Thursday, 17 December 2015

JE 3 Assets and Development- Dungeon Destroyer




Brief.



Development Timeline. (4 Months)

Costs.
Due to the size of the team and both participants handling the entire process a budget of £15,000 - £20,000 split evenly to cover living costs during development will be required, No new equipment or software will be required either

Minutes of Meetings.

Alternate Plans. (Contingency plans)

Revisions.
Due to the simplicity of the game no huge differences have occurred during development


Risk Assessment. Ethnic issues can be found in the game, any character and his own mind is different, if it has any offensive text we have to get rid of it and also did it in some way that it doesn’t offend any ethnic community or anyone itself. Epilepsy issues, while making a game the most important thing is to provide protection and make advise if the game can have any epilepsy issues to do it, test have to be done to could prove this information. After the test are done in the actual game before it start a text will say if it has any scene or level that could influence any attack of epilepsy. Also, any inappropriate moment in the game has to be suitable for kids so if anything is not appropriate has to be changed and also done again for suitable reasons   

Art Works, Story Board... : 







Items, Upgrades and HUD (Hearts and torches [Some]) 







Characters. (Concept/Description)



The Warrior is a bulky melee character who uses a sword and shield or a great sword, He can take as much damage as he can deal and is the base class of the game. His gameplay style is easy to pick up giving new players a good entry point into a genre they may have not played before. His special ability battle-rage makes all damage taken increase health rather than decease it for a limited time.





The Wizard is glass cannon capable of putting out very high damage but has low health and can be taken down in a few hits, His play-style is for the more experienced players capable of working around his downsides, He spawns with an alchemy bottle that lets him save excess hearts when he bottle has 3 or more hearts in it when drunk it provides a damage boost as well as the standard health regeneration.





The Archer is the most versatile character of the three, When using a bow the longer an arrow is drawn the more damage it will do, Daggers are the fastest weapons in the game with a high knock-back stat they can dominate enemies the drawback being the tide of battle can change quickly when you are in such close proximity to enemies. The Archers special ability poisons there weapon for the next hit leading to a strong DoT effect.














Wednesday, 18 November 2015

JE 2 Game Idea Presentation






Title Slide with the name of the game


 Introductory Slide explaining what is Dungeon Destroyer


Example Slide that shows the style of the game


Slide that shows the Game Flow: ow the player should feel and think while playing dungeon destroyer


Final Slide with the conclusion of the whole idea. 




Thursday, 22 October 2015

JE 1 Task 1



Mind Map



We are developing a 3 Year Old mobile game, we have to generate ideas. 
In the following Mind Map there is some initial idea for the game, it focus on Suitable and No Suitable options. 


































It has 3 Principal Branches: 

Not Suitable: 
Examples of whats not suitable for 3 years old such as Blood, Guns...
You have to set what no suitable for the creation to not create any problems within the players 



Suitable:
Examples of whats good for 3 years old such as Fantasy, Colours or Cartoony Graphics 
This is what helps to create the attraction for the game and what keeps the interest. 



Mobile Games:
Examples of controls such as Touchscreen or advantages for 3 years old such as Portable Game (Mobile Phone), cheaper or easy access.
Being a game for 3 years old is has to be simple and easy which helps the controlling while playing. Being cheaper it also helps the distribution of the game. 














JE 1 Task 2


Group Discussion 




We have done a group discussion to develop the ideas for the game, it helps the understanding of everyone also the developing of a game. 
Having more ideas to come up with is better for the creation of the game, so it has a better evolution.




The following video is our discussion and the explanation of varied topics within the idea for a 3 Year Old Game



Tuesday, 20 October 2015

JE 1 Task 3

Task 1 Game Design Brief 
Minutes and Meeting

Meeting Minutes 1

Meeting Information

Objective:

To discuss the courses of action on the project.

Date:

21/10/2015

Location:

Library

Time:

12:00

Meeting Type:

Discussion of product

Called By:

Afonso

Facilitator:

Afonso

Timekeeper:

Joe

Note Taker:

Afonso/Joe

Submitted by:

Afonso

Approved by:

Afonso

Attendees:

Afonso, Joe
Agenda Items
Presenter
Time Allotted

1

Discuss the idea for the product.
Joe/Afonso
10 minutes

2

Suggest themes, genres etc.
Afonso
10 minutes

3

Suggest controls and the gameplay
Joe
10 minutes

4




Decisions


1

Afonso and Joe decide the genre, theme and type for the final product

2

Afonso and Joe will start working for the final idea

3


New Action Items
Responsible
Due Date

1

Joe will work on sound
Joe
22/10/2015

2

Afonso will work on Design
Afonso

3

Afonso and Joe will work on Game Flow
Afonso/Joe

 




Other Notes & Information

Meeting Minutes 2

Meeting Information

Objective:

To discuss where we are up to in the project.

Date:

22/10/2015

Location:

Library

Time:

12:00

Meeting Type:

Discussion of product

Called By:

Afonso/Joe

Facilitator:

Afonso

Timekeeper:

Joe

Note Taker:

Afonso/Joe

Submitted by:

Joe

Approved by:

Afonso/Joe

Attendees:

Afonso, Joe
Agenda Items
Presenter
Time Allotted

1

Suggest ideas for the flow of the game and its ambience.
Joe/Afonso
10 minutes

2

Suggest and brainstorm ideas as to the style and graphics of the game.
Afonso
10 minutes

3

Perform the risk assessment on the assessment brief.
Joe
10 minutes

4




Decisions


1

Joe and Afonso will continue working on the tasks given.

2


3


New Action Items
Responsible
Due Date

1

Continue with assigned tasks.
Joe/Afonso
22/10/2015

2




3




 




Other Notes & Information
The decision has been made that the game will be in the 8-bit style.


 Meeting Minutes 3

Meeting Information

Objective:

To Discuss the progress of the project and finalize it.

Date:

22/10/2015

Location:

Library

Time:

12:05

Meeting Type:

Report/Discussion

Called By:

Joe

Facilitator:

Joe

Timekeeper:

Afonso

Note Taker:

Joe/Afonso

Submitted by:

Joe

Approved by:

Joe

Attendees:

Joe, Afonso.
Agenda Items
Presenter
Time Allotted

1

Make appropriate changes to completed work (Remove inconsistencies in text and unnecessary information)   
Joe
10mins

2

Suggest small ideas for the final steps of production (Easter eggs etc.) 
Afonso
10mins

3




4




Decisions


1

Afonso and Joe will both review and proof read there completed work.

2

Afonso and Joe will both complete any unfinished work.

3


New Action Items
Responsible
Due Date

1

Upload everything to blogger after finalizing each piece and proof reading.
Joe/Afonso
2/11/2015

2



3




 




Other Notes & Information

Summary
Dungeon Destroyer is a randomly generated Dungeon crawler game, based on Doctor Who and Pop Culture.
Gameplay
The game is a randomly generated dungeon crawler with a twist aimed at players aged 13 and up. The game has multiple currencies that you can either spend or save depending on what you want the outcome of the end level to be, every currencie you use has a different . The way you spend these currencies is in stores found around the levels that may or may not contain upgrades and/or usable items, The stores may even be a trap and contain an additional level boss so everything is down to luck that makes it more entertaining. 

Mindset
The mindset of the player should be that they feel vulnerable at the start of the game but everything they pick up or buy makes them stronger in some way be it health upgrades, Better weapons or more vague upgrades that may require some experimentation to deduce what they actually do.
After all the upgrades the player will be confident against any boss making the game easier than the first moments of gameplay.

Technical

Screens:
1. Title Screen – The main menu is a dungeon itself that has multiple doors labelled to get to each option. (Continue, New Game etc.)
1a. Options – Options include brightness audio levels SFX, Music, Subtitles etc.
2. Level Select – Each Dungeon is different so all you have to do is start.
3. Pause Menu – Resume, Options, Sound Bars, Quit.
4. Game – Hotbar above the player showing life, currency, inventory and power-ups.
5. Inventory – Shown Above on the hotbar, Shows amount of currency and items
6. Next Level – In game Teleporter after the level boss.

Controls – Movement: Up, Down, Left, Right (W,A,S,D) Analog Sticks.
Use items: Buttons X,Y,B,A/X, Square, Circle, Triangle. Spacebar Q, E.
Or player button/Key mapping/binding. Shooting: Mouse, Right Analog Stick or button mapping/Key binding.
           
Mechanics –

Trajectory of projectiles, Projectile weight, Light casting shadows on objects.
Every active object must have a shadow that moves relative to the objects movement this will be achieved by just animating the shadows under the enemies removing the need to render them, this is achievable and much easier due to the game being 8-bit.
SWOT:

  • Strengths: Big Fanbase of Doctor Who, There is not a lot of modern Dungeon Crawler Games, his would help to the creation of a good product. 
  •  Weakness: The Fanbase is a niche, The game is not completely innovative. 
  • Opportunities: If people do take interest in the game the will may take interest in the franchises of Doctor Who, Doritos or Mountain Dew, It gives opportunities to the forgotten Dungeon Crawlers, that could help the genre to rise again making it popular for once more. 
  • Threats: Possibility it’s done before or being similar to an existent product. People could think the game it's just another Dungeon Crawler without anythin special.   
Level Design
Themes
1.       M8s Home planet (Starting plains)
a.       Dark, Dangerous, Mystic
b.      Collective Objects
c.       Ambient
1.       Misty/Foggy weather conditions
2.       Wed Niatnuom Rivers (Purplish colour) and Sotirod trees (Blueish colour squared leaves).

d.      Interactive
1.       Rocks
 (Player could move rocks to help himself in the way to the boss, using them as primal weapons, or for example to help himself on the way to the boss)







2.       Trees
 (Player could climb trees to collect power-ups, weapons, or different objects that could help.
Use trees to climb to the next room)










3.       Doors (To start different Dungeons)


2.       Dungeons
a.       Dark, Different situations for every Dungeon
b.      Collective power ups change depending o which dungeon style you're in.
c.       Ambient
1.       Misty, Dark (Use Lanterns in different rooms to move properly

 2.       Forest ambient, Twisted trees (Haunted effects)   (Player will learn different           movements for example: Jump, Climb, Swing…)


 









3.       Dungeons surrounded by Wed Niatnuom, possibility of a water Dungeon.





(Player learn how to swim in the first of Water Dungeons, water dungeons will be more difficult being labyrinths underwater. Player must find the key to the next door (Possibility of secret rooms inside of the dungeons). 
d.      Interactive
1.       Doors
2.       Chests
3.       Obstacles (Rocks, Trees, Wed Niatnuom rivers.)
4.       M8s (Enemies)
5.       Stores/Allies Bases


Game Flow  
1.      Player starts in the plains of Quickscopis
2.      Pond to the left, above and bottom, must move to the right
3.       A closed door appears, player lock picks the door, (“Lock picking” taught)
4.      Player encounters a forest inside a room, must find the next door.
5.      Player encounters a water dungeon, must find the next door.
(Randomly generated)
6.      Player learns Jump, Swim etc. (Different movements for different rooms)
7.      … etc.
8.       
  Reference
Development
Derived classes/ Component Compositions (Programming Development)
1.      BasePlayer
a.      PlayerMain (First Player to use)
b.      PlayerUnlockable (Unlockable players throughout the game)  
c.       PlayerPremium (Players that can be played by buying them)

2.      BaseEnemy
a.      EnemyM8Soldier (Normal soldiers)
b.      EnemyM8Guard (Big armoured soldiers) (Guards of any room that contains a BossEnemy.
c.       EnemyM8Sniper (Soldiers that will QuickScop you making a lethal ayy lmao Headshot)
d.      EnemyM8Scout (Faster and stronger (Attacks) but weak (Defense) soldiers0
e.       EnemyQuickscopisWerewolf (Alien Shaped Werewolves from Quickscopis)

3.      BaseObject
a.      ObjectRock (Pick-up, Useful to distract enemies)
b.      ObjectDorito (Power-up, Gives you Strength, Useful to create DewNukes)
c.       ObjectMountainDew (Power-up, Gives you Speed, Useful to create DewNukes)
d.      ObjectSniper (Pick-up, Weapon, Ohhhh! 360 NoScope!!!! 360 NoScope!!!!)
e.      ObjectKey (Pick-up, Open rooms, rooms to pass to the next part of the dungeon or to enter in secret rooms)

4.       BaseObstacles
a.      ObstacleWindow (Destroyed with Sniper, Rock)
b.      ObstacleBranch (Learn climb to pass)
c.       ObstacleBigRock (Learn climb and double jump to pass)

5.      BaseInteractable
a.      InteractableDoor (Open to pass next room, secret room, or Chest Room [ Rooms with a chest that gives pick-up objects or power-ups)
b.      InteractableChest (Open chest to receive rewards)
c.       InteractableButton (Last part of the game in which the button send the DewNuke at the same time MLG's are listened by Doctor Who)

Graphics
The palette of colours we are going to work with is a mixed palette of mainly Warm Colours but we will use Cool Colours for aliens or effects that require dark tones.
The Graphics Style we want to introduce in the game is Pixelated style, 8-Bit style (Non-black outlines with limited tints/shades).
Graphics Needed
1.      Characters
a.      M8Soldier (Walk, Attack, Death Animation)
b.      M8Guard (Walk, Attack, Death Animation)
c.       M8Sniper (Camp, NoScope, Death Animation)
d.      M8Scout (Run, Shoot, Death Animation)
e.      Werewolf (Run, Oppress you, Death Animation)
2.      Material/Pixel
a.      Grass (Could be tall and dark to reinforce the haunted theme) 
b.      Stone 
c.       Wood (Used on doors, houses etc.) 
d.      Water (Simulates Wed Niatnuom) 
e.      Brick
f.        Marble
3.      Ambient
a.      Tall Grass (Reinforces haunted theme)
b.      Branches
c.       Brushes
d.      Insects, Worms, Rats etc. (Sounds
e.      Candles
f.        Toxic waste
g.      Banners (Of the M8 King and "Royal Family")
h.      Banners (Faze Clan)


4.      Other
a.      Chests (Give rewards)
b.      Wooden Doors
c.       Button (Actives stuff)
d.      Levers (Open/Close doors)
e.      Gates ( Opens Boss rooms)
f.        Caves
g.      Metal Door (Opened by levers)
h.      Secret Doors (Matches background) 


Ethical and Legal Document