Thursday, September 17, 2015

HW #3 Tetrad

Story
[game start]
You wake up in a dark storage facility. A siren blares outside, and static rings in your head. When you approach the door, you hear shouting from outside. When you step outside, you see a man fighting off two plant monsters. He kills one; the other kills him, and then heads towards you. You fight off the plant monster. The static in your head turns to a radio signal and you hear someone calling for help.

[New objective, find the source of the radio signal].
Get to the source of the radio signal; a house. There are a bunch of enemies outside! Kill them all and go inside and recruit your first companion.

[level break]

-radio guy says that he got separated from the rest of survivors, so he radioed for help
-you're confused, so he explains that x amount of time ago, a virus hit, and people mutated into plant monsters that you've been fighting. For some reason, some people are immune
-radio guy asks for help getting back to group

[end level break]

So now you have one companion and one new objective, get to the house. You step outside the radio building, and you discover that the streets are full of enemies again. Backtrack to the house where the other survivors are and you finish the level.

[level end]

-There are three people in the house which are the other survivors
-radio guy says thank you, you join party of survivors.
-they say that this mad, reclusive scientist, caused this mess thinking that she was meddling with biowarfare
-The survivors know exactly where the scientist is and plan to storm her laboratory

[level two begin]
Objective: get to the laboratory. A few enemies scattered about, test out some of the new characters' abilities on your way. Reach the house, go inside, and then...

-The AI, created by the scientist, talks about it's motives for turning everyone into mindless plant zombies

-Defeat AI, discover you were the scientist that made the AI.

-End of story, android scientist, at an attempt at redemption, starts working on a cure for the AI's virus

[game end]


Mechanics
Head radio/GPS system [this explains knowledge of map and quest markers]
Glowing objectives [ie, doors, items; robot vision allows this to happen]
Range of motion and range of attack per turn are determined by individual stats
Must complete objectives to finish level
If android dies, must restart from last objective
Battery/crystal source must be gathered to use laser arm
Movement confined to tiles on square grid; cannot go outside of grid/level
Some squares cannot be accessed, as in, you cannot step onto an occupied tile
Turn choices: move, attack, or go into defensive position
If character dies, resurrects at last objective point in x amount of turns
Doctor character can heal others (maybe doctor can resurrect)

Art
For android speech, black box with green text and serif font
No central art theme for right now, while we gather resources from the internet
Maybe cartoon, maybe realistic
Dark and gritty elements; after all, it is an an apocalypse
Simple
Electronic music, woodwind sounds
For now, one background sound, and attack and walking noises
Android and AI voices can be just generated speech
   

Technology
Unreal Engine
Blender

How elements relate to each other:
The visuals of the game make gameplay more engaging; music sets the tone for a better user experience. Blender allows us to fully express our ideas for setting, enemies and playable characters, furthering the intended experience. Because Unreal is user and beginner friendly, we can go about creating our game without focusing too much on the coding portion; we can dedicate more time to story and experience. Game mechanics keep the story moving; objectives allow you to unlock more of the storyline and finish levels.

Minimal prototype
A good minimal prototype for this game would be a short, narrow corridor on a small grid to help the player learn how to move the character around. The first objective is to kill an enemy and then get to a marked tile on the far end of the corridor. There is a single, easy-to-kill enemy positioned on the tile in front of the marked tile. Character stats will be displayed on the screen along with the different attacks that can be performed.When the user controls more than one character, all character stats are shown on screen but maybe in a more condensed way. Once the enemy is defeated, you can move a character onto the marked tile to end the level.

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