+ All Categories
Home > Documents > On one silent night

On one silent night

Date post: 15-Jan-2016
Category:
Upload: adia
View: 72 times
Download: 0 times
Share this document with a friend
Description:
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
Popular Tags:
51
On one silent night
Transcript
Page 1: On one silent night

On one silent night

Page 2: On one silent night

from a gust of wind

Page 3: On one silent night

came an earthquake

Page 4: On one silent night

came an earthquake

Page 5: On one silent night
Page 6: On one silent night
Page 7: On one silent night
Page 8: On one silent night
Page 9: On one silent night
Page 10: On one silent night
Page 11: On one silent night
Page 12: On one silent night
Page 13: On one silent night
Page 14: On one silent night

D.L.

Page 15: On one silent night

Development Team

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

Khamphoukeo• Art Production and Design

Manager – Natasha Lauritsen• Technical and Programming

Manager - Martin Woo

Page 16: On one silent night

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

Page 17: On one silent night

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

Page 18: On one silent night

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.

Page 19: On one silent night

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.

Page 20: On one silent night

• Evil Profile– Scientist/Diver/

Agent– Good’s Protégé– Mission:

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

Page 21: On one silent night

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?

Page 22: On one silent night

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

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

before the submarine falls.

Page 23: On one silent night

View

• Split screen

Page 24: On one silent night

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.

Page 25: On one silent night

Extras

• Air• Exit Area

Page 26: On one silent night
Page 27: On one silent night
Page 28: On one silent night
Page 29: On one silent night

Target and Competition

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

competitors

Page 30: On one silent night

Closest Competitors

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

Page 31: On one silent night

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.

Page 32: On one silent night

Game Mechanics

• Room Progression

• Time• Air• Items• Closets

• Light• Two player

movement

Page 33: On one silent night

• Penalty Points and Time• Torchlight dim effect

Page 34: On one silent night

• Weight VS Speed• Oxygen

Page 35: On one silent night

Game Play

• Front End Flow Chart

Page 36: On one silent night

Art and Graphics

• Doors

Page 37: On one silent night

• Pictures of gameplay• Screenshots of examples

Page 38: On one silent night

Balancing

• Item VS Score

Page 39: On one silent night

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)

Page 40: On one silent night

Initial Brainstorm

Logging of ideas

Comparison&

Combinationof ideas

2 MinuteBrainstorm Session

Page 41: On one silent night

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)

Page 42: On one silent night

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

Page 43: On one silent night

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.

Page 44: On one silent night

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

Page 45: On one silent night

Scripts

• Reuse of similar code shared amongst objects.

• Simplification of modifying the code in the future.

Page 46: On one silent night

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.

Page 47: On one silent night

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.

Page 48: On one silent night

Audio

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

mood

Page 49: On one silent night

Game Walkthrough

Page 50: On one silent night
Page 51: On one silent night

Recommended