Self Initiated Project: Final Proposal (Instinct)

So for the Self Initiated Project, I decided to go with the ‘Stealth Survival’ (Tentatively named ‘Instinct’) game instead of the other 2 options, simply because I felt the need to focus more on my environment modelling in order to better supplement other modules and also bolster those skills. This is so that I can prepare to look further into character rigging and animation, of which is also the tertiary goal for this project.

Overview

Awaking in the middle of the night, you begin hearing noises and realise that your home is being invaded for reasons unbeknownst to you. Unarmed and lacking in fighting skill, you must traverse your house and decide what you want to do; silently avoid the armed trespassers and escape or attempt to deal with them.

The game will be first person perspective, in order to draw into the immersion factor of said perspective and to heighten the intensity of the situation. It will predominantly be without combat for the most part, which will only take the form of silently disposing of enemies if the player so wishes (For this the player must find objects that promote hostility, which would be something along the lines of a knife or anything that could be used to cause harm), although they can avoid doing this all together and attempt escaping without bloodshed. Enemies will shoot on sight and are linked with a narrative aspect of wanting to kill the player, so there is little chance for the player to escape after being seen. The player can interact with most things in the environment and use them to their advantage, for instance; making noise within a certain room or leaving a light on, in order to snare some enemies into one spot, to make escaping marginally easier.

Goals

  • Primary: The primary target for me to achieve throughout the entirety of this module is to create the environment that the game takes place in. This means 3D Modelling, texturing and producing a playable level, namely the house itself. The reason this takes priority is because without a level/environment, the game wouldn’t have a platform to appropriately express everything it tries to do with its mechanics.
  • Secondary: The game mechanics will be secondary priority for this module as they are relatively important but the environment, of which I need to focus on improving, takes priority. These mechanics will govern the stealth mechanics and enemy character models, that are the fundamental aspect of the game.
  • Tertiary: The tertiary target will be for me to look into and attempt character rigging and animation for the enemy 3D models in order to better portray the scenario I am attempting to capture. Also, I would ideally like to have interactable objects present within the level but at present moment, this isn’t a necessity for the project within the realms of this semester.

Gameplay

In a first person perspective, the player plays as the protagonist Evelyn, as they are awoken in the middle of the night to a disturbance within the house. Gameplay orientates around the primary principle of stealth based gameplay where the player must navigate a specific environment, in this case the protagonists home, and avoid the trespassers. With this, the player will use their own knowledge of the house layout to their advantage and use this to either evade or deal with the trespassers. The catch, is that the protagonist is not a proficient fighter and has no tactical awareness, just an ordinary individual within an unfortunately terrifying situation.

The main directive of the game is to escape the house. The player can choose to eliminate the trespassers instead of evading them, but for every enemy disposed of, the game will make it increasingly difficult to escape if a body is spotted by another trespasser. The player gains points for every minute they have survived, the longer they survive, the higher the score. This score is then doubled if the player escapes the house intact without alarming the trespassers. The motivation of the player is primarily based around the desire to escape the house. This is driven by the AI encroaching on the players position and motivating the player to move forward.

Similar to any first person game the player can navigate the level using the WSAD keys. Hitting Q will initiate stealth mode, of which limits movement speed, has the player crouching but eliminates majority of the noise the player makes by moving. Thus decreasing their chances of being heard by the trespassers. Objects within the environment will be interactive. i.e, Light switches can be turned on in order to snare enemies into specific areas of the house, to make escape or elimination easier. This game isn’t structured in any primary form. The player is given the objective to escape and that becomes their prerogative throughout the games entirety. Meaning that it begins when the player gains control and only ends once the player either dies or escapes the house. The game is purely single-player. ‘Bragging rights’ as a mechanics could be present if the player plays it within a network of peers in order to see who can amass the most amount of points and escape.

Environment

The game takes place within the players house, allowing the player to navigate through the conventional rooms of said house, such as; Bathroom, Toilet, Kitchen, Dining/Living Room, etc.

It will also be fundamentally in the first person perspective. 

Features

The genre the game would encompass would be primarily Stealth with Survival elements.

With the intended message of violence and steering towards being a game based around the question “What would you do if your home was invaded in the middle of the night?”. The fundamental aspect of this would be down to the player to decipher what that specifically is.

This game will be built within Unity.

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Self Initiated Project: Initial Ideas/Proposals

For the beginning of the semester, we were tasked with conceptualizing 3 game/content ideas that would supplement and span the entirety of this semester. The idea behind this is that with own ingenuity we; plan, research, produce and evaluate all of the work we do, but this time stemming from our own personal understanding of how to initialize and manage a project. When approaching my personal ideas, I knew that I wanted to move on from using previous software applications and move onto using actual 3D software to enhance my personal development. With this, I decided on Unity as being the primary deciding factor on what type of game I was going to conceptualize.

The following are my ideas/proposals for the module;

#1 – Platformer

You play as a malfunctioning Television that is desperately trying to restart itself before you are discarded forever by your owner. In order to stop your impending doom, you must voyage through your internal circuitry and traverse through the hordes of iconic television moments that you and your owner have shared, in order to find your power source and restart yourself.

™Taking on a side view perspective (Potential for having a third person perspective on other Television shows), the game plays similarly to any platformer. The difference with this game, is that the Television in question takes the form of the protagonist of the television show you are voyaging through. This can mean that the gameplay can go from being a platforming shoot-em up, to a platforming brawler, to simply being a regular platformer.

#2 – Stealth Survival

Awaking in the middle of the night, you begin hearing noises and realise that your home is being invaded for reasons unbeknownst to you. Unarmed and lacking in fighting skill, you must traverse your house and decide what you want to do; silently avoid the armed trespassers and escape or attempt to deal with them.

The game will be first person perspective, in order to draw into the immersion factor of said perspective and to heighten the intensity of the situation. It will predominantly be without combat for the most part, which will only take the form of silently disposing of enemies if the player so wishes (For this the player must find objects that promote hostility, which would be something along the lines of a knife or anything that could be used to cause harm), although they can avoid doing this all together and attempt escaping without bloodshed. Enemies will shoot on sight and are linked with a narrative aspect of wanting to kill the player, so there is little chance for the player to escape after being seen. The player can interact with most things in the environment and use them to their advantage, for instance; making noise within a certain room or leaving a light on, in order to snare some enemies into one spot, to make escaping marginally easier.

#3 – Action-Adventure Game

You play as two anthropomorphic co-workers on the run from their former employers. As a result of a company experiment gone wrong, they attained the ability to combine into one, an asset your former employers didn’t want to lose so quickly. This form however, can only be sustained for as long as they can co-operate, which isn’t long.

The game will be in a third person perspective and the combat will vary between the protagonists. One will only have the ability to use only ranged weapons that they would require aid in close quarters from the other, and the other protagonist would only have the ability to use melee based combat, so the symbiotic effect of teamwork would be prevalent throughout. Obviously then, when they combine they then have the ability of using ranged and melee based combat in support of one another. The idea is for this game to be somewhat similar to that of Brothers: A Tale of Two Sons that has two protagonists being operated (with a controller) using the two thumb-sticks  or have a Dragon Age type party system that has either a co-op partner or AI take the role of the protagonist that the player isn’t using.

Aspects of Play: Game Proposal

As a aspect of the module, we were tasked with coming up with a proposal for a game, of which then we would begin to develop. The purpose of this was to incorporate the various Aspects of Play that has been previously looked over to factor into the design and development. This is my proposal;

A 2D Side-Scrolling Parachute Survival Game

  • 2D Flash game
  • A game based around the principle of falling through the sky with a broken parachute and trying to survive (Either a tear, hole or just an unfortunate malfunction that is forcing it down faster than usual)
  • The aim of the game is to land and survive, the faster you land and the more distance traveled, the more points you’ll get.
  • Points equate to an in-game currency, the more points you get, the more equipment you can buy that can help you repair the chute on the way down.
  • The downside to this, the more equipment you equip, the heavier you are. The heavier you are, the faster you fall.
  • Points will be branded in distance zones
  • The further you go the more points you’ll guarantee
  • Fail within the zone and you’ll still receive the zones specific points (As a way of replay-ability)
  • The game will start after the chute has been deployed with the character descending towards the ground at an increasing velocity
  • The interaction comes from piloting the character and using the directional keys to increase or slow the descent velocity
  • The faster the velocity, however, the more likely hood that the chute will collapse and you will plummet to the ground instantly
  • Equipment is there as a means of slowing down the descent and/or fixing the chute. Also discard able as it is factored into the weight system that can force the chute down quicker

In terms of Roger Caillois’ Theory of Play, the categories i’d put it in; Mimicry, Alea
– Mimicry because you’re controlling the player character
– There isn’t really any Agonistic aspects to it as it’s more of a singleplayer survival game than a competitive one. Although a potential for leaderboard implementation could add this category to the game.
– There will be moments of not being able to normally steer the character in correlation to wind and other miscellaneous events, but I wouldn’t considering them to be attributing to Illinx as they won’t be disorienting to the player
– Alea plays a factor on the success rate of applied fixes and whether or not the chute collapses.

Flow
– I think it has the potential to induce flow. Any game that requires immediate focus and attention on a specific task, can induce flow dependant on the challenge presented.
– The constant battle to keep the parachute afloat coupled with the ambition to survive and get the best score possible, ‘should’ provide a sufficient challenge for the player.

The Street – Building Proposal & Initial Sketches

Ransacked, Run-down Toy Shop

The idea being a small toy shop, that’s been abandoned by its owners. The back-story behind the shop would follow along the lines of an elderly couple running the shop, one of them passing away and the other not being able to carry on proceedings without their other half. The shop is left in disarray and is eventually ransacked and vandalized. The upper residential area that the couple lived in is left in pristine condition as the remaining individual alive had barricaded themselves in there.

Buildings upper and lower floor are to be designed as stark contrasts between the two. The implementation of an ‘inferred’ back-story of the building is for the intention of adding character. The lower half with broken toys peering out of the broken windows and the upper floor being clean and well-kept with a balcony possibly with maintained plants.

Sketches

Photo 2013-04-10 09.44.29 Photo 2013-04-10 09.44.56

‘Distortion’ – RPG Proposal

At the start of the project, we were tasked with coming up with an RPG concept to take through to early development. From this we would create the various characters that would fill our own specified universes. Here i started on a quest to craft a story to set the RPG on, many thoughts crossed my mind, but only one stood out: King Arthur. Taking this idea forward i wanted to use the idea but put my own twist on it, thus i decided to ‘distort’ history. I researched various sources alluding to Arthurian history to give the idea a basis, but as this would be an original idea, i had the opportunity to have artistic leeway and alter history for my own purposes.

Story

Arthur Pendragon has been ripped out of Camelot and placed in the city of London, within the year 2015. On arrival his most trusty sword Excalibur, of which he was moments removed from plucking out of the stone, is stolen in an ambush and now Arthur is left in the middle of London confused and swordless. Joined momentarily by his mentor Merlin, is thrust into the heart of modern society as he begins on a quest to retrieve his sword. But he isn’t the fabled King Arthur of legend, as he is yet to be crowned so he needs help. Meeting the third member of the group, Jacob after he nearly runs him over when they stumble across a busy road. The fourth and fifth members of this illustrious band of merry strange folk are a couple named Vladimir and Jenna, of whom meet Arthur as Vladimir is practicing Archery and upon seeing his skill, request he join them on his vital mission. Arthur and his companions now must race across London in a desperate attempt to retrieve the sword shrouded behind the mysterious Ablet Corporation, before time runs out.

Characters/Groups

  • Arthur Pendragon – Younger version of the fabled King of England
  • Merlin – Trusty court Wizard of Camelot
  • Vladimir Nguyen – Foreign exchange student from Ukraine who has a keen taste for Archery
  • Jenna Morgan – Welsh university student with an obsession with medieval history
  • Ablet Corporation – Mysterious organization that is supposedly in the field of researching Quantum Dynamics, assumed name to cover the actions made by the Knights of The Round Table
  • Lance Aileot – Chairman of Ablet Corporation and assumed identity of Arthur’s greatest foe, Sir Lancelot
  • Gwen Everett – CEO of Ablet Corporation, fiancee of Lance Aileot and assumed identity of Arthur’s former bethrothed, Guinevere

Gameplay

™A top down perspective inspired by games such as; the original Grand Theft Auto and Hotline Miami. With a Combat system reflects the party based tactical aspect of Final Fantasy, mixed with the turn based Pokémon. ™Each of the 5 protagonists level accordingly to party use, reflecting games such as Dragon Age. The aim would be to have 3 vs 3 to better attribute to tactical gameplay. Story will be mostly linear but will differentiate at key moments within the narrative that befit the title. Gameplay is an open-world exploration of a specific area within London, mostly focusing on hub-based economy.