Heart Disease Prediction using machine learning.pptx
Game Treatment - Main Game
1. Game Treatment – Frankenstein
Table of Contents
Summary
Game World
Game Progression
Character and Backstory
Summary
Gameplay Elements
Balance
Interface
Game Controls
Goals and Challenges
Rules and Boundaries
Platforms
Evaluation
2. Summary
Frankenstein is a point and click exploration based game set within the story of
the famous novel of the same name, created by Mary Shelley. In the game, the
player is tasked with entering various levels each based off famous scenes that
take place within the story. The game’s objective is to get young adults and
teen readers engaged with the book as a way to celebrate the upcoming
anniversary of the novel.
3. Game World
The world of the game is set within the fictional story of the Frankenstein
Novel, with the player being able to choose from three different locations that
play key parts within the duration of the story. From the start of the story set
within the infamous lab of the crazed Doctor Victor Frankenstein, to the quiet
cottage of the De Lacey family, to the freezing cold ship of Captain Robert
Walton at the books conclusion, the game offers three interactive yet unique
environments that provide a nice contrast throughout the game.
Game Progression
The way the player will progress through the story is that they will be
presented with a note of paper on each level, containing a list of items that
they must retrieve through looking through the multiple different camera
angles of the environment and interacting with the various objects, seeing if
they can find the items needed as well as the information on what the objects
that they are interacting with are, and their significance to the story. Once the
player has found all the required items, the level will be completed and the
player is free to continue on with the other levels.
4. Characters and Backstory
Outside of the characters and backstory already present within the novel itself,
the game is meant to be played completely from the players perspective,
whether it be a person already fond with the story who is interested to see
how it is presented in this format, or a person completely new to the story
who’d like to get a feel of and learn the novel’s atmosphere and presentation
whilst also enjoying the game aspect of it at the same time.
Gameplay Elements
The game itself doesn’t use too many different elements within the game, but
for the elements it does use, they are used uniquely enough to all stand out
yet blend well enough to help flesh out the game and enhance the playability.
Balance
The game is balanced by how the objects are hidden throughout the levels. For
example, on the first level (Frankenstein’s lab), some of the objects can be
found simply by keeping your eye out throughout the level and seeing some of
the said objects littered around the area, where as some other ones can be a
bit more difficult to find as they may have to interact with certain objects in
5. the environment, such as one of the objects being hidden behind a lion
sculpture held up against the wall.
Feedback
Throughout the process of building and creating the game, our group made
sure to listen closely to the feedback we received when testing various builds
of the game to various playtesters, as well as when presenting our builds to
our tutors and classmates. We made sure to address all the feedback we
received and changed our game appropriately to answer the feedback. One
example of this is that initially we didn’t have too much information presented
for the objects in the environment, which led to not much information being
presented about the story or the objects within it. After receiving feedback
over this, we decided to change the game up so that when the player would
navigate over these objects, they would see some info pop up on the screen
over what the object is and its significance to the scene.
Interface
The game’s interface stays bare for the most part, so that the player has a
good view of the level and is able to recognise the objects they see without
having to worry about the screen being obstructed by anything like a “Heads
Up Display”. The first thing to notice about what the interface does have
though, is that there is a small list on the corner of the screen showing the
items the player must find to complete the level, which helps them with
remembering what it is they’re looking for. The other part of the interface to
notice are the text which pops up on the top corner of the screen, which
details what the objects the player is interacting with is, as well as also helping
inform the player on certain things they do, such as successfully finding one of
the objects or completing the level.
Game Controls
The games control are simple for the most part, as the player only needs to
switch between the 6 different camera angles and interact with the objects in
6. the environment. The player can use the first six number keys on the keyboard
to switch between said camera angles, and use the mouse to interact with the
items throughout the level.
Goals and Challenges
The main goal for our project was to get young adults and teen readers
interested in the Frankenstein story, to help celebrate the upcoming centenary
of the novel. One of the main challenges we had to deal with when making the
game was to make sure it was faithful to the novel and its story, so when
creating the games levels we had made sure to see how these scenes are
presented in the story as well as its other forms of media, such as the various
films created from it, and made sure to do an accurate recreation of the
scenes. Another challenge we dealt with was to make sure that the game was
still considered “fun” whilst also informing the target audience about the book,
so we had a few people test out our game and tell us about what they did and
didn’t find fun about said games, and used those answers to change some of
the mechanics.
Rules and Boundaries
There were a few rules and boundaries we set with our final game to make
sure it all runs smoothly. The first was to ensure that the game is only played
within the six presented camera frames, and that the player was unable to
escape said camera frames or move around by any other means. The next rule
was that the player could only interact with the environment by using the
mouse to interact with the objects and see what they are/can do. The final rule
and boundary was that once the last object is found, the player will be
returned to the main menu.
Platforms
Our game is created using the Unreal Engine and is designed to work on a
standard PC, with options to port it to a mobile edition for the future.
7. Evaluation
In retrospect, we found that there were many things that went well with the
game, whilst some things were more difficult. Creating the game initially was a
bit of a tough task, as there was not many tools available in terms of creating a
point-and-click game to begin with, but once we got the initial road bumps out
of the way we found that the majority of the initial game creation was very
enjoyable. One of the more difficult tasks we had was that the game had issues
with rendering the graphics, and would lead to a few crashes and needing to
restart from previous versions, but eventually we managed to find a
workaround that issue. Overall, we all think our game is up to a presentable
standard.