback audio• Dynamic music to stimulate the

mood

Game Walkthrough