Thursday 9 May 2013

Games Design Document by Andrew Wong


Introduction

My group consists of four members: myself, Shulav, Abby and Jesse. For our BETA game project we wanted to stick with our theme of a horror western. So we all agreed to use the same 3D game environment but we plan to make it a smaller scale and an enclosed area, which would be more suitable and idealistic for game play. Our game will be a “first person shoot em’ up” game.

Characters

Cowboy
The player will be using the Cowboy character who is the main hero of the game. “He” is an old man in his late 60’s but with a bad attitude. “He” is fearless, tough, short tempered and will not stop at nothing to get rid of these monstrous goblins. “He” is a man of action rather than words. Players will be equipped with one hand gun and with this they must try shoot and kill all the goblins. Since this game is a “first person shooter” the play will only see the cowboys hand, his gun and part of his forearm.

Goblins
These goblins are incredibly quick and agile. Once they see you they will chase and hunt you down like a dog. These goblins move in a rather strange and weird way since they are monsters, they run and jump around with their arms waving about in the air above their heads, which is similar to the way an orang-utan would usually move. The goblins attack by striking with their massive sharp deadly claws. Their claws are lethal enough to chop off your limbs; they can easily tear through human flesh. There will be a dozen of these horrible disgusting goblins in the game level we are creating. They will all chase after the cowboy and try to slash him with their fatal claws. And the player’s goal is to eliminate each and every one of these monsters in order to complete the game level.

Story

In a small Western town called “Rockville” there lays an intriguing story. This bright town used to be filled with good ole town’s folk but now a dark evil has suddenly emerged from deep beneath. Hideous and grotesque monsters have risen up from the town’s sewers and they are now creating havoc. These goblin creatures have been slowly tearing apart this beautiful town and killing dozens of innocent people with the slash of their deadly claws. Everyone is terribly scared for their lives, their only option is to run and hide praying for a brighter day. The once beautiful and ecstatic Rockville is now a ghost town. There is not even one person to be seen in sight. All that is left are broken down empty houses, shops and buildings. These goblins have now taken over the beloved town. However there lies one man who’s tired of running, he wants to put an end to this chaos and save his beloved town. He goes by the name of “Maverick.” Will Maverick have the heart to pull this off and restore peace?

Genre

The theme of the game is a horror western. The initial idea for the game was to create a western shoot em’ up game but after further development me and my team decided to make things more interesting by adding the horror element to it. The game was made to give off a scarier and gory feel. We did this by adding creepy monsters to the level and we also had our western town covered in splatters of blood. We intentionally model our town and buildings with crooked and broken pieces to create the impression that the town is run down and abandoned due to the infestation of monsters.

Aim of the game

At first I and my team initially had a lot of ambitious ideas of what we wanted to do for our game. One of our original ideas was to have the cowboy character shoot and kill all the small goblin characters. Then he would have a final showdown with the boss character that was my character. But after further discussion and debating we realised that this game idea would be too much work for everyone to do since we would also have our final major projects to worry about also. Instead we change the game plot to try and make things easier on us all. Our previous ideas were too ambitious so this time we wanted to go for something more realistically achievable with the amount of time we had. Our final game idea which we went with in the end was to have the playable cowboy character shoot and kill as many goblin characters within a certain time period. The aim of the game is to get the highest score by killing as many goblins as possible.


(Abby’s Goblin top left, My Boss Monster top right, Shulav’s Blacksmith bottom left, Jesse’s Cowboy bottom right.)

Programmers

I and my team would meet up with the programmers every week on Wednesday afternoons to discuss matters about our game ideas and to just check on how everyone is doing in terms of work.

On our first meeting we basically pitched our game idea to the programmers to see what opinions and thoughts they had about it. We would listen to their ideas too and made changes where it was appropriate.

After we finalised our expectations and aims for the game level, we began planning how we would go about and accomplish these aims. Then we started assigning individual work roles for everyone in order for the work load to be shared equally and efficiently amongst our group.

In the end the programmers did not actually get any coding or scripts done for our group because their deadline for their part of the course finished much earlier than ours.

Three outcomes

As part of the brief our game level groups are required to set three outcomes that we wish to achieve and complete for the creation of our final game level. So as a group we all agreeably decided that our three main outcomes for the game would be to design and construct a brand new environment, add a countdown time for game play and to also add in gun shot sound effects. Those are out three main outcomes for the game level.

Redesigning the goblin

One of my roles within the group was to make changes to the appearance and design of the goblin characters. We all agreed that the original design seemed too colourful and cute because of the bright green and red colour scheme. We wanted to go for a more dark and creepy looking appearance for the character.


I made changes to the appearance and design for the goblin character.
I edited the goblin’s textures using Adobe Photoshop and I went for a scarier and creepy look.
So for the design I used my graphics tablet and digitally painted the textures on. Abby’s original design did not appear to be scary looking enough to fit the horror theme of our game level. The goblin’s bright colour did not seem appropriate. I wanted to go with darker colours for the goblins’ skin and clothes. I painted the skin a light purple. Then I highlighted the eyes with deep black paint strokes and made the colour of the eye balls a strong yellow. My intention of doing this was to make the eyes stick out and appear really creepy and intimidating. So now with the new design I believe it looks more gothic and suitable for our horror themed game level.


New environment

I and my group thought it was appropriate to completely change our previous environment for the actual game because the old environment seemed too big and spread out. We wanted to make the game level as a smaller and enclosed area in order to prevent the main playable character from wondering around. We kept our old buildings that we had modelled and textured but just shifted them around and created fences to block enclose the entire area.

My other roles include helping out with properly constructing and combining the 3d game environments into the Unity program for our game level. But I also had to take on extra work roles since some group members were unable to properly complete and finish certain tasks on time. Some members did not fulfil their roles because they were more focused on their final major project.

Me, Abby and Shulav all went in to university to attend one of Al’s and Alex’s game level tutorials. We all worked together to properly assign our textures to our newly designed game environment. This took quite some time since there were so many different textures to assign.
After finally texturing the entire environment we then imported the game level into the Unity program. I attached all the models together to make one complete game environment then I exported the Maya file out as an FBX format in order for it to be compatible for importing within the Unity program.

There were a few problems when adding the game level into Unity because some models had way too many polygons, which caused things to slow down when using the Unity software.
We went back into Maya to try to find out what was causing this. We eventually discovered that it was due to Abby’s high density model. She had created small accessories for her stables which had far too many polygons for Unity to handle. So in the end Abby agreed that she would remove these parts from the level in order for the game to run more smoothly.

Afterwards I also went on to add colliders around the environment to prevent the player from falling through floors and walking through walls.

Importing the main playable character

Then we went on to add the main cowboy character into the Unity program as well. We ran into a few problems when trying to properly import the cowboy as well. The dilemma was because of the different scale sizes between the cowboy character and the actual game environment. Also the animation did not seem to play properly at first. The cowboy was supposed to appear as though he was firing his gun but the animation was extremely slowed down and did not run as smoothly as the original animation. So we switched the animation type to legacy in the Unity program.

We then decided that for the game we would put the cowboy character behind the stable doors and from there he would be able to rotate around and shoot but he would not be allowed to walk around. We chose to do this because we wanted to hide the fact that he had no his legs and it also prevents us from having to animate a walk or run cycle of the cowboy.

We asked Al to take a look at our work and help us out on various problems with the main cowboy character. He also gave us advice and tips on what else we needed to have done and completed for the next time we see him.

Game button controls

The button controls for the game are fairly simple
To make the character walk around you must use the W, A, S and D controls on your keyboard. Press the spacebar to make him jump up and down. You use the mouse to aim the gun and then press the left click mouse button in order to shoot the goblins.



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