Friday, 25 April 2014

Elements of Game Design- Documentation

1.       Project outline
An adventure game in first person with RPG elements for the PC platform, the game will be set on an alien planet similar to our own and will have the main objective of finding out the mysteries of the planet. Subsequently the setting will have some sci-fi elements. The artstyle of the game will be semi-realistic, with some stylisation to make environments more bright and interesting. It will be appropriate for a wide audience but mostly targeted to teens plus. The game will be made in Cryengine as emphasis will be put on the visuals. However, the game needs to be able to run on average level gaming PCs.

Gameplay elements will include Scanning and collecting samples of flora and fauna while documenting artifacts in various zones around the planet. Collecting more information will unlock upgrades for your tools and home base, as well as progressing the story. The game will gradually become more combat orientated as it progresses, and sampling certain creatures will unlock upgrades for your main weapon, the toxic gun.
Aims/Objectives- To create a believable and consistent game world. Gameplay must be fun and add to the player’s immersion.

2.       Lead Character
Denny Falkirk, a scientist with an adventurous side. Carries a small array of weapons alongside research gear. Said research gear includes a sampling tool and scanner. Dresses like an explorer with some more futuristic elements to go with the theme.
Character budget- ~20000 tris
Texture maps- Diffuse 1024^2 x2 no alpha, 512^2 x1 alpha
Normal maps 1024^2 x2, 512^2 x1
Specular maps 1024^2 x2, 512^2 x1
3.       NPC
Ted Eight, the guy who stays back at base and helps out with communications. He’s almost always locked in the computer room but can be called out if you need a ride somewhere. Can offer hints for missions etc if the player speaks to him back at base.
Budget – 15000 tris
LOD- 4000 tris
Texture Maps- Diffuse 1024^2 no alpha, 512^2 x1 alpha          LOD        512^2 x2
                        Normal Maps 1024^2, 512^2 x1                                       512^2 x2
                        Specular Maps 1024^2, 512^2 x1                                     512^2 x2
4.       Vehicle
A hoverbike- like vehicle, will mostly be used in cutscenes as transport between stages but there will also be a couple of instances where the player gains control to do things such as escape monsters etc. It must seat two people.
Budget-  30000 tris
LOD- 8000 tris
Texture maps- Diffuse 2048^2                               LOD        1024^2
Normal Maps 2048^2                                     1024^2
Specular Maps 2048 ^2                                  1024^2
5.       Environment
A large part of the game will take place in a rainforest area as this will be where the player’s home base will be situated. Other environments may include mountains, beaches etc.
The home base will be built on the treetops, with one side overlooking a valley of trees. It will be comprised of several treehouses linked by different kinds of bridges, and the whole base will be made of mostly wood but with various other scrap-like components such as tarpaulin, wire and clear plastic. Despite the low budget materials, there will various high-tech instalments such as the computer room, and there will be wires and aerials strewn around the base. Other rooms in the base will include the sleeping quarters where the player can save the game and the entrance room/armory where all the player’s gear is stored.
6.       Props/Scenery objects-
Scanner
Attaches to glove on left hand. Small screen to show data to the player.
Budget- 600 tris
LOD- 150 tris
Texture maps-  Diffuse 1024^2, 512^2                    LOD      512^2
                          Normal 1024^2, 512^2                                  512^2
                          Specular 1024^2, 512^2                               512^2
                          Glow 512^2
Sample tool
Gun-like design with mandibles at the front and a clear element to catch the sample.
Budget- 1200 tris
LOD- 300 tris
Texture maps-  Diffuse 512^2 x2, 512^2 alphax1      LOD      512^2 alpha
                          Normal 512^2 x3                                             512^2
                          Specular 512^2 x3                                          512^2
Machete
Simple, little design difference from real-life equivalent.
Budget- 600 tris
LOD- 150 tris
Texture maps-  Diffuse 1024^2                                  LOD        512^2
                          Normal 1024^2                                                 512^2
                          Specular 1024^2                                              512^2

Toxic gun
Similar to a bullpup rifle, very sci-fi themed. Uses chemicals obtained through biological samples to add effects to shots and/or boost weapon power.
Budget- 2000 tris
LOD- 500 tris
Texture maps-  Diffuse 1024^2 x2, 512^2              LOD        1024^2
                          Normal 1024^2 x2, 512^2                              1024^2
                          Specular 1024^2 x2, 512^2                           1024^2
                          Glow 512^2


No comments:

Post a Comment