Wednesday 31 October 2012

BA4: Game Design Document #19


Jess Plays More Games :D
Steam decided to have a special Halloween sale full of horror games just in time for me to buy, play and analyse them for my project. Thanks, Steam! I bought 4 games, Anna (Dreampainters, 2012), Dark Fall: Lost Souls (Darkling Room, 2009), Scratches: The Directors Cut (Nucleosys, 2006) and finally the Penumbra Collectors Pack (Frictional Games, 2007). I played Penumbra: Overture for research/this post. 

Jess Plays Dark Fall: Lost Souls & Scratches!
I bought these games on a total whim. I watched the short preview videos for them which were on their Steam game profiles and I honestly never realised they were point and click games *facepalm*. In other words, nothing like the gameplay we want! I had bought them though and wanted to try them out for the good of the research. Unlike my previous “Jess Plays” posts, these will be mainly focused around gameplay as that is my key area of focus.

Dark Fall: Lost Souls
  

Dark Fall: Lost Souls is an point & click horror adventure game with amazing sound design and clever mechanics to send shivers down your spine. When playing it I was on the edge of my seat and it was only because I had a short amount of time to play and take notes that I couldn’t continue further. 

I will admit that the point & click mechanic of the game confused me at first (it was my first try playing a P&C game) and there were times I felt frustrated that I wasn’t able to just move around freely. The atmosphere was still there though, I still felt like I was playing a horror game. 

Point and click core mechanic. 

Point and click to select an area which the game suggests is movable so that you can move yourself over to this area. 

First person perspective. 

Pointed finger suggests you can move left or right by moving the mouse to the appropriate areas of the screen. 

Magnifying glass means that you can investigate objects you are highlighting further.
There are puzzles to solve. 

The camera is clever, when you move round in a circle (by continuously selecting the left/right side of the screen) the perspective moves slowly at first then suddenly jolts into position as if you have turned around slowly but then felt scared and turned faster to see what is behind you. This adds a lot of tension. 

Scratches: Directors Cut

 
 
Scratches is an point & click horror adventure game set in creepy mansion grounds that you are visiting. The game is told to you in small pieces of information that you find as you go around the house exploring, clicking your little fingers away at interesting objects. 

Yes, its another P&C game which I just bought because it looked cool until I realised this very point. Please don’t get me wrong, I have nothing against P&C games and in fact both this and Dark Fall scared me and made me feel nervous to explore just like modern horror games such as Amnesia which is really interesting. What is bad is that they don’t reflect the type of gameplay we want in our game. I discussed this with my group and Stacey advised me to blog them anyway because it shows good depth to our research and I agree, it shows that even mistakes can be helpful! And these really were. 

Move mouse to select areas on the screen that are of interest. 

The screen glides left to right when to replicate how a person would look around. 

Point & click. 

A hand is your cursor and it changes shape to indicate where you can and cant go (i.e. it will point in directions the player can proceed to follow). 

Right click brings up your inventory, you can then double click items to use, right click to return to game with that item and if that item is usable it will glow.
On screen text.  
 
There are some items which spawn speech such as when the telephone rang and I clicked to pick it up and enter a conversation. 

It is of course in a first person perspective. 

If your hand is a clenched fist it means there is nothing to click on and activate. A pointed finger means you can “go back” and return to the room from investigating. Open hand means that you can activate/pick up items and a magnifying glass shows you that there is more to be learnt about this object. 

Click on an item to load new areas. 

The player can click to find and read notes themselves. 

There is no UI, only what you see through your screen (I was very early on in the game, this might have changed had I carried on). 

Conclusion Part 1
Both these games were right on the mark for horror games, I felt dread as I explored, anxious as I turned every corner and scared to carry on. Everything you want in a horror game and lets not forget I was only playing these games for roughly 40 minutes each. All those emotions, in an point and click game, in the opening chapters is fantastic. It draws the player in and sets the scene. While we know we don’t want out game to have point and click core mechanics, we can take a lot from item finding and PC horror controls which will help such as how we can communicate to the player where they need to interact with items and show them that an item is helpful in some way whilst not making is totally obvious.

Jess Plays Anna and Penumbra: Overture!
I have heard good things about both these games so I really needed to research them for my project. Both horror adventure games with survival elements (Penumbra more so) they proved incredibly helpful for me as I am in the final stages of writing up our gameplay mechanics. Penumbra is actually made by the same people who made Amnesia (one of our key influences if you hadn’t already guessed) and I can see the similarities even from only having played the game for half an hour.

 Anna was incredibly puzzle based and I didn’t actually make it past the first door (I ran out of time as a result of writing notes and trying to figure out the puzzle both on a limited time frame)  but the controls influenced me a lot so it wasn’t a waste! 
 
Anna 
 
 
  
Anna uses standard and common W - S - A - D keyboard controls. W moves you forward, A moves you left, S moves you backwards and D moves you right. 

You left click the mouse to examine objects and items. 

There is a red aiming reticule which is visible when there are objects to be interacted with. 

Small hand icon appears on the screen to show that I could go through the door, the door is obviously important and interactive. 

Middle mouse button click for the inventory. 

Left click an item from the inventory to use it in game. 

Right click on objects which can be opened and pull or push with the mouse to activate them. 

Aiming your vision towards something you think is important and the game will tell you what that item is, even if its not really integral to the game. 

Penumbra: Overture

 
 
 Players pick up notes they find by left clicking to activate them and then choosing whether or not the read the item or ignore it. 
 

The inventory system is bought up by pressing the tab button and is presented in tile form with various objects taking up 1 tile. Items could be assigned to number keys by clicking and dragging. 

Health is presented by the small silhouette of the man on the left of the screen outlined in bright green. He moves position when you’re hit and losing health to indicate how bad you are. When hovering the mouse over the image there is on screen in game text which tells you how badly injured you are but there is no definitive “hit point” system. 

When hit by an enemy the screen pulses red and you hear your heartbeat. When you're this badly hurt you health will re generate to a certain amount so that the pulsing red screen does not annoy you. It’s just an indication of how close to death you became and are getting. 

When you die there is a game over screen  with a simple continue or quit option presented to the player which is clickable by them. 



  
There is a difficulty choice at the start. 

There are static image cut scenes at the start with voice over's to begin the story. 

The game gives an instant tutorial in a safe environment (much like our safe museum section) where it establishes control with the player;  left mouse click to pick up and right mouse click to look at objects and points of interest/significance. 

A pointed finger icon appears when the player can interact with an object; important or not.
 

There is an eye icon when you can investigate an area or object further. 


Use the left mouse click to pick up the item (from the pointed finger stage) and then use the mouse to move that object where you like. 

W - S - A - D controls, forward, let right and back. 

To use doors or set pieces that can open, left click them and then push or pull with the mouse. 

The “G” key is a shortcut for the glow torch in case you run out of batteries in your torch. 

Hit left CRTL to toggle crouch, when crouched you can restore your night vision (nothing fancy or supernatural, just get better ability to see in the dark as your calm and getting used to it). This is signified by a blue tint on the screen.

By pressing “Q” or “E” you can  peek around corners to scope out your path and check for enemies.

  
If an item is important to the game it will glow. 
 
The blue tint on the screen also suggests that you are hidden from enemies which is helpful if your hiding place isn't very good. 

You are also told not to stare at enemies as this makes you panic and causes you to be more obvious. 


Clicking on certain items will cause flashbacks and reveal parts of the story. 

When a monster is near by or knows you are around there is a musical cue, this music is very unsettling and scary. 

Conclusion Part 2
Anna and Penumbra have core gameplay mechanics that are much more alike to our own thoughts and ideas and this research and testing has really helped me solidify my ideas for the gameplay mechanic designs. The notes I have taken have been far more gameplay related which has helped a lot. The core mechanics of both these games are all similar to the ones we want to use for our game so ultimately I feel really good about where our design is heading knowing that I have done a lot of first hand research so that it can be perfected.

BA4 Contextual Studies: Creating Coherent Worlds (& Life Drawing) #04


Drawing Class
I am putting these here under my contextual studies blog posts because we were focusing on how to portray narrative within our artwork which is something similar to what we have been working on during our various CS classes so I felt it was appropriate to show them here. 

As a group we decided that this guy was having a rough time with his love interest and that he had probably been left by the love of his life and was now feeling depressed having found a shoe in his house which was reminding him of her. 

#1
In narrative sketch 1 we see the man sitting on a chair, alone, holding the shoe of his lover. His position is uncomfortable and slouchy to represent how he has “given up”. There is a large canister on the floor suggesting her is going to drink something bad (alcohol or poison perhaps?), this is signified by the mug sitting there. 

 
#2
In narrative sketch 2 we see the man has carelessly thrown the shoe away to the floor and is now drinking the substance from the container which is believable because the container has seen movement, it is lying on the floor now. We figured he wouldn’t care if he spilt it or knocked it over and this suggested more in terms of showing narrative that he had an interaction with it. 


#3
Here is narrative sketch 3 and we can see that the man has passed out from the substance he was drinking. Is he dead though? The shoe is back in his hand, does this suggest he did the wrong thing but it was too late? The mug is now collapsed but still in contact with his hand to show he fell whilst drinking (the cup and hand weren't too visible from the angle I was drawing). 


This is the first life drawing session where I have been happy with the results and proud to post them on my blog. #2 has a bigger head than I meant to give him but I am happy with the rest of the proportions. #1 is a tad too wide and I couldn’t quite get his feet right but ultimately it looks correct. #3 is my favourite but it was the one I thought would be hardest. The shading under the chin makes your eye read the image in a more 3 dimensional way, it makes you believe he is looking upwards. I am also really happy with how the legs look as well as the rough shape of the feet. I think the proportions are best in this sketch.  

So, how does this link into my contextual studies project? Well, it was a project about constructing a believable world and story around this guy in 3 drawings. In other words, we were creating a coherent narrative AND world for our improvised story. It was a really fun experience.

Monday 29 October 2012

BA4: Game Design Document #18


Naming Our Lead Girl!
The time has come to reveal the name of the main female protagonist in our game, her name is…Lianna (pronnounced - lee – anna -). I have been working on a very quick and rough draft of a character bio for here which is as follows…

Lianna
 
Lianna is the Latin name for "youth", she is 20 years old when the game takes place. Lianna is a university photography student who's major passion in life is to build a photography career for herself in honour of her late Granddad. She is confident but has flurries of shyness under different situations. Ultimately she is friendly with surprisingly good social skills considering her history. She is often respected by most for her passionate attitude especially towards photography. She's not a "popular kid" at university, not one of the "cool guys" but she has a small selection of close friends who are on the same course who all adore her and respect her decisions to put studying first, they understand why it means so much to her and never judge her for passing on major social events when she studies. Lianna doesn't get angry easily but she can get flustered when talking about her personal life and this can often lead to sour relations depending on how the other person talks to her. Ultimately she keeps her private life to herself and is quite shut off when it comes to family related conversations. They often make her feel uncomfortable and un easy and she is always the one to change the subject if she can.

Lianna had a rubbish life growing up as a child. Normality was barely held together whilst she went through school lonely and lost. Her parents were never there for her in any aspect of her life. They were complete wasters. 

Lianna had picked up certain fears and phobias as she has grown up, some come from the rubbish family life she had endured and others come simply from rational fears most people obtain through their lives. 

Throughout the game Lianna faces many different phobias which are all a part of her repressed memories, however, she does have phobias which are known to her such as a fear of the dark/being in dark places (lygophobia), fear of confined spaces (claustrophobia) and finally a fear of insanity (dementophobia), not a common phobia  nor one that is witnessed in everyday life but it's inside Lianna

Although Lianna had a terrible childhood, her Granddad did his best to keep her on an good life path. It was he who taught her how to use the camera and it is because of him Lianna had the strength to live alone and attend university. Many of her childhood traumas became repressed memories as she grew up and after she moved in with her Granddad at the tender age of 16 her memories were becoming more and more distant as her life seemed to be moving in the right direction. As sad as the Death of her Granddad was, it forced Lianna to stay sane and make a life for herself as opposed to breaking down completely (or did it?).
Lianna moved away to university almost straight away and had no trouble making friends, she settled in straight away. Despite settling into university life, Lianna was still fairly shy although she spoke her mind, just like  her Granddad. She wasn't really a party girl but that wasn't her scene anyway, she preferred to study hard and enjoy quiet social events with close friends. Not a choice which made her unpopular, she was confident enough to speak the truth and people respected her for that. 

 
I then moved onto doing some basic research into  doing a rough profile for a character to see if there were any areas I had left un answered. I came across this website which gave me a selection of questions to apply to Lianna to give a better understanding of her personality and character. Here are my first draft answers. I plan to discuss these with Olive as she is doing the character art for Lianna so we can change these if need be! 

Basic Statistics
Name: Lianna (possible last name?)

Age: 20 when the game takes place

Nationality: British.

Hometown: It wouldn't be a real place mentioned in the game so this isn't needed.

Current Residence: University accommodation

Occupation: Student

Income: Student Finance

Talents/Skills: Photography and more photography

Salary: N/A

Birth order: Second child

Siblings (describe relationship): 1 Baby brother she never met, he was miscarried.

Spouse (describe relationship): No partner...ever.

Children (describe relationship): No children, she's too young.

Grandparents (describe relationship): Mothers side have been estranged since she was VERY young. Her Fathers Mother died. She basically grew up with her Granddad who passed away before she went to university.

Grandchildren (describe relationship): None.

Significant Others (describe relationship): Father like relationship with her Granddad.

Relationship skills: Broken but able to make friends and sustain a social life.

Physical Characteristics
Height: 5 foot 4

Weight: size 12
 
Race: Caucasian

Eye Colour: Green

Hair Colour: Strawberry brown

Glasses or contact lenses? Neither.

Skin colour: Pale white

Shape of Face: Oval shape, round upper head, pointed jaw line, high cheek bones.

Distinguishing features: Gorgeous big emerald green eyes.

How does he/she dress? She dresses down, but not sloppy. Often in vintage dresses and soft fabrics. Gentle appearance.

Mannerisms: Currently N/A

Habits: (smoking, drinking etc.) No bad habits such as smoking or drinking. Clumsy when scared.

Health: In good health, no apparent conditions (pre hell museum)

Hobbies: Photography.

Favourite Sayings: Currently N/A

Speech patterns: Currently N/A

Disabilities: None before the hell museum.

Style (Elegant, shabby etc.): Understated - pretty but not trying to be.

Greatest flaw: Her repressed memories and lack of emotion towards trying to confront and deal with her past instead of pushing it out of her mind.

Best quality:
The love and passion learnt from her Granddad.

Intellectual/Mental/Personality Attributes and Attitudes

Educational Background: Pre school and high school.

Intelligence Level: Moderate/average, common sense.

Any Mental Illnesses? Well...
Learning Experiences: Currently N/A

Character's short-term goals in life: Succeed at university/escape the hell museum. 

 
Character's long-term goals in life: Become a professional photographer/not become mentally ill and unstable due to her history.

How does Character see himself/herself? She sees herself as quiet but confident.

How does Character believe he/she is perceived by others? Friendly with sour elements when family is brought up. Perhaps fairly shut off with personal life issues with friends cause bad relations?

How self-confident is the character? Moderately, getting better whilst she is at university.

Does the character seem ruled by emotion or logic or some combination thereof? A combination of both, she is empowered by her drive to get a good career as a photographer but hindered by her past and ruled by emotions stirring deep within her.

What would most embarrass this character?
A social event where friends were talking about family life and she felt the need to leave. Being forced to talk about her family life causes her to be angry - not embarrassed.

Emotional Characteristics

Strengths/Weaknesses:
She has the ability to push through very tough situations but has a weakness to repressed memories.

Introvert or Extrovert? Extrovert.

How does the character deal with anger? She is angered when university people discuss family with her and ultimately deals with it  by shutting them out and ignoring it.

With sadness? Often represses emotions.

With conflict? Indifferent,

With change? She forces herself to cope well with change.

With loss? Not very well, again, represses memories, fills the voids with new things to keep her mind away.

What does the character want out of life? She wants to find peace with herself and forgive her past/repressed memories. She wants a life, one she was never given when she was little.

What would the character like to change in his/her life? Her childhood, but she represses this anyway.
What motivates this character? Her Granddad.

What frightens this character? Her repressed memory, the dark, confined spaces and mental illness.

What makes this character happy? Thoughts of her Granddad and photography.

Is the character judgemental of others? Absolutely not. 

Is the character generous or stingy? More generous than anything.

Is the character generally polite or rude? Polite but anyone can be rude if they need to be.


Spiritual Characteristics

Does the character believe in God? No. Not after her rubbish childhood.

What are the character's spiritual beliefs? Currently N/A.

Is religion or spirituality a part of this character's life? Currently N/A.

If so, what role does it play?
Currently N/A.

How the Character is Involved in the Story

Character's role in the novel (main character? hero? heroine? Romantic interest? etc.): Lead character, "hero", you play as her in the hell museum.

Scene where character first appears:
Opening scene establishing her student status and photography passion.

Relationships with other characters: Mainly awful.

1. Character's Name: -- (Describe relationship with this character and changes to relationship over the course of the novel). Her name is Lianna and she is fighting the psychotic episode in her head which is in the form of this hell ish museum, she will change throughout the story as she becomes more insane and ill.

2. Character's Name: -- (Describe relationship with this character and changes to relationship over the course of the novel). The Mother, Baby Brother and Father monsters, a reflection of everything Lianna repressed about them from the minute she was born.

How character is different at the end of the novel from when the novel began: At the beginning she is totally sane, but as the game progresses Lianna will become more and more ill suffering symptoms of a psychotic episode/mental breakdown in her mind which will change her as a person.