P1
Design Values
The qualities you seek to embody in the game.
Design value prompts
1.Experience
Experience is what the player does in the game.
2.Theme
Theme is what the game is about.
3.Point of view
What does the player see, hear and feel
4.Challenge
What obstacles does the game present
5.Decision making
How and where does the player make decisions
6.Skill/Strategy/Chance/Uncertainty
7.Context
When and where does the player play the game
8.Emotions
What emotions are encouraged
Design Values: Pong
1. Experience
The player moves a paddles to hit a ball in the hopes of getting it past their opponent
2.Theme
The game is about competing with another player to get the ball past their side of the goal
3. Point of view
The player and see two paddles on either side of the screen and a ball going between. There is also a white line in the middle representing a net. The player can also see a score in the top indicating which side is winning.
4.Challenge
The challenge in pong is that the ball gets faster as time passes and you have to try and predict where the ball is going to go. to not let it go past your goal.
5.Decision making
You have to decide where you want to hit the ball to get it past your opponents paddle, as where you hit the ball decides in which direction the ball goes.
6. Skill/Strategy/chance/Uncertainty
There is Uncertainty in Pong as you try to figure out where your opponent is going to hit the ball
7.Context
The game is played normally in a arcade or flash game and is used to show skill as well as to compete against others.
8. Emotions
They encourage you to become competitive and get a feeling of a reward when you get at goal/ win and frustration when you lose.
Design Values: Portal
1. Experience
In Portal 2 you place portals and move objects to complete puzzles called test chambers.
2.Theme
This game is about completing puzzles using portals and physics to escape Aperture Labs.
3. Point of view
In this game the player is in a 3D environment with a set of puzzles they have to complete. They can hear GLaDOS, a robot who is guiding them through a set of test chambers. The chambers are white and have a futuristic look to them.
4. Challenge
The game has a number of challenges that the player is introduced to. You are first introduced to the Portal. This hole in the wall is a portal to another point in the level. This is confusing at first and to make sure the player knows what is going on in the game they.
5. Decision making
In portal there are very few decisions to be made, however
there are a few small ones that make it feel like you are in control of Chell.
The first being able to portal cameras down which is met with a audio response
from GLaDOS. Another such way is in the first test chamber where you can with
enough skill break the chamber by getting the cube out of the chamber. This is
also met with a audio response from GLaDOS.
6. Skill/Strategy/chance/Uncertainty
Portal is all about skill with there being a focus on using
skill to understand physics, with portals. Along with using these skills you
pick up through the game to complete the chambers set before you.
7.Context
The game is set in a future where the ability to create
portals is possible. You are trapped in a scientific testing facility owned by
Aperture science. You enter the game introduced with the introduction by
GLaDOS. An AI who has control over the facility. There are no people in the
viewing stations as you go around and GLaDOS sets a very sinister overtone for
the game.
8. Emotions
You are led in the game to feel resentment for GLaDOS who
mocks you the entire game making you feel inadequate. However, competing a test
makes you feel accomplishment with each chamber being more difficult that the
last but never feeling too complicated of overwhelming.
Design Values: Get Tim home
1. Experience
The player will we working towards upgrading the rocket to
get Tim back to Earth.
2. Theme
The game is going to be getting Tim a Astronaut who found a
worm hole that took him into another galaxy to get back to his home.
3. Point of view
The player will be playing from the view of a rocket hopping
and going from planet to planet. They will be able to see their rocket as well
as their fuel and other such things. They will be able to hear music and the sound
of the rockets engine.
4. Challenge
The challenge in Get Tim Home is that you have to work on aiming
your rocket in the right direction to get the furthest you can.
5. Decision making
In Get Tim Home you will have to decide what upgrades you
want to get so you can get the closest to earth as possible with the resources
you sell as you go.
6. Skill/Strategy/chance/Uncertainty
This game is about strategy buying the best upgrades and to
decide which direction is best to get you home.
7. Context
The game is set by an astronaut called Tim who gets sucked
into a wormhole whilst doing a mission. He is stuck very far away where he wants
to get back to earth.
8. Emotions
In this game you will feel hopefully and sad for Tim
Paper Prototype
In the creation of our video/ paper prototype we learnt about of things about our game as well as deciding on the mechanics we wanted to show. It was hard to create our prototype with us deciding early on to use cardboard to create or design however we lost this prototype and changed it to just use paper. This presented new challenges. We had a orbiting mechanic that we wanted to introduce however this was too difficult to do with paper. However we did find one significant design mechanic while creating menus. We decided on a CRT /old green text screen for the objectives and for the menus. We also decided on a launching mechanic using a arrow to direct the rocket. We also found out how we wanted to do the menus themselves with the controls mainly being the keyboard with the mouse also being able to be used to interact with the UI. We also decided what our introduction would be with us getting a rough idea of the layout. I think to improve this we could include dialogue and a skip button. I also believe that we could have of improved the asteroid mechanic from our paper prototype with there being physics. As well as this I think we needed to include explosions to give more visual appeal to the game. During the editing I discover that we needed to introduce a lot of audio to help bring atmosphere to the game. While editing I also discover adding a beeping sound to bring more urgency during the introduction and main game play. I also discover a art style during a previous research





Main game style
Design Values Doc
Introduction/Overview: Design Values
1.Experience
Experience is what the player does in the game.- The player will control and upgrade a spaceship Using currency obtained from playing the game upgrades can be bought. They will first be able to direct their ship in a direction to aim for another planet to orbit and land on. To land they will use a parachute once in orbit of a planet. They will also have to aim their ship to avoid asteroids and collect stars. Stars are the main currency in this game. The star currency can be used to purchase upgrades for your ship like a bigger fuel tank, extra boosters, extra parachute uses as well as different skins for your ship.
2.Theme
Theme is what the game is about. - the game is about an astronaut called Tim who goes on a space voyage to seek out new planets but in his quest for knowledge of space his ship is knocked off course by an asteroid and he ends up crash landing on a random planet. Using his limited fuel he must try and make his way back to Earth with the help of planets orbits to piggyback him through the milky way and back to his blue marble home
3.Point of view
What does the player see, hear and feel- The player will see a 2D top down view of Tim’s spaceship along with the other gameplay elements like the planets, stars,, asteroids, suns and shooting stars. Hud elements will be seen by the player so the spaceship's fuel gauge, life gauge, score, currency, special currency, upgrade shop and the launch and land buttons. The player will be able to hear the soundtrack of the game throughout. They will also be able to hear the ship when it boosts along with explosions of the asteroids as they get hit and smash into planets. You will also be able to hear a beeping noise when the ship is on low health.
4.Challenge
What obstacles does the game present- The player will have to aim and position their ship to avoid obstacles such as asteroids and suns that damage the player when they get hit or are near the sun's.you can only aim your ship when you have landed on a planet. You can only boost when you are not in landing mode. The screen only moves with the player on a Y axis so if the player goes off the screen on the X axis it is a game over. You only have a limited amount of fuel, you only have a limited amount of health, you can only use a parachute so many times, if you hit a planet to hard you will do damage to the ship, some planets have dangerous surfaces and cannot be landed on
5.Decision making
How and where does the player make decisions - the player makes decisions by moving the left and right arrow keys to aim in which direction the ship will go in, the top and bottom arrow keys determine how much fuel you want to use on launch and will determine the speed you launch at, space bar will be used to launch your spaceship when you are on a planet and to go into land mode when you are in a planet's orbit. When in space the top arrow key can be pressed to use boost which will consume your fuel gauge quicker, the down arrow key will use a parachute when you are in a planet's orbit to safely land on the surface below your ship.
6.Skill/Strategy/Chance/Uncertainty
Get Tim Home will focus on strategy, chance, uncertainty and a hint of skill. The strategy element will focus on the player's ability to recognise how the orbits work and how they affect the ship to try and propel it further into space, the chance elements come with how you may end up lucky and land on a planet safely or you could get hit by an asteroid or land on a dangerous part of a planet, the uncertainty comes from the unknowing of when the asteroids are coming, what planet will come next or where you will get launched to, the hint of c
7.Context
When and where does the player play the game- the player will play the game on a PC within the G10 classroom for a limited time only
8.Emotions
What emotions are encouraged- satisfaction when you get some sweet space flow with your ship. frustration when you get hit by asteroids, hit a planet too hard or get too close to a sun,
Design Values : Art Direction
Look / visuals
The look I want the game to go for uses simple graphics that are created mainly in illustrator which would give the main game a flat feel. A rough idea and planning for my ideas can be seen at:
From this I want to narrow this down using specific artwork from this general board a few examples of this can be found below. With there being focus on separate segments; Planets, Tim and Ships as well as tutorials to use and follow for creating assets.
Planets:
Main UI Style
For the main UI I want a semi 3d effect to be on it to give the idea of perspective with them looking through a window into the game
There are many components to this with using design in mind. I want it all to work together but I would also like to introduce some depth into the design. Starting with the dashboard section at the bottom of the page. I think I could introduce some texture and shadows down here. Starting with the health and other gauges. I think that introducing an animation where that bubbles up the tubes would help introduce more visual interest into the game. The CRT style screens that old and have a green text style we found out during the paper prototype that helped give it a old fashioned look back when the apollo missions were launched. This old style we think would work well with the overall theme of the game and we expect to use this throughout the settings menus as well as the shop menus.
Main game style
For the main game I would like to introduce various style types I had seen earlier with a main focus on using the image to the left. I liked the background to this image with the fog like effect on the background as well as having stars in the distance. For the planets however I would like to use different types of planets with using a mix of the moon style on the top left along with the second image on the right specially using rings around the planets along with having one side much darker than another. I would also like to introduce moving planets or asteroids that have trails behind them so you can tell the path they are going to move in as well as adding more complexity to the style of the game an example of a way I could do this is in the third image. Unlike the other style there will be transparency included, this however will introduce more graphically intense elements into the game which would have to be taken into consideration 

Feel /style/ experience:
Sound/ audio: In game sounds will include sounds for the rocket taking off from a planet and the rockets boosters while in space, shooting stars and sounds when collected, parachute opening and closing, asteroids going across space and asteroid crashing and breaking up, button pressing sounds, damage to rocket sounds, collection of health and fuel sounds. Cutscene sounds will include rocket booster sounds, text pop up sound, rocket crashing into planet, asteroid hitting rocket, baby/ Sims talk. Soundtrack will be sci-fi like but with a calm nature that will alter as you progress in the game becoming more energetic when you do better at the game and slowing down when your flow in the game slows down.
Lore and story: The backstory of Get Tim Home is that Tim is an astronaut sent on a solo mission to space to collect shooting stars to harness their energy and to use as a new resource on Earth now that all other fuels like coal and petrol have run out. Tims rocket is knocked off its course by a passing asteroid and Tim must now try and make it back to Earth and collect shooting stars without losing fuel or dying.
Design Values: Basic elements and systems
Actions
How and where does the player make decisions - the player makes decisions by moving the left and right arrow keys to aim in which direction the ship will go in, the top and bottom arrow keys determine how much fuel you want to use on launch and will determine the speed you launch at, space bar will be used to launch your spaceship when you are on a planet and to go into land mode when you are in a planet's orbit. When in space the top arrow key can be pressed to use boost which will consume your fuel gauge quicker, the down arrow key will use a parachute when you are in a planet's orbit to safely land on the surface below your ship.
Objects
The objects that you can interact with the game are…
Asteroids - These will hit the ship, which in return hurt the player which will deteriorate the players health as well as causing the asteroid to break into chunks and disperse
Shooting Stars - If the player collides with this they will gain extra points
Planets- You can hit a planet too hard which will hurt the player the same way an asteroid interacts with the players health, planets can also be landed on creating a surface for the rocket to land on and relaunch again
Buttons- several buttons can be interacted with to do things like deploy a parachute or use a booster rocket instead of your main rocket and a big red button to launch your rocket from a planet.
Goals
The goal of the game is to get as far as you can into space without crashing or losing your ship in space, the further into space you go the higher your score will be. Challenges within the game will create secondary goals to reach a certain score, height or a certain amount of collected shooting stars which when collected can be used for certain upgrades on your rocket.
Playspace
The playspace for the game will take up the whole of the screen with the game being shown in the middle of the screen with the two sides of the screen consisting of the health bar, fuel bar, score, shooting stars collected, challenges, options and buttons for boosters and parachutes for your rocket.
Rules
Boosters can only be used when in space or in a planet's orbit not when landed on a planet. Parachutes can only be used when you enter a planet's atmosphere. Upgrades can only be bought when a ship has landed on a planet and when you have collected the required amount of shooting stars. Asteroids cant damage you when you enter a planet's orbit. shooting stars can only be collected in space. Parachutes and boosters have a finite use per game. Fuel can only be replenished when collected on a planet. Health cannot be replenished.
Design values: General
Experience- The player controls a rocket in space with an astronaut called Tim inside to try and cruise through space to get back to earth by using the rockets fuel or piggybacking of other planets orbits to try and launch himself further into space and to avoid the hazards of space like asteroids and getting lost in the darkness of space.
Theme- The game is about trying to get a high score which is achieved by going further into space using the help of rocket fuel, piggybacking off other planets orbits and not diving tip first into a planet or asteroid.
Pov- The game will have a top down 2D point of view with layered elements of 2D objects and assets to create a 3D like appearance within the game. The player will see a 2D top down view of Tim’s spaceship along with the other gameplay elements like the planets, stars,, asteroids, suns and shooting stars. Hud elements will be seen by the player in a layered 2D point of view which gives off the appearance of 3D for some elements and assets so the spaceship's fuel gauge, life gauge and the launch and land buttons will have this layered 2D appearance. Scores, currency, shooting stars collected and the options and challenges meny will just be 2D. The player will be able to hear the soundtrack of the game throughout. They will also be able to hear the ship when it boosts along with explosions of the asteroids as they get hit and smash into planets and the rocket. You will also be able to hear a beeping noise when the ship is on low health as well as Tims reaction to certain events like him crashing into a planet.
Challenge- The player will have to aim and position their ship to avoid obstacles such as asteroids and suns that damage the player when they get hit or are near the sun's. You can only aim your ship when you have landed on a planet. You can only boost when you are not in landing mode. The screen only moves with the player on a Y axis so if the player goes off the screen on the X axis it is a game over. You only have a limited amount of fuel, you only have a limited amount of health, you can only use a parachute so many times, if you hit a planet to hard you will do damage to the ship, some planets have dangerous surfaces and cannot be landed on.
Decision making- the player makes decisions by moving the left and right arrow keys to aim in which direction the ship will go in, the top and bottom arrow keys determine how much fuel you want to use on launch and will determine the speed you launch at, space bar will be used to launch your spaceship when you are on a planet and to go into land mode when you are in a planet's orbit. When in space the top arrow key can be pressed to use boost which will consume your fuel gauge quicker, the down arrow key will use a parachute when you are in a planet's orbit to safely land on the surface below your ship.
Skill- the skill comes from the boost and parachute elements within the game which allow you to boost out of a planet's orbit and into space or lets you land safely on a planet and if you learn to use these limited elements at the right time it can get you a higher score within the game and help you go further into space. Skill will also come from knowing when to use your fuel to dodge obstacles or when not to use your fuel and just piggy back off a planet's orbit.
Strategy- The strategy element will focus on the player's ability to recognise how the orbits work and how they affect the ship to try and propel the rocket further into space without the use of fuel.
Ideas that could work
Asteroids are collision objects
Possible shield upgrade to deflect asteroids and damage
Suns damage you + add suns
Flashing and beeping for low health and low fuel gauges
When the ship goes to far off the screen you get lost in space and die a lonely lonely death
Collectables section, collectables you can pick up in space or on planets
Cinematic could be Tims daughter asking for a shooting star so tim makes a shoddy spaceship
Have screen split in three middle part will be the game two other ends will be panels within the ship that show life gauge, fuel, picture of tims family, crct screen to show challenges, launch button
Tims family picture is just them as astronauts
Dog name jeff
SPACE DOG!
Points could be in meters

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