Project Update | Art Worries Solved, Naming the Game & Design
Document Table of Contents (First Draft)
It has been a while since I last updated my blog which
makes me sad :( The reason is because I have been working hard on constructing
our design document’s table of contents as well as writing up what I consider
to be the most tricky and complex part of the game; the health, psyche and fear
system. I have been advised to ensure that elements like this need to be
detailed, it’s the idea that someone who knows nothing about our game can pick
the document up and literally create it, therefore I was advised that a simple
description such as “don’t get hit, the main character will get hurt and
eventually die” just wont suffice. We need detail, structure and command.
Where am I at currently I hear you ask? Well, I have had
to put ideas of work to bed, such as doing an 3D model and creating a fully
realised character because essentially I am the games designer, I am in charge
of gameplay mechanics, in game elements such as health, player/character to
monster/environment interactions, character reactions and puzzles; just to name
a few!
As we have been told by MC (our course leader) that the
document should be more artistic and visual as opposed to text based
descriptions, I was worried that I wasn’t doing enough art work. However, now
that I have worked out the table of contents I see where I can add in snippets
of my own art work to benefit the project. It might not be 3D which is what I
want to do but at least it breaks up the colossal amounts of writing I seem to
be doing. Plus we have had a few 3D lessons with Lothar (a new tutor
at uni) so I have done some
3D.
Recently I told my group members that I was worried I
hadn’t done any concept art but they assured me they didn’t that I shouldn’t
feel bad about it. They understand that I want to do 3D and that, so far, there
hasn’t really been much room for 3D creation for the document (we had been
advised not to create work for the document just for the sake of it and that
doing 3D elements might just look like we have thrown it in randomly without considering the document) so
I gave up on it and focussed on the document text/design itself. My team
member, Olive, attended a tutorial with our course leader and told her my
worries. She said that it sounds like I have done a lot of work and contributed
well to the project even if my work isn’t concept art based. This has made me
feel much better. After all, I did focus on concept art as well as my other 2
team friends, we wouldn’t have anyone to focus their time on the game mechanics
part of the document which is just as important!
Distorted Delirium |
YAY We Named Our Game! :D
Now that I am in the process of writing up the game I
was getting worried that we still hadn’t named our game after all this time. So
I suggested a few words on our group facebook page such as repression,
hindrance and distortion;
all words which reflect the notion of our game. I also suggested
some word combinations which I thought had a “ring” to them, An Distorted
Hindrance,
for example. However, some of the group weren't keen.
At this point we started throwing words at each other,
trying to make an successful combination. Stacey suggested that we could use two
words with the same beginning letter as this would be a clever throw back to our original influence, Fatal Frame. Olive suggested words like subliminal
and sublime, inhibition and
delinquency. So I suggested Image Inhibition as the game still
incorporates the use of imagery through a camera. But this wasn’t strong enough
either, I didn’t even think so myself.
Stacey then suggested these
words, explicit, encoding (when new info entering
our brains is turned into a memory that can be stored), retrieval (when our
brain finds the memories), ambiguity, aversion, delusion, unconscious,
insomnia, interference, manifestation, recognition, resistance, refuge and sanctuary which were all really significant to the game, so she
then put Soul Sacrifice together, but we all agreed this sounded really
familiar, as if it had been done before?
Olive then suggest Distorted Delinquency which we liked but
didn't really consider “scary” sounding enough, which obviously wouldn’t
reflect our horror game.
We then came up with some cracking ideas, such as
“Lianna and the Philosopher’s Stone” and “The Lord of Lianna: Return of the Camera” but
unfortunately soon realised these were far too similar to some other popular titles…
Lololol -witty-
Finally, back in the real world, I suggested Distorted. I then put this
together with Delirium, a word we had all been fond of earlier, and ta-daa! Distorted
Delirium, we
had a name we all loved and that incorporated the same beginning letters for
our reference to Fatal Frame! Genius.
Design Document | Table of Contents,
1st Draft
Rambling over, where am I at now? Okay so I am going to
post up my first draft table of contents so that you can see the elements which
we will be covering. It is a very complex contents but I was making sure we had
everything covered, plus its only a first draft and there are still parts which
need work and amendment. Some of the sections have more information regarding. Currently
we are using it as an extensive “tick list” so that we don’t miss, forget or
overlook any areas we want/need to include!
I have formatted this BEAUTIFULLY on Microsoft Word, with indented areas of text to explain and separate titles, headings and subheadings. However, Blogger is RUBBISH and wont actually copy & paste it exactly how I spent AGES formatting it. I am SO angry >:|
To clarify, every number indicates a title, heading or subheading in which the document will contain information specific to its allocated number. I have put major sections of the document in bold and I have put the numbers in colours to make it easier to read and understand the different sections. Instead of using indents to clarify the difference between a title, heading and it's subheadings, I have used line breaks.
Distorted Delirium
1. Title Page
1.1 Game Name
& short sentence depicting the game.
1.2 Authors
(& possibly state jobs?)
2. Table of Contents (including all
subsections)
3. Design History (each of us can
write a short design history of our work to show progression of the game?)
4. Section I - Game Overview
4.1. Introduction
- catchy so that the reader is enticed & interested
4.2. Game
Concept/Rough Plot - what IS the game? What type of experience our game will be, the concept that it is an experimental exploration survival horror - taboo themes, survival horror revived, visuals, physics, type of story.
4.3. Genre (&
why?)
4.4. Target
Audience
4.5. Key Platform & Why
4.6. Look &
Feel - possible mood board section? Include visual style guide and
descriptions
4.7. Sanity &
Insanity - Mental health & repressed memories
4.8. Project
"Scope" - A written summary of the scope of the game.
4.8.1. Brief Game
Flow Summary - how the player will progress
through the game, the types of gameplay they might
encounter etc.
4.8.2. The scale
of the museum
4.8.3. Number of
"levels"
4.8.4. NPC's? -
Could the boss monsters be NPC's?
4.8.5. In-Game
Key Items
4.8.6. General
Gameplay Style - briefly mention no combat and puzzles
4.9. Distorted
Delirium Will...
5. Section II - Story, Setting &
Character
5.1.
The Story/Back Story
5.1.1. The
Setting
5.1.2. Where Does
The Game Begin?
5.1.3. Where Does
The Game End?
5.1.4. Game
Progression theory - her sanity, reliving and learning about repressed memories
5.1.4.1. Possibly
Include a Theoretical Gameplay Flow Chart?
5.1.5. Cut Scenes
& Flashbacks
5.1.6. Plot Elements
5.2.
Game World
5.2.1. The Look
& Feel of the World - possibly include
mood boards & visual references
5.2.1.1. Physical
Characteristics
5.2.1.2. How Do
Insanity, Sanity, Repressed Memories &
Metaphors influence the Game World? - use mushroom environments & needle hallways as examples
5.2.2.
Environments of Importance/Significance
5.2.2.1. The
Normal Museum
5.2.2.2.
"Safe Room"/Starting Bedroom In Alternate Museum
5.2.2.3.
Dead/Foetus Baby Brother Boss Room
5.2.2.4. Mother
Boss Room
5.2.2.5. Father
Boss Room
5.2.2.6. Lianna's
House/Basement
5.3.
Characters
5.3.1.
Character #1 Lianna - lead character
5.3.1.1. Back
Story
5.3.1.2.
Personality
5.3.1.3.
Look/Style
5.3.1.4. Why Is
She in the Game, What is her Significance/Relevance
to the Game?
5.3.1.5. Mental
Stability - Talk about her phobias, how
they affect the game, connection to her camera and
how she uses it, explain her "psychotic episode"
5.3.1.6. Extra
5.3.2.
Character #2 - Foetus/Dead Baby Brother - "Boss" #1
5.3.2.1. Back Story
5.3.2.2.
Personality
5.3.2.3.
Look/Style
5.3.2.4. Why is
He in the Game? - significance & relevance
5.3.2.5. Relation
to Main Character
5.3.2.6. Extra
5.3.3.
Character #3 - Mother - "Boss" #2
5.3.3.1. Back
Story
5.3.3.2.
Personality
5.3.3.3.
Look/Style
5.3.3.4. Why is
she in the Game? - significance & relevance
5.3.3.5. What is
their Relation to the Main Character
5.3.3.6. Extra
5.3.4.
Character #4 - Father - "Boss" #3
5.3.4.1. Back
Story
5.3.4.2.
Personality
5.3.4.3.
Look/Style
5.3.4.4. Why is
he in the Game? - significance & relevance
5.3.4.5. What is
their Relation to the Main Character
5.3.4.6. Extra
5.3.4.
Character #5 - Granddad
5.3.4.1. Back
Story
5.3.4.2.
Personality
5.3.4.3.
Look/Style
5.3.4.4. Why is
he in the Game? - significance & relevance
5.3.4.5. What is
his Relation to the Main Character
5.3.4.6. Extra
5.3.5.
Phobia Monsters - Multiple Monsters/Enemies
5.3.5.1. Back
Story
5.3.5.2.
Personality
5.3.5.3.
Look/Style
5.3.5.4. Why are
they in the Game? - significance & relevance
5.3.5.5. What are
their Relation to the Main Character
6. Section III - Gameplay
6.1. What is the Aim
of Distorted Delirium and how does it affect the gameplay?
6.2. What is the
Gameplay structure - explore, discover, collect, learn, photographs/document,
be scared
6.2.1. Explore
& Discover - new areas, rooms, items, parts
of the story, camera lenses/items of use to solve puzzles
6.2.2. Learn the
Story - Diary entries, journals, notes, audio (PA system in the museum) etc.
6.2.3.1.
MANDATORY Collection: Camera Lenses, specific diaries, notes,
journals (etc), items related to in game
puzzles, flashbacks
6.2.3.2. OPTIONAL
collection: Collectable items for stats,
insane/sane notes, flashback opportunities
6.2.4. Limited
Light & vision, Use a Battery Powered Torch
6.2.5. Progress
through the game, solves puzzles with and Document your Experience using the camera.
6.2.6.
Sane/Insane Notes
6.2.7. Psyche
System - what is this?
6.2.8. Psychotic
Episode?
6.2.9. Scripted
scares/encounters/paranormal activity
6.2.10. Randomly
generates scares/encounters/paranormal activity
6.2.11.
Photographic/notes Journal (put important images in here, store notes, journal clippings, maps, information etc)
6.3.
Mission/Quest/Puzzle Structure
6.4. Objectives?
6.5 Play Flow?
6.5. Possible
Multiple Ending - discuss how the game calculates your ending based on your play through
stats; it constantly monitors you.
7. Section IV - Distorted Delirium's
Core Mechanics
7.1
In Game Mechanics
7.1.1. General
Description of how Gameplay will Feature in Distorted Delirium - rules (implicit & explicit), how do pieces interact?
7.1.2.
Achievements
7.1.3. Blissful
Productivity - the player is having fun working hard in game than they would be relaxing...why?
7.1.4.
Bonus/Rewards - Rewarded to the player upon completion
of a puzzles etc
7.1.4.1. Variable
Ratio Reward Schedule Theory
7.1.5. Cascading
Information Theory - player finds out the story through exploration and it is given to them in snippets
7.1.6. Countdown
- The game will calculate how the player plays and from this information will distribute an appropriate ending
7.1.7.
Discovery/Exploration Based Gameplay
7.1.8. Epic
Meaning - working to solve something the player
believe is bigger than them
7.1.9. Level
Based World - Museum floors & basement
7.1.10. Ownership
- The player needs to feel ownership and believe in Lianna as to not get drawn into the darkness/her impending mental illness
7.1.11.
Progression - interactive map that the player will update upon exploration, progression comes when the player can finally progress to a new area of
the world
7.1.12.
Quests/Challenges/Puzzles
7.1.13. Urgent
Optimism - the idea that Lianna is getting progressively closer to mental health forces the player to play cleverly and
with constant focus.
7.1.14.
Collectables
7.1.14.1 List the
collectibles & give brief descriptions
of each
7.1.15. Items of
Severe significance In-Game (Torch & Camera,
Safe Bed)
7.1.15.1. List
the items & give brief descriptions
7.2
Health & Damage Mechanics
7.2.1 Health &
Damage Overview
7.2.2. What is
Health & Damage In Distorted Delirium?
7.2.3. How Does
Lianna Lose Health?
7.2.4.
Environmental Damage & Health Overview
7.2.4.1.
Environmental Damage
7.2.5. Monster Damage & Health Overview
7.2.5.1. Monster
Damage
7.2.6. Health Mechanics
7.2.6.1 How is
Health Presented?
7.2.6.2. How Will
the Player Know they are Injured, Being
Hurt or Dying?
7.2.6.3.
Visual/Audio Injury Hint/In-Game "Tell"
7.2.6.4. Damage
Hint Phase 1
7.2.6.5. Damage
Hint Phase 2
7.2.6.6. Damage
Hint Phase 3
7.2.6.7. How Will
the Player Regain Their Health?
7.2.6.8. How do
the Health & Damage Mechanics Affect the
Player?
7.3.
Physics - How does Distorted Delirium's World Use Physics?
7.4.
How do I Move Throughout the Game World?
7.4.1. General
Movement - control system, button layout & commands (forwards, backwards, sideways, crouch)
7.4.2. Players
Perspective and how to use it - 1st person and use the mouse to look around the world
7.4.2.1. How does
the view port change when...Holding the
camera, looking down towards feet, lifting up the
camera to use, taking an item, using an
item etc
7.5.
Actions
7.5.1. Running
7.5.2. Hiding
7.5.3. Peeking
7.5.4. Activating
Items of Importance
7.5.5. Using
Items of Importance
7.5.6. Throwing
7.5.7. Turning
lights on
7.5.8.
Using The DSLR Camera (recap on what is the DSLR Camera?)
7.5.8.1.
Activating the Camera
7.5.8.2. How to
Take a Photograph?
7.5.8.3. Using
and attaching Different Lenses and why?
7.5.8.4. Viewing
your images on the cameras LCD screen
7.5.8.5. Picking
up & dropping items
7.5.9.
Using the Battery Powered Torch (recap on what the torch is
briefly)
7.5.9.1. Battery
Torch control/command
7.5.9.2. How to
activate the torch for use
7.5.9.3. How to
refill your torch with new batteries
7.5.
In World Objects
7.5.1. Interaction
with Objects Overview
7.5.2. Picking up
Objects & command/control
7.5.3. Moving
Objects & command/control
7.6.
Save Game Mechanic
7.7.
Pause Game Mechanic
7.8.
Inventory System Mechanics
7.8.1. What is the
inventory, why does the player need an inventory and how do they access it? - list the controls
7.8.2. How to put
items into your inventory and how to use them after
7.8.3. Inventory
restrictions - i.e. you can't pick up a chair and store it in your inventory.
7.8.4. How do I
know if an item is important to the game/crucial
to a puzzle/I can store it in my inventory?
7.9.
Getting Around The Museum Environments - explain possible map systems
7.9.1. What is the
map?
7.9.2. Museum Map
- found on walls around the museum
7.9.3. Floor Map
- something the player has with them all the time? A portable version of the museum map detailing specific floors? The map
updates when you are on different floors?
7.9.4. Is the map
interactive?
7.9.5. How do I
access my personal map and use it? - similar
to silent hill, map is only usable when found, updates depending on players position, becomes interactive making notes of locked doors when player tries to open them, areas of importance.
Allocate controls to the maps.
7.10.
Jump Scares, Scripted & Non Scripted - mention they will affect psyche
7.10.1. Scripted jump
scare examples
7.10.2. Examples
of non scripted jump scares
7.11.
Psyche
7.11.1. What is
Psyche?
7.11.2. How does
psyche "work"?
7.11.3. How is
Psyche Calculated?
7.11.4. What
factors effect psyche?
7.11.4.1.
Scripted jump scares
7.11.4.2. Non
scripted jump scares
7.11.4.3.
Paranormal/mentally unstable related activities
7.11.4.4.
Random/Scripted encounters with boss and phobia
monsters
7.11.4.5.
Darkness
7.11.5. How is
Psyche Damage Dealt?
7.11.6. How does
psyche affect the gameplay for the player?
7.11.7. Fear,
what is fear?
7.11.8. How does
fear affect the player?
7.11.9. How is
fear defined? What are the stages?
7.11.9.1. Stage 1
7.11.9.2. Stage 2
7.11.9.3. Stage 3
7.11.9.4. Stage 4
7.11.9.5. Stage 5
7.11.10. Do fear
and psyche adjust simultaneously?
7.11.11. How do
you reduce Psyche and Fear?
8. Section VI - Distorted Delirium's
Interface
8.1. Visual System
8.1.1. Opening
Screen & Menus
8.1.2. User
Interface ingame
8.1.3. HUD -
examples of the heads up display, what it
looks like looking at feet, seeing the top of the camera, camera screens, journal/map etc?
8.2. Audio/Sound
Design
8.2.1. Sound
design influences for the game world (examples
of music from similar games
8.2.2. Ambient
sounds - walking, running, opening and closing
doors etc
9. Section VII - Artificial
Intelligence
9.1. Monster/Enemy AI
9.2. Museum AI
So there you have it, this is what I have spent ages working these past couple of days (among other things of course) to ensure that myself, and my team friends, don’t forget anything crucial. We need to ensure we balance text based descriptions of our game with concept art so its not OVERLY wordy!
No comments:
Post a Comment