Sunday, February 28, 2010

Plan

What will you do first? Why?
The progression of this game, although open to the wishes of the gamer, shall consist of several regions available for exploration. The regions themselves shall consist of a 'sky portion', as well as a 'ground portion'. The sky portion shall be predominantly consisting of a series of traps, platforms, chambers and enemies. A jetpack shall be available so as to easily traverse the terrain, as well as additional fuel and weapons. The upper chambers shall be accessible primarily by teleporters which shall be placed systematically, allowing the gamer access to certain regions at certain times. The armour and power-ups provided are also increasing in strength (to accommodate for the coresspondingly increasing difficulty of the enemies). The jetpacks shall allow the gamer to access more difficult regions sooner, although at their own peril. The secondary region shall be the ground portion, in which several chambers (both dry and watery) are accessible. Some of them shall be accessible only via the use of keys which may be found either on the surface, or at other regions in the ground.

How will you ensure that you complete the project on time?
I am certain the project shall be completed on time, in as much as the deadline is March 2nd, and the game has already been completed. Editing has already occurred, and several individuals have tested the game to date.


Who will test the beta versions of you game?
To acquire a wide variety of view points in respect to my game, several audiences shall test the game. Of course, the most likely participants would be myself and fellow classmates. I also saw fit to include people outside of ICT, as the game is meant to appeal to any gamer, as opposed to people who are accustomed to the functions of the game (example, and ICT student would find the game less challenging than a student outside of the program, as they are more familiar with the controls). Other fellow grade niners, as well as the occasional tester from other age groups, were therefore used in the testing of this game.


Will you incorporate other people's suggestions into your game's design?
In the making of this game, virtually all relevant suggestions were given due consideration. Indeed, the majority of suggestions were takien into account, and have found their place in the game in some way, shape, or form. The purpose of testing the beta versions was to receive honest feedback from reliable sources. As such, the game was adapted to suit the desires of the public.


How will you decide if you have created a good game or not?
To determine the merit of the game, its various features shall be compared to the list prepared in the 'Investigate' section, as all objective criteria for deciding whether a game is 'good' or not have already been embellished upon in great detail. Whether the game meets these pre-established requirements or not would go a long way towards deciding whether the game is in fact engaging.

Design

What type of game are you going to produce?
For this assignment, I have chosen to create a platform game. The platform games, in my experience, are both more challenging and more engaging than the avilable shooter games. They allow more flexibility in terms of storyline, design, and features. The game will likely not be linear, as such a montonous progression shall be unsuccessful in garnering the attention of the gamer. Rather, the game shall be open-ended, (the object of which shall be to collect the crystals). The gamer shall not have to follow a fixed path, and may go after the crystals in any order. The addition of a jetpack shall give the player added versatility, allowing them to make of the game what they will. The game shall follow a general progression of difficulty, in which less accessible areas shall have more difficult trials/enemies which must be handled.


What will it look like?
The ideal template shall be using ground and sky regions, in which the skies shall be generally pertaining to obstacles and enemies, while the ground section shall be predominantly water-based. The 'underground canals', so to speak, shall be all linked, but not completely accessible. Certain regions shall require key passes only attainable on the surface, while there shall be certain areas accessible only after having used certain weapons/tools (as is the case of the flamethrower and melt block). To ensure that the aesthetics are generally pleasing (and are highlighted), lights shall be placed at regular intervals underground, as well as other glowing objects to illuminate the path. Nevertheless, certain areas shall ideally be darker than others to create a sense of foreboding when necessary.


How will the characters be controlled?
As in all of the platform game templates offered at this site, a fixed set of controls shall be used to manipulate the character's movements. The directional pad (up, down, left, right) shall be used to move the character in the corresponding direction. The default setting is to equip the character with a sword and shield. The shield can be sued for defence from melee weapons by pressing the 'shift' button. Weapons in general can be used to attack by pressing (or holding) the space bar. Later on in the game, various other weapons are attainable. The space bar applies to these weapons as well. Once the player has more than one weapon in his arsenal, pressing 'Z' will cycle weapons. All weapons which have been obtained (and which still have ammunition) can be used by cycling through. Like the weapons, various tools may be gotten (as in the case of torches, powergloves, grapples, etcetera). To cycle between these tools and accessories, press the 'X' button. At a point in the game, it is possible to receive a jetpack. The jetpack has limited fuel, and is replenished by returning to the location and obtaining another jet pack, or its respective fuel tank. To fly once the jetpack is equipped, press and hold 'C'. Directional flight is allowed by using the 'C' button in concert with the directional pad.


What will be the objective of the game?
The platform games offered at the 'sploder' site have a limited number of objectives. The default setting of these games is 'Destroy all Enemies', in which the character must defeat all enemies which ave been placed in the game. Once crystal(s) have been added, the setting changes to 'capture the crystals', in which the character must locate and retrieve however many crystals have been placed in the game. The last setting is an escape mission , in which the character must locate and enter the one available escape pod. Once this task has been accomplished, the character has won the level. For the purposes of this game, the 'Capture the Crystals' setting shall be selected. The first setting would be impractical given the sheer magnitude of the playing field described above, while the escape pod mission would result in the game being linear, an avoidable grievance. The addition of crystals in various locations prompts the character to journey to various places on the grid, as opposed to cutting a course directly to an escape pod. The crystals shall be placed in a wide variety of locations, and shall encourage the gamer to experience all of the game, as opposed to a singular section.


How are you going to test its functionality?
In terms of technicalities, the game may provide some unforeseen issues which shall have to be resolved. To prevent any major issues arising, the game shall be regularly tested with the addition of every major obstacle. (ex. one testing plus per additional chamber/challenge/boss). The 'testing' option shall be heavily relied upon to regulate the functionality of the game. With frequent testing, all prominent issues shall be avoided and/or dealt with in the early stages. This shall inhitbit the growth of any substantial problems with gameplay.


How will it be evaulated?
As a means of evaulating the value of the game, the features shall be monitored by applying the 'objective criteria' which were mentioned in the 'Investigate' post. Such issues as replayability, originality, difficulty and more shall be taken into account. The game must provide a challenge without being utterly unbeatable, and in short must be entertaining, engaging and must leave a positive impression upon the gamer.


How long will you need to create it? Give a timeline for its completion.
Due to the complexity of the game being created, the timeline must be adjusted so as to accommodate for not only the designing, creation and completion of the game, but also the testing and subsequent editing which shall inevitably occur. Taking all of these variables into consideration, the finish product should be available by the 2nd of March, as the game has been in progress for the past few days. The vast majority of the details are now complete, and await editing by myself and other testers.

Tuesday, February 23, 2010

Investigate

What makes a "good" game enjoyable to play?
The value of a game depends largely on the individual preference of the gamer. There are however some merits which apply universally. Popular games often have certain elements which render them successful.


What makes a "bad" game not enjoyable to play?
Games which are regarded as 'bad' are often uninteresting and unengaging. A game which is unable to capture the attention of the average gamer is often unsuccessful, unpopular, and ultimately, unenjoyable. While the quality of a game is a subjective matter, there are certain standards which 'good' games inevitably meet.


These objective criteria include:



Originality (uniqueness)

The game must contain elements which have not yet been used, or at the very least, not used in that particular combination. This keeps the gamer engaged.


'Replayability'

The game should ideally have a sense of 'freshness' to it, which will make the game equally interesting each time it is played. While multiple endings and other similar effects will be difficult/impractical to achieve with a platform of shooter game, the avenues of opportunity allowed in the game should be as extensive as possible.


Surprise/Freshness

The game should be rich with variations and new content. Redundance and repetitious backgrounds/obstacles should be avoided

Difficulty

The level of difficulty in the game should be moderate. A game loses its appeal when it is easily completed. Conversely (yet to similar effect), it becomes less enjoyable when the degree of challenge is exceedingly high. A game should be achievable, but challenging.

Control

Games should be easily directed by the player, and should not have more than a reasonable number of limitations (in terms of the places the character can travel to, the moves the character can perform, etcetera). This keeps the gamer entertained.

Visual Quality

The graphics/speed/and other features of the game should be attractive and well put together. The appearance of the game should be as refined as possible.

Periods of Tension

Games should be varied in their 'hot spots'. A game which possesses multiple points of tension is of far more interest than a game which achieves only one peak of interest. Multiple successive climaxes make for a more well-rounded and entertaining game.

Complexity

The difficulty of a game should be directly proportional to its duration. Short, simple games should have equally short and simple rules, while long games (for consoles) should have a greater degree of complexity.

Memorability

The plot, and overall appeal of a game should render it memorable. A good game should stay with the gamer long after the game has ended.