Game Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
High Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Unique Selling Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Platform Minimum Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Competence Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Synopsis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Game Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Game Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Game Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Game-play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Game Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Game Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
HUD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Player Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Player Metrics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Player States . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Player Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Character Line-up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
NPC Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Enemy: Monster (Zombie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Enemy: Monster (Splitface creature) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Enemy States . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Enemy Spawning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Level Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
MVP (Minimum Viable Product) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Wishlist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Idea
Isolated forrest village, nightime horror game
Old delapidated houses.
Single map.
Monster/monsters.
Death.
Forest/woodland .
Large mansion, possibly monster spawn.
Large number of houses.
Church.
Game Overview
Title: Splitface
Platform: PC + PS4 + Xbox-one
Genre: Horror/survival.
Rating: (18+) ESRB
Target: Casual gamer (aging from 18 - 35)
Release date: (unknown)
Publisher: (unknown)
Splitface is a first person horror game played from the perspective of a camera - as a journalist runs into more than they can handle.
High Concept
Splitface sets the Player in a dark, foggy woodland with a delapidated village in the middle. The player acts as a journalist looking into an abandoned town, little did they know it was abandoned for a reason, now they have to survive and fight back against the monsters that want them dead.
Unique Selling Points
- Multi-platform.
- Based off of a movie.
PC, MAC, LINUX, PS4 AND XBOX-ONE.
OS: Windows XP SP2+, Mac OS X 10.8+, Ubuntu 12.04+, SteamOS+ .
Graphics card: DX9 (shader model 2.0) .
Capabilities; generally everything made since 2010 should work.
Slender the Eight Pages
Sirenhead trillogy
Amnisea the Dark Decent
Synopsis
As a journalist explores an abandoned town they realise they have ran into more than they can handle.
Game Objectives
The objective of the game is to find a weapon and kill the monsters hunting you down before heading back to the car.
Game Rules
The game level is an open environment set in dark forest where the Player is forced to find a way to survive while also hiding from monsters and tries to find a weapon to fight back.
In this level, there are different spawn points from which the Enemies originate. Each Enemy has the same behaviour and will try to defeat the Player (see Enemies) silently following them.
The Player scores points by killing the Enemies: the number points earned allows the player to leave/ win the game.
Game Structure
Menu > Story mode/ endless mode > pause menu/quit > repeat.
Game-play
Game Controls
PC controls
W - move forward.
A - move left.
S - move back.
D - move right.
E - interact.
C - crouch (hold prone).
Shift - sprint.
R - reload.
Mouse Left Click - fire/attack.
Mouse Right Click - aim.
Mouse movement - look/rotate.
Spacebar - jump.
Q - show objective.
F - flashlight.
Esc - pause menu/ quit.
Tab - show objective
Xbox controls
L2 (left trigger) - aim.
R2 (right trigger) - fire/attack.
A - jump.
B - crouch (hold prone).
X - interact.
Y - show objective
L3 - sprint
left joystick - move in the direction the left joystick is moving.
right joystick - Look/ rotate in the direction the right joystick is moving.
Start - pause menu
Ps4 controls
L2 (left trigger )- aim.
R2 (right trigger) - fire/attack.
L1 - switch weapon (weapon wheel).
R1 - Grenade.
X - jump.
O - crouch, (hold prone).
☐ - interact.
⃤ - show objective
L3 - sprint
left joystick - move in the direction the left joystick is moving.
right joystick - Look/ rotate in the direction the right joystick is moving.
Start - pause menu
Game Camera
When the game starts, the camera will be shown from the player's POV (point of view), while giving the effect of a handheld camera. The camera will move when the Player walks or looks around. The camera will rotate with the Player’s movement.
HUD
Player Health: red flashes up on screen if the player is hit and has a chance to cause screen fracture on the camera.
Flashlight Energy: shows the amount of energy per battery, energy used and the number of batteries the player has.
Controls: Displays controls on the edge of the screen.
Player
Player Characters
The Player character is a journalist researching an abandoned village. Problem is, this village was deserted for a very good reason. The Player has to hide from monsters while attempting to find a weapon and fight back. The Player's final goal is to kill all of the monsters and escape this nightmare.
Player Metrics
Speed: 5
Max Health: 20
Attack Damage: 5
Time to attack: Depending on weapon
Player States
Idle: The idle state is a cycled animation where the Player is looking around, it plays back when the Player remains still.
Crouch: player crouches.
Prone: player lays down.
Move: The movement animation will be triggered while the Player character is moving and will cause the character walk/run depending on if sprint is activated or not.
Jump: player jumps.
Death: The death animation will make the character fall into a rag-doll state when their life reaches zero.
The Player has a a choice of 2 different weapons to fight their enemies with, a gun or an axe.
Below is some ideas for weapons.
Weapon
|
Description
|
Where can it be found
|
Cool-down/ delay
|
Reticle
|
Damage per shot
|
Pistol |
Fires physical ammo (10mm rounds) with medium accuracy and close
range.
|
Church and Mansion |
cool-down: n/a
delay per shot: 1
|
Iron sights
|
5
|
Work Axe
|
N/a |
Random houses across the map and the barn
|
cool-down: n/a
delay per shot: 0.15
|
N/a | 5 |
Character Line-up
NPC Enemies
Enemy
Type
|
Speed
|
Weapon
used by Enemy
|
Max
Health
|
Monster (zombie)
|
3
|
N/a |
15
|
Monster (Splitface creature) |
4.5
|
N/a |
40
|
Enemy States
All Enemies possess similar behaviour and states, as described below:
Idle: The Enemies play the Idle state, only when the Player is not spotted or they are not hostile to the player. This also activates when the player escapes the enemies, they will wonder around.
Move: While the enemies move, they will be in the Move state, heading in the direction of the Player.
Death: Death happens when the Enemy sustains too much collective damage or too much damage from an attack.
Enemy Spawning
Each Enemy has its own spawn point (see Level Design) and will spawn at a certain rate. An Enemy will only spawn if there are fewer Enemies of that particular type than others in the scene at that moment.
ENEMY
|
SPAWN-POINTS
|
SPAWN RATE 1-5 (1 lowest/5 highest)
|
MAX ENEMIES (per mission)
|
Monster (Zombie)
|
Woods/around village |
5
|
8
|
Monster (Splitface creature) | Mansion |
5
|
1
|
Art
Setting
The game takes place in an abandoned village in the woods surrounded by fog at night time. There are also monsters/creatures that populate the area and the area has been fenced off secretly by unknown means, possibly by the military.
Level Design
The level consists of five areas of interest that are at separate segments of the map, with a barn, a church and a mansion to name some.
Audio
Zombie grunts of pain.
Human grunts of pain.
Ambient scary music.
Click noise for flashlight.
Footsteps.
Crack noise for screen crack.
MVP (Minimum Viable Product)
• Built for the PC platform
Wishlist
Add More Enemies:
Add more weapons:
How The Game Meets requirements of the brief
In response to the brief, I believe that my game design ideas meet each task required for the project. This is because each design idea I created was influenced from a large selection of research, allowing me to descover what horror games worked successfully and what ones didn't.
I also believe they met the requirements as it would give a finilised way to win and lose, with the winning condition being easy enough to reach, while also being a somewhat challenging experience for many players.
For example, the use of only two weapons makes sense due to the setting as well as allowing the game to functionally interact between different elements, such as the monster and the player.
Factors that contribute to the generation of good ideas
There are three stages to creating ideas: Generation, Selection and Implementation.
Each of these stages are incredibly important and easy to understand. For example:
Generation: which is the creation of new ideas, whether they be good or bad.
Selection: which is the process of removing bad ideas from good ones and improving on what has already been generated.
And Implementation: which is the addition of those ideas into the platform of use, aka problem solving or media creation.
The many different ways of creating or generating successfull ideas include:
- SCAMPER: which is an idea generation technique based arround action verbs as a stimuli. SCAMPER is also an acronym with each letter standing for a different action verb, for example; S-substitute C-combine A-adapt M-modify P-put to another use E-eliminate R-reverse.
- Brainstorming: which is when you create an humongous amount of solutions for a single problem, choosing the best fitting or effective idea afterwards. This is often done with collaboration of multiple people creating ideas that can range from the great to outlandish.
- Mindmapping: the technique of creating connections between various pieces of infomation or ideas. It is often used in brainstorming to help with the thought and selection process.
- Storyboarding: is used to help develop or explain a visual story with the use of images, speech/quotes and other useful information. And to help with bridging the relationship between various ideas.
- Synectics: is a technique that uses the thought processes that the subject may be unaware of, effectively approaching problem-solving or creative ideas in a rational manner.
- Role playing: this technique uses multiple participants to take on the personality or role different from their own. This may be them acting as a character or creature to come up with ideas surrounding the role they are playing.
- Attribute listing: the technique of creating ideas and identifying/ recognizing areas of improvement. This is done to enhance a particular idea or product and is broken into segments such as physical features, functions of components and ideas for change of the idea or product.
- Visualisation and visual promps: the technique of thinking of challenges visually to better comprehend issues or ideas.
- Morphological analysis: the technique of recognizing the structural aspects of a problem and studying the relationships umong them in order to create ideas or fix any problems arising.
- Forced relationships: the technique of joining two or more totally different ideas together to create a single fresh idea.
- Daydreaming: an incredibly common way of creating ideas as it allows for creative freedom with how ideas may look like or take shape.
- Reverse thinking: the technique of thinking of the opposite outcome of what you want, then doing the opposite of that. This can be seen with the example "How do I double my fan base" changed to "How do I make sure I have no fans at all". People use this technique because many people find it easier to imagine negitive stimuli than positive.
- Questioning assumptions: a technique in which participants produce a large number of assumptions irrespective of whether they are true or false before then selecting several of these assumptions and using them as idea triggers and thought starters to create fresh ideas.
- Accidental genius: literally just accidental genius... need I say more? (a technique that uses writing to trigger the best ideas, content and insight)
- Brainwriting: this technique requires multiple people to write down their ideas and pass their writing to another person who would read the idea and improve on the idea or add additional ideas.
- Wishing: this technique is related to brainstorming unattainable ideas before then attribute listing the flaws and problems to make the idea a more realistic idea or an approximation of what is possible.
- Socialising: the idea that conversing with others can lead to sparks in ideas and through conversation.
- Collaboration: is the technique of multiple people working together to create ideas.
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