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) 


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