Ride elevators; Open doors to unknown adventures; Blast Robot after robot after robot; Viruses; Voices; Exit… Escape? But what’s behind the next door?

Slides:



Advertisements
Similar presentations
Congratulations! You have just installed the Presentation Game Add-In.
Advertisements

Space Cadet Defender HD CIS 587 Game Evaluation – Ruth Johnson.
1 Interactive Fiction CIS 487/587 Bruce R. Maxim UM-Dearborn.
M.S.T.A Monkey’s Sustainable Tree’mendous Adventure AIM: To design a prototype adventure game for a local primary school that helps children learn about.
On one silent night. from a gust of wind came an earthquake.
The Game Development Process Documentation. The Role of Documentation The Concept Document The Design Document Based on Ch 18-19, Gameplay and Design,
1 Level Design CIS 487/587 Bruce R. Maxim UM-Dearborn.
1 Game Design Documents. 2 Design Documentation Stages Design treatment or concept paper Design treatment or concept paper Game feasibility Game feasibility.
Game Title: Ace Combat 04: Shattered Skies Company & Author: Namco
Undying Images A Mid-Summer Nightmare The dreams have been the same for months. You have visions of an eerie woods. Behind you there is a mansion and.
Mark Nelson Alessandro Canossa Design documents Spring 2011
Key Fu Design Challenge To create a game that blends the fighting and music game genres in a fun and innovative way. Time limit: 10 weeks Game Concept.
Walkthrough * Design is not representative of final product.
Advance wars Reveiw By Joshua Oziemski. Basic Information Title: Advance wars Developed by Intelligent Systems Published by Nintendo Genre: Turn based.
By: Phillip Sdao Erin Nelson Eric Plulik Shaun Slamka.
Gearbox Software PRODUCTION PIPELINE – JOBS TITLES – JOB DESCRIPTIONS.
Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,
SELECT A LESSON 1. A WORLD AND CHARACTERS 2. PATHS AND ENEMIES 4. USING PAGES TO CHANGE THE RULES 5. GAME ANALYSIS AND DESIGN 6-7. CREATING YOUR OWN GAME.
Android 4: Creating Contents Kirk Scott 1. Outline 4.1 Planning Contents 4.2 GIMP and Free Sound Recorder 4.3 Using FlashCardMaker to Create an XML File.
Game Evaluation Jim Nardecchia CIS 487. Basic Information.
GameMaker.  A lot of Different Definitions  Easier to Say What is NOT a Game  Movie is Not a Game  No Active Participation  Final Outcome is Fixed.
Game Programming Chapter 1 Review Part One Juniors March 11, 2011.
DEMOLITION DAVE. Demolition Dave Primarily an App Store release (iPhone/iPad/Ipod) –(no reason for it not be released on Android platforms as well). 2D.
CSCI 101 Introduction to Software Development and Design.
Game Design For Development Brent M. Dingle 2014 Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin.
Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead) Keith Rosier (Asset Lead)
Creative Commons Attribution 3.0 creativecommons.org/licenses/by/3.0 Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead.
Working Game Title Game Pitch by Your Name Game Pitch Template, 2015
Civ89 Instructions for PowerPoint. Getting Started Civ89 is a game of military, technological, and economic conquest played with two people, identified.
By James Sheets Game Pitch:.  Evil aliens have picked up our radio frequencies, and become infatuated with our celebrities. They’ve decided to invade.
Student name Name of Company. Game Production Timeline Inspiration (1 month) Results in game treatment/concept paper Conceptualisation (3-5 months) Results.
PRESENTATION TEMPLATE
Fundamentals of Game Design
Art 315 Lecture 5 Dr. J. Parker AB 606. Last time … We wrote our first program. We used a tool called GameMaker. The program we wrote causes a ball to.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts.
The Design Document The Design Document Introduction Game Mechanics Artificial Intelligence Characters, Items, and Objects/Mechanisms Story.
Using MIT Scratch for Programming and Control Exercise 6 – Creating a Scratch Packman Year 9 ICT Autumn Term 2007.
Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.
2015 CSE/EGR Summer Camps 1 Computer Science Concepts 1. What is an algorithm? 2. Binary information coding 3. Programming concepts via Scratch Designed.
The 3 Realms. Jodie Blackwood. The 3 Realms. Jodie Blackwood.
Test Environment Algorithm Program Requirements/ Enhancements Analyze the Problem and Design a Solution Programming Software Translates the Source Code.
Sample Video Game & Sound. The Plan 1.Game Theme 2.Game Structure 3.Sprites 4.Trackers 5.Collisions 6.Score 7.Levels 8.Splash Screens 9.Design 10.Implementation.
Submitting your 3-minute Video. Try to cover the below: Present yourself : -State your name, country and your project name. Mention the following: -Your.
Games Cultures ‘Kat Snatch’. Background story Nanny Mc Phee is a senile 82 year old lady living in the suburbs of Pleasant Ville. As a very forgetful.
Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead) Keith Rosier (Asset Lead)
Shing Lau & Ben Ingarfield. Overview  Genre: 3D Adventure / Shooter  Perspective: 1 st Person (3 rd Person optional)  Game play:  Player: An Assassin.
 A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that.
Review By: Skyler Basta. Basic Info Developer: Ska Studios Designer: James Silva Artwork: Michelle Juett Silva Genre: Side Scrolling Hack and Slash Price:
CIS 487 – Game Evaluation Nate Baumgartner. Basic Information  Destiny  Developer: Bungie Studios  Writers: Joseph Staten, Dave Mongan, Joshua Rubin.
Level Design From Game Design by Bob Bates Chapter 5.
F UNDAMENTALS OF G AME D ESIGN G AME L EVEL D ESIGN Sayed Ahmed BSc. Eng. in CSc. & Eng. (BUET) MSc. in CSc. (U of Manitoba)
Intermacs Form Download Excel Tutorial Pivot Tables, Graphic Tools, Macros By: Devin Koehl.
Game Design Document Pertemuan 4 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Oman College of Management and Technology Course – MM Topic 7 Production and Distribution of Multimedia Titles CS/MIS Department.
Brent M. Dingle Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout.
2D Game Design Pitch “Invasion” By: Tom Nanke. Abstract of Game Story It is the year 2190 and planet Earth is trying to salvage the last bit of civilization.
Scott Keling and Gary Darby Escape From Skybase 17.
Ratchet and Clank Future: Tools of Destruction. General Info. Developer: Insomniac Games Publisher: Sony Computer Entertainment Platform: Playstation.
Game Proposal / Design Document. What is your game about? Project Proposal –The Story plot introduce main character identify his/her problem describe.
GroupMap Starter’s Guide Think Better Together Plan, brainstorm, discuss and prioritise for action. © GroupMap Pty Ltd |
Game Maker Tutorials Introduction Clickball IntroductionClickball Where is it? Shooting Where is it?Shooting.
CS 134 Design Documents.
Game Design For Development
A review for the X-Box One Variant by Tim Stolzenfeld
Maths Space Gladys Nzita-Mak.
Escape The Room David Thomas.
2D Game Pitch Cave Explorer (FINAL)
CIS 487/587 Bruce R. Maxim UM-Dearborn
Created by Black-Screen
Level 42.
Presentation transcript:

Ride elevators; Open doors to unknown adventures; Blast Robot after robot after robot; Viruses; Voices; Exit… Escape? But what’s behind the next door?

ZerkOut is a 3D, multi-perspective, one robot versus many robots shooter mystery. You must Escape the factory and Stop the Virus. And for the love of platinum plating, what is that voice in your head? ZERKOUT High Concept, Hook, Marketing

ZerkOut is a 3D, multi-perspective, one robot versus many robots shooter mystery. You must Escape the factory and Stop the Virus. And for the love of platinum plating, what is that voice in your head? ZERKOUT High Concept, Hook, Marketing

ZerkOut is a 3D, multi-perspective, one robot versus many robots shooter mystery. You must Escape the factory and Stop the Virus. And did I mention the voice in your head?

ZERKOUT Game Type and Target Audience Genre – Action, Multi-Perspective Shooter Rating – Everyone 10+ Target Audience – People who like shooting and blowing stuff up exploring solving maze like puzzles solving mini-quests

ZERKOUT Unique Features Unique features – Elevators and Stairs are the main method of travel – Doors lead to new rooms and areas to explore – Guiding Voice – Combines the intensity of a shooter game with spatial puzzles and a mystery to solve – Re-playable with advancing difficulty and upgradable equipment – New content and levels may be downloaded – Additional content may be created by players

ZERKOUT Storyline: Objectives and Plot Major Objectives – Escape/Clear the factory (repeatedly) – Stop the virus (solution points) – Get upgrades (purchasable) Score is given for Factory based on – Time it takes to escape – Number of enemy robots destroyed – Score earns bonus microchips for the escape XP is given based on score. XP allow cross player compare. The game has no end – Game saves player state NOT factory state Auto-saves on factory escape – Title screen allows new character or continue character – Player Destruction Results in restart of current factory Limited time after death may purchase a continue to prevent restart (microchips)

ZERKOUT Game Flow Main Area: Elevators to Doors to Rooms Factory is 3D The main area is a room of 4 walls – Each wall has elevators (and stairs) – Each wall has a multitude of doors Vary in color May need keys May be barred One is the exit Enemies come out doors Doors can – Teleport you to other doors – Open into Equipment rooms – Open into Production rooms

ZERKOUT Game Flow Room: Bottom Floor Factory Player begins on the Bottom Floor – Full 3D – Access to all four walls – Robot generator(s) Limited mobility to Doors – Elevators Span multiple floors – Stairs Up/down 1 floor Doors can – Teleport you to other doors – Open into Equipment rooms – Open into Production rooms

ZERKOUT Game Flow Rooms: Equipment or Production Equipment Rooms Provide – Resources/upgrades – Computer Ports Information/hints/quests Save Options Production Rooms Contain – Enemy Robot Generators – Resources – Virus Code Drops – Door in is NOT the door out

ZERKOUT Gameplay Summary The player is a robot that must – destroy virus-infected robots – and find a way to the exit door – to escape a multi-level factory Environment is 3D – Emphasis is vertical: elevators, stairways, and doors Player collects code for solution points to solve the mystery of the virus Game play is hectic – robot swarms A voice (Zerk?) talks to the player, offering advice/criticism – The voice is not always right

ZERKOUT Art Style Summary 3D realistic, A little grungy, Tech Heavy, Variable Detail Robots preferred to be humanoid but do not have to be

ZERKOUT Vision of Development 1 st : Main Area – Defines a Game by itself 2 nd : Equipment Rooms – Define player upgrades 3 rd : Production Rooms – Define more fun and expandability Full 3D, Lots of Art required Player Moves around, Fires Weapons… Prototype/Test Voice and Sound stuff Enemies come out doors incrementally add drops prototype and test putting generator(s) on bottom level Elevators/Stairs work Exit Door exits game, get to it and get out (no other requirements) Fancy Menu Screen May be a “real” room or not Save Features Player Equipment Upgrades Temporarily allow Virus Code Pick up to test Exit Door Will require prototyping Keep artwork low-res Keep AI primitive Make a tool to make these once the basic implementation is fully decided Optimally would load from a zipped file in a MODs directory File contains maze description(wall placement, exit, enemy generators) and tile sheet for art

ZERKOUT Presentation Summary Why make this game? – This game has a high probability of success For Completion and being FUN (to create and play) – Implementing the mechanics of this game can be done quickly Then it is all expansion and adding more fun! – Door idea is expandable More types Where/what they lead to Additional (downloadable) content Player Mods – It is ONE main 3D-room The Equipment rooms are a menu display The Production rooms are “fake” 3D overhead view mazes (low-detail, low poly) – It has a unique feel (but not way-out-there) – The potential for re-use is high for all assets

The End Questions? Additional information may be found – Past this slide – and in the Inception Document

Extra Information The following slides are ones that were created but ‘thrown-out’ They were too detailed or time consuming to include in the pitch presentation They may be useful in answering questions or explaining details later

ZERKOUT Storyline: Objectives and Plot Major Objectives – Escape/Clear the factory (repeatedly) – Stop the virus (solution points) – Get upgrades Possible Minor Subplots – Get the voice out (free Zerk) – Defeat False Cici Source (fake exit) – Defeat Cozbot (real exit option 2) Pitch Point: This game has some must-haves and a lot of room for “if-we- have time” things. Lots of ways to twist the story and use ideas from multiple people Overall, Game Concept allows for incremental development and expansion These come later

ZERKOUT Storyline Concept Simple Story First – One (repeatable) Factory, One Escape – You save everyone (all robots) upon exit Exit room only allows exit when enough virus code has been collected – Some static hardcoded content Door placement to this content is randomized – Other rooms are randomized content and placement – Repeatable Difficulty goes up each time Upgrades remain Add more later

ZERKOUT Enemy Types Enemy Robots in Production Rooms are via Generators – Like Gauntlet Two extra enemy types to “stress” the player – Bouncer Player hunter Reaper in Gauntlet Otto in Berserk – Cleaners Moving Laser Grids Non-hunter Path follower Resident Evil 1

ZERKOUT Enemy Drops Virus code – Need N of these to allow the final exit door to open Microchips – For buying upgrades Energy Packs – Restore Health – Restore Weapon Energy – Restore Shield Energy

ZERKOUT Sound Sound will be important – Low volume background Slow tempo for intro/menus Faster when fighting occurs – Various voices and noise – One primary voice that is in the player’s head Notice this implies: A sound “specialist” may be needed Also needs an “AI” design for how to trigger when the voice in the head gets triggered Could make a research topic out of this aspect – conference game design paper. Do users respond/follow visual or audio clues more often? Can they process both? Or even notice both?

ZERKOUT Merchantability and Uniqueness Money and First Person Shooter – Player buys Continues and Upgrades For a virtually never ending game Voice Driven Guidance – Pseudo AI Helper Near Indestructible Baddies – Timed to appear and ‘hurry’ the player Random Level Generation – Multiple options for design so multiple people may have design choices Expandability – Extra mini-stories could be added in by multiple people You are selling this to your peers. Point out this may be your idea but there will be places for others to contribute. Remember you might not be the team lead even if it is ‘your’ idea. Investors care about money. Contests – judging varies. Unique helps. Re-using proven ideas in new ways/new settings may score points

ZERKOUT Scoring and End Game Score is given for Factory based on – Time it takes to escape – Number of enemy robots destroyed – Subplots completed – Score earns bonus microchips for the escape – Score also contributes to player XP – XP earned determines player level Player level and XP allow cross-player comparison The game has no end – Game has only 1 save allowed upgrades only, not progression? – Autosaves on factory escape – Title screen allows new game or continue game

ZERKOUT Expandability This “Level 1” factory is just the beginning – Multiple Factories: Not “faked” but with changed scenery and goals Additional Story Content – More discoveries/quests Add more Player Upgrades Allow Multiple Saved Players/Multiple Save Slots Add higher level factories and higher limits on stats and equipment Expansion to multi-player cooperative – Like Gauntlet or Diablo III (but better) Upon player destruction: Allow purchase of continues with MicroChips – Back to merchantability