Wednesday, September 14, 2011

Assignment 2 - Game Design and Plan

(Note: Assignment 1 was writing a game review so we are starting with #2 :))

Hi there, Katherine here. :) This is an update on our progress so far! Rabbit Hole Studios met at the DMC on Sunday, September 11 to write the storyline and overall design of our (name-pending) game. I think there was one idea that we all took and ran with from our first meeting, and it really evolved into something meaningful and exciting to create as a first game.

     ~~.~~~.~~ 
Background Story 
     ~~.~~~.~~        

Our story takes place in a world consumed by man's construction and destruction, a looming future in which humanity has exhausted all natural resources and is forced to live in artifice. Our protagonist is a scientist who yearns for the lost magnificence of the ancient worlds. Striving to bring a piece of nature back to his historian girlfriend, he transforms his space cruiser into a time machine. However, when he travels back in time, his time machine uses more Chronal Energy Spark than calculated, and his machine loses power as it moves through space. We encounter the player stuck in the past, fighting for life source to fuel his way to the future and reunite with his loved on.

     ~~.~~~.~~  
 Settings & Levels
     ~~.~~~.~~ 

The setting of the game changes with each level as the player fights his way back from prehistoric times to his own time in space. Each of these settings has individualized obstacles and enemies that the player must battle. The following is a brief overview of each level.

Level One: Prehistoric Period

Faced with fierce forests and dangerous dinosaurs, the player must travel with his space cruiser to conquer both enemies on land and sky. His weapon in this level consists of projectile rocks and boulders found close to the landing mixed with his already existent weapons.

Level Two: Medieval Fantasy

Soaring through the buttresses of medieval towers, the player must beware of dragons and flaming catapults of fury to escape into the next period. Utilizing the stones from the last level to heat up his new weapon from enemy attacks, our player fires water cannons to defeat his enemies.

Level Three: WWII Aerial battle

The player faces the terrors of Nazi Europe as he soars through some of modern humanities’ cruelest hours. Our player upgrades to shooting multiple weapons at once and gains a shield to use.

Level Four: Futuristic Space (Back Home)
Dodging meteors and other space shuttles, this level brings the player back to his home setting. The weapon stays the same.

At the end of each level is a final ‘boss’ battle. Upon defeating each boss, the player collects a rare flower for his loved one and opens 'The Rabbit Hole', which allows him to travel forward in time based on the amount of Chronal Energy Spark (C.E.S) he has. The plot is revealed as the player gets further into the game.

     ~~.~~~.~~ 
         Roles
     ~~.~~~.~~

David is our sound and song composer and producer and will be creating five-six song in total for this game: four, one for each level, one theme song, and one song for romantic scenes between the main character and his girlfriend. In addition to songs are sound effects throughout the game - being hit, shooting at enemies, pressing certain buttons - as well as voiceovers for the scientist, his girlfriend, and the bosses. David will also contribute to the programming portion of the game by gameplay testing, debugging, and extending our game to incorporate more advanced concepts such as puzzle elements.

Olivia is our artist and will be creating from basic concept art to fully digitalized graphics such as the characters, the ship, the enemies and the scenery. There will be the loading screen, possible cut scenes, the scientist and his girlfriend, four levels, and the enemies of each of the levels, including the final bosses, to create. Items such as Chronal Spark Energy and the flowers will also be specially designed as they are the key items in the game. Animation of sprites/characters is also heavily being considered.

Owen is the second programmer and will focus on the artificial intelligence in the game such as the movement patterns of enemies and the final bosses, random events that may occur and items present throughout each level, and potentially design how a player will achieve one of the multiple endings to the game. He will also consider programming the various weapons available throughout the game.

Katherine is the third programmer and will be responsible for the basic and core structure of the game as well as incorporating graphics into the game. She will create back-up graphics and essentially be Olivia's helper in regards to helping digitalizing the graphics and sketching concept art. In general, she will be responsible for the structure and aesthetics of the game.

     ~~.~~~.~~ 
      Milestones
     ~~.~~~.~~ 

Each milestone is separated by a time span of 2-3 weeks. The description included with each milestone is the goals we would have achieved by that time.

Basic Track [start]
1st milestone:
Programming: (Katherine and Owen) Get the most basic gameplay structure, mechanics, and controls down: meaning movement, projectile shooting, layout of a level, and storyline of the game.
Graphics: (Olivia) Concept art for character and machines
Sound: (David) Sound and music concepts for levels and scenes

2nd milestone
Programming: (Owen, Katherine, and David) Basic AI for enemies and obsess, meaning their ability to track the players movements and shoot according to their position, making strategic decisions to surround the player. Improve existing functions of the game.
Graphics: (Olivia and Katherine) Concept enemy and boss art for all levels
Sound: (David) Basic sound effects down (shooting, dying, etc.)

3rd milestone
Programming: (Katherine, Owen, and David) Create the move back in time/freeze time function (or both!) Incorporate graphics into the game. We will have a “finished game” with 2-3 levels programmed as indicated in the Basic Track description at this point.
Graphics: (Olivia) Scenery and item concept art
Sound: (David) Four basic songs total, one romantic song for romantic/nostalgic moments, one theme song, shooting sounds, exploding sounds, and loading screen sounds finished
Basic Track [end]

Advanced Track [start]
4th milestone
Programming: (David, Owen, and Katherine) Extend the 'freeze' function of the game to include a time traveling function within the level/
Graphics: (Olivia and Katherine) Digitalizing as programming demands (starting with character, then ship, then enemy, then scenery)
Sound: (David, Rabbit Hole Studios) Improving five-six sounds, sound effects, and creating any sounds missed. Record voicovers to include into the game.

5th milestone
Programming: (Katherine, Owen, and David) Four complete levels with boss and enemy AI, and perfecting the temporal abilities.
Graphics: (Olivia) Finishing touches (finish digitalizing) and possible cut scenes
Sound: (David, Rabbit Hole Studios) Focus on detailed sounds such as clicking a button or quitting the game. Record and add in voiceovers for possible cut scenes.
Advanced Track [end]

David also put together this sample midi for a possible romantic/sad/nostalgic scene!

No comments:

Post a Comment