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  • 1. 10 IT, Term 4 2012 Mr. Miles GAME DESIGN BRIEF Student Name: Jack Carey Information and Communication Technologies Semester 2 2006 Game Development
  • 2. ICT GAME DEVELOPMENT As part of your assessment for this unit of work you will need to complete a DESIGN BRIEF. This can be done before you start the game development or as you go along but must be handed in by 22nd November, 2012. Submit this to MyPLS The ideas for your game should be original and of your own creation. You may use the help manuals on the school network, online resources from http://ictmindtools.net/gamemaker/ or http://www.yoyogames.com/make and any other resources that you have access to. However, you should not get help from other students, friends or teachers in the creation of your game. The following sheets should be completed electronically as you go along and the checklist completed before you hand everything in by the deadline. You may use some of the objects from the libraries but must also have some elements that you have designed yourself. The more original your designs the higher marks your game will attract. Examples could be • A murder mystery adventure set in a haunted house (quiz) • Find the treasure adventure set underwater (maze) • Eliminate and evade enemies (first person shooter) • Rescue the princess from the castle dungeon (platform) Game Development
  • 3. ICT GAME DEVELOPMENT Game Ideas Planning Select from the following (or add your own) to help get your creative juices flowing, and then complete the tables that follow. What challenges will your game have?: • Dodging enemies • Defeating enemies • Collecting objects • Reaching an end goal • Gaining power-ups Decide the environment in which you game will be played: • An interior factory-type area Choose the characters you will have: • A pac-man character Game Development • Enemy ghosts
  • 4. ICT GAME DEVELOPMENT My Game Ideas Selections Once you have decided on a game idea, describe what that is and list the different environments your game will have; the characters and challenges associated with each in the fields below: General Game Idea (not a Game Play) Your name is Gregory, and you are the nephew of the famous Pacman. For your entire life, you have lived in the shadow of your famous, successful and well-known uncle. Now, you have had enough. You decide to take off one day and travel to an abandoned factory. There are rumours of ghosts that haunt the establishment… however great treasure is said to lay in wait of a brave adventurer to collect it… You embark on a treacherous quest to explore the haunted factory, return and share your tales, earning you fame and recognition… Environment 1 Characters x 1 Challenges x 1 1. Indiscriminate tutorial level 1. Gregory 1. Learning the game controls. Environment 2 Characters x 1 Challenges x 2 2. Entrance Environment 3 2. Easiest Maze 1. Gregory Characters x 1 1. Gregory 1. Entering the factory Challenges x 2 2. Collecting PointBalls. 3. Collecting the PowerCoin. Environment 4 Characters x 2 Challenges x 1 1. 1. Slightly harder maze Environment 5 1. Gregory 2. Pink ghost Characters x 3 1. Gregory 4. Medium Difficulty Maze 2. Pink Ghost 3. Blue Ghost Game Development Collecting PointBalls. 2. Collecting the PowerCoin. 3. Avoiding ghosts or eating them. Challenges x 3 4. Collecting PointBalls. 5. Collecting the PowerCoin. 6. Avoiding ghosts or eating them.
  • 5. ICT GAME DEVELOPMENT Environment 6 5. Even Harder Maze Characters x 4 1. Gregory 2. Pink Ghost 3. Blue Ghost 3. Red Ghost Environment 7 6. Hardest Maze Characters x 5 1. Gregory 2. Pink Ghost 3. Blue Ghost 4. Red Ghost 5. Orange Ghost Environment 8 7. Final Room Characters x 1 1. Gregory Challenges x 3 1. Collecting PointBalls. 2. Collecting the PowerCoin. 3. Avoiding the ghosts or eating them. Challenges x 3 1. Collecting PointBalls. 2. Collecting the PowerCoin. 3. Avoiding the ghosts or eating them. Challenges x 3 1. Viewing reward using the collected PowerCoins. 2. Viewing high-scores. My Game Elements Once you have discussed this, then list your main objects and their expected behaviours object name Obj_pacman Obj_tutorialpacman Obj_wall (16 different kinds) Obj_powercoin Obj_tutorial_powercoin Obj_music Obj_pointball Obj_tutorial_pointball Obj_text_tutorial (6 different kinds) Obj_ghost (4 different kinds) Obj_menu (4 different kinds) Obj_pillbottle Obj_button Game Development behaviour Move through a level defeating or avoiding enemies to reach the end goal A non-motion animated player character A non-motion, solid wall, outlining the level boundaries and obstacles Each level’s end goal A non-event-triggering animated PowerCoin Plays the game’s background music Adds 10 to the player’s score A static object, does nothing The tutorial’s text, outlining movement, pick-ups and enemies The player’s enemy, move in pre-defined paths and kill player in one hit. The buttons used in the game’s menu Player pick-up, grants a temporary rage allowing enemies to be defeated Unlocks locked door
  • 6. ICT GAME DEVELOPMENT Obj_powerpacman Same as regular but faster, flaming and can eat ghosts. List the key media and write down your ideas and / or draw sketches / insert preliminary screenshots for: sounds death PowerCoin Pointball music heavy metal / rock music nice soothing background music voice sprites The player’s animations, including the rage animation The enemy ghosts The walls The walls The buttons The collectables The reward backgrounds Light blue metal Game Development
  • 7. ICT GAME DEVELOPMENT Targeting the Game Before you start designing your computer game, you must decide who is going to play it. If your game ideas is for you and your friends then the players will be a boy or girl of your own age. But if the game is for someone younger or older than you, then you have to think carefully about what to include. Read the table below that shows what should and should not be included in computer games for each age range. Age Group Desirable Features Undesirable Features Pre school (Ages 2-5) • Simple keyboard or mouse control • Large hotspots • Simple intuitive instruction • Use speech wisely • Simple bright imagery • Unfriendly or frightening images • Complex interfaces • Reading text-based interactions Elementary (Ages 5-8) • Safe enemies • Simple humour • More emphasis on mouse control • Violence, blood or gore. Middle (Ages 8-12) • Extendible to older age groups • Well known characters • Growing richness of language and instruction • Increased manual dexterity • Babyish material • Limited competition and reward Teens (Ages 12-17) • Edutainment targeted at parents • Testosterone – based on boys • Social based for girls • Un-cool story lines or characters • Too complex story lines for boys • Fighting, blood and body function humour for girls. Adult (17 and up) • Complexity or plot and adult themes • Competition and cooperation • Limited variety or extendibility of the game • Purely dependent on luck Game Development
  • 8. ICT GAME DEVELOPMENT My Game Story (Game Play) Write a detailed outline of your game using the learnt game play writing techniques from class, compiling it using the framework below: Title: Om Nom Nom Age group: 5 - 12 Target Audience: Elementary to Middle Write a brief outline of the game Beginning Your name is Gregory, and you are the nephew of the famous Pacman. For your entire life, you have lived in the shadow of your famous, successful and well-known uncle. Now, you have had enough. You decide to take off one day and travel to an abandoned factory. There are rumours of ghosts that haunt the establishment… however great treasure is said to lay in wait of a brave adventurer to collect it… Middle You are working your way through the factory, defeating or avoiding ghosts, collecting PowerCoins and PointBalls. You continue your work, hoping to near an end soon. End You have reached the end of the factory, collecting PowerCoins and PointBalls. You have entered the sacred reward room at the end, and are ready to retrieve your reward… What does the player have to do? Fight off enemies or avoid them, solve minor puzzles, pick up collectables, and retrieve your reward. Game Development
  • 9. ICT GAME DEVELOPMENT Role Plays Create a Main Character Pretend you are the main character in the game and finish the following sentences. a. My name is Gregory. b. Describe what the character is and what it looks like I am a Pacman, yes, but not the Pacman. (Stop making that assumption!) I am green, unlike my uncle, but apart from that more or less the same. c. This character likes PowerCoins, PointBalls, recognition and fame. d. This character does not like Living in his uncle’s shadow. e. Describe what will make this character feel happy, sad and angry Fame and recognition make Gregory happy. Living in his uncle’s shadow makes Gregory sad. Having to run away from ghosts makes Gregory angry. f. Describe how this character will be able to move and what it will be able to do, for example will it be able to jump, spin or walk? Will it be able to cast spells, move objects or hide? Gregory can move left or right, consume ‘Unsuspicious Pills’, pick up collectables, and generally quest in an adventurous manner. Game Development
  • 10. ICT GAME DEVELOPMENT Other Character/s Pretend you are one of the other characters in the game and finish the following sentences. a. My name is Pink Ghost b. Describe what the character is and what it looks like I am a ghost, and I am pink. ‘Nuff said. c. This character likes eating Gregory (or anyone). d. This character does not like being eaten. e. Describe what will make this character feel happy, sad and angry Eating Gregory (or anyone for that matter) makes me happy. Other ghosts buddies being killed makes me sad. Being eaten makes me angry (and dead). Describe how this character will be able to move and what it will be able to do, for example will it be able to jump, spin or walk? Will it be able to cast spells, move objects or hide? I can move in random directions, and eat Gregory. Other Character/s Pretend you are one of the other characters in the game and finish the following sentences. a. My name is Blue Ghost b. Describe what the character is and what it looks like I am also a ghost, but blue. c. This character likes eating Gregory (or anyone). d. This character does not like being eaten. e. Describe what will make this character feel happy, sad and angry Eating Gregory (or anyone for that matter) makes me happy. Other ghosts buddies being killed makes me sad. Being eaten makes me angry (and dead). Game Development
  • 11. ICT GAME DEVELOPMENT Describe how this character will be able to move and what it will be able to do, for example will it be able to jump, spin or walk? Will it be able to cast spells, move objects or hide? I can move in random directions, and eat Gregory. Leap into the Game Pretend that you are the main character and you are going to leap into the game. 1. What will you see? Describe places, describe where you are. A haunted factory, abandoned, no one around… You want to go in and get the ultimate reward and come out of your uncle’s shadow. 2. What will you hear? A soothing background music, however if you consume pills you will hear heavy metal or rock music. 3. Who is the first character or characters that you will meet? Gregory, the protagonist/ 4. Describe what you have to do to play the game and what you have to do to finish the game. Work your way through several different environments, fighting off or avoiding enemies, collecting power-ups. To finish the game you must achieve the ultimate reward. Game Development
  • 12. ICT GAME DEVELOPMENT Creating the Storyboard Use these questions to help sequence and structure the ideas you have for your game. 1. Where/when does the game begin? At the edge of the forest. Early morning. In Medieval times. Midday, outside a haunted factory. 2. Who is going to appear in the game? Main characters are a knight, a princess, a wicket king, a fierce dragon. Gregory (Pacman’s nephew), and the four ghosts. 3. Do you have an exciting beginning to set the scene and make the player want to play on? The knight is riding at the edge of the forest. He hears a loud scream, a dragon’s roar and sees flames shooting into the sky. The promise of the ultimate reward. 4. How does the game develop? The knight is riding at the edge of the forest. He can see a tower hidden by trees and covered by ivy. He sees a princess at the window. To rescue here he has to outwit the wicked king and make the dragon his friend. You must defeat or evade enemies on your quest to gain the ultimate reward. 5. How does the game end? The knight rescues the princess. The forest turns into a beautiful land. You achieve the reward. 6. How many and what type of puzzles are there to solve? 4 puzzles – a maze, a target game, a sequencing game, a word game. There are 5 different mazes. 7. What happens if a player does not solve the puzzle? Loses time on the clock or may have to start again. To fail you must die, so the player must start again. 8. What happens if a player solves the puzzle? He/she moves on to the next part and ‘banks’ the time they did not use. They move to the next scene. Once you have completed this then use the “Game Storyboard template” off the moodle and translate your answers to a visual storyboard which you can later use when developing the game. Game Development
  • 13. ICT GAME DEVELOPMENT Testing All good games go through several stages of testing before they are considered good enough to be released to the public. You will need to test your games at different stages by someone who is equivalent to your target group to ensure that it doesn’t have any bugs, is not too hard or too easy, instructions are easily understood etc. For the purposes of the assessment this must be done 2 times by different people. Date:       Test 1 Tester Name Designer Name Game Name Bugs/problems Corrections                               Date:       Test 2 Tester Name Designer Name Game Name Bugs/problems Corrections                               Game Development
  • 14. ICT GAME DEVELOPMENT GAME DESIGN CHECKLIST Name: Jack Task Date Completed Checked Mark Decide on a good idea for the game       Y       Decide on Target Audience for the game       Y       Map out what the game will look like       and what the player has to do Y       Design challenges       Y       Design characters       Y       Design Environments       Y       Indicate levels and degree of difficulty       Y       Produce action noises for one section       Y       Display of ideas                   Game Development