1、GDDSky WalkTeam MembersXaver Freiherr Loeffelholz von ColbergN1509064Je.ntu.edu.sgYe Kyaw TunYEKYAW001e.ntu.edu.sgLu ZhifangLUZH0005e.ntu.edu.sgChew Kor Kiatchew0318e.ntu.edu.sgHsu Myat MonS140016e.ntu.edu.sgAditya Kumar Choudhuryadityaku001e.ntu.edu.sgVersion 1.01. Game Overview1.1. Game Concept1.2
2、. Feature Set1.3. Genre1.4. Target Audience1.5. Game Flow Summary1.6. Look and Feel1.7. Project Scope1.7.1. Number of locations1.7.2. Number of levels1.7.3. Number of NPCs1.7.4. Number of weapons2. Gameplay and Mechanics2.1. Gameplay2.1.1. Game Progression2.1.2. Mission/challenge Structure2.1.3. Puz
3、zle Structure2.2. Mechanics2.2.1. Physics2.2.2. Movement2.2.3. Platforms2.2.4. Combat2.2.5. Score2.3. Screen Flow2.3.1. Screen Flow Chart2.3.2. Screen Descriptions2.3.2.1. Main Menu Screen2.3.2.2. Credits2.3.2.3. In Game2.4. Replaying and Saving3. Story, Setting and Character3.1. Story and Narrative
4、3.2. Cut Scenes3.2.1. Cut scene #13.2.2. Cut scene #23.2.3. Cut scene #33.2.4. Cut scene #43.3. Game World3.3.1. General look and feel of world3.3.2. Characters3.3.2.1. Main Character3.3.2.2. Enemies4. Levels4.1. Level #14.1.1. Synopsis4.1.2. Map4.2. Level #24.2.1. Synopsis4.2.2. Map4.3. Level #34.3
5、.1. Synopsis4.3.2. Map4.4. Level #44.4.1. Synopsis4.4.2. Map4.5. Level #54.5.1. Synopsis4.5.2. Map5. Interface5.1. Control System5.2. Camera and HUD5.3. Audio5.3.1. Music5.3.2. Sound Effects6. Artificial Intelligence6.1. Behavior6.2. Pathfinding7. Game Art7.1. Mood board7.2. Concept drawings7.2.1. M
6、onster7.2.2. Gun7.3. Final look8. Management8.1. Detailed Schedule8.2. Difficulties9. Asset List9.1. Levels9.1.1. Tree (Start/End plattform)9.1.2. Cloud9.1.3. Platform9.1.4. Generator and energy cage9.1.5. UFO9.2. Characters9.2.1. Main character9.2.2. Monsters9.3. Weapon9.4. Trophies9.4.1. Dragon Pl
7、ayground9.4.2. Changi Airport Control Tower9.4.3. Merlion9.4.5. Marina Bay Sands1. Game OverviewIn this chapter we will give an overview of our first person puzzle-platform game. We will explain the game mechanics in detail and the general scope of the project.1.1. Game ConceptWe present a first per
8、son controlled game with adventure and jump and run elements. You are playing a SG historian who wants to get back his trophies. Little monsters stole it from him, and they placed them on high towers. To get there you are able to shoot platforms in the sky and walk on them. To trap enemies you can l
9、ure them on platforms and the destroy the one behind them so they are trapped. 1.2. Feature SetThese are the main features of our game:- main character- monsters- platforms (can be created and destroyed)- trophies (the goal of each level)- generator platforms1.3. GenreOur genre can be described as f
10、irst person puzzle-platform game. We are inspired by games like “Portal” or “Minecraft”. While the controls are the same as in a first person shooter, you are actually not able to shoot and kill enemies.1.4. Target AudienceWe target a big audience, everybody from 6-99 years old, men and women. Our g
11、ame has no violence or very complicated mechanics that are only suitable for an older audience. Also the goal is to create puzzles that are interesting for every age group.1.5. Game Flow SummaryThe player sees through the eyes of the character he is playing. A dot in the center of the frame shows wh
12、ere he is aiming. His gun is always in the picture and he can see his body if he looks down. He can look around by using the mouse. He can walk and jump. He uses his gun to shoot a platform. The platform gets created immediately. To destroy an existing platform, he can also use the same gun. He can
13、only create connecting platforms, so shooting a platform is only possible in an adjacent area of an existing platform. He can destroy every platform, but destroying a platform takes 0.5 second.The goal is always to create a way to the goal platform with the trophies. The enemies hinder the player to
14、 reach that goal, so he has to trap them on platforms and destroy the connection to himself.1.6. Look and FeelWe want to create a friendly and colorful atmosphere. Our levels are situated in the sky, so the main colors will be white and blue from the clouds and heaven. We try to create all the model
15、s in a colorful and simple way. Still the rendering is photorealistic. We can achieve this by realistic lighting and normal maps to add more detail to the 3D-assets. 1.7. Project ScopeIn this chapter we will explain the scope of our game. We will explain in detail the numbers of assets that are nece
16、ssary and show the game size we are aiming for.1.7.1. Number of locations There will be one main location which is the sky. We want the whole game to be based on that location. Inside this set we will have multiple levels.1.7.2. Number of levels We want to create 5 levels. Each level can be played w
17、hen the preceding level is solved. The goal of every level is to get one of the 5 trophies back. With every level the difficulty of getting the trophy will increase.1.7.3. Number of NPCs We have one type of enemy, a little monster. This type of enemy will occur in every level, the number of enemies
18、will increase while the game progresses: - Level 1: 8 enemies- Level 2: 9 enemies- Level 3: 18 enemies- Level 4: 16 enemies- Level 5: 26 enemies1.7.4. Number of weaponsThroughout the whole game, the player will be able to use one weapon. We believe that this single weapon gives the player multiple o
19、ptions to solve puzzles. Also, its mechanic is new to video games, so it will be interesting enough to use only this one weapon for the the whole game.2. Gameplay and MechanicsWith our game, we want to create fun by different techniques like challenge, sensation, fantasy and a bit of expression. Dif
20、ficult puzzles are created for challenge while sensation is created by getting hunted by the enemies. Fantasy will be created by our fantastic game world to elevate the level of fun and the player can even express himself by creating “drawings” of platforms in the sky. In this chapter we will explai
21、n the gameplay and the mechanics in more detail to give an overview of how we want to create a fun experience with our game. 2.1. GameplayThe big goal of the game is to get back all the trophies. In the following, we will explain the game play starting from the big picture, the game progression and
22、finally going to the smallest tasks in the game.2.1.1. Game Progression The game has 5 levels. When the game starts, you will enter the menu. You will see 5 platforms in the menu, but only the first one is choosable. You will start playing once you click on the first platform and get to the first le
23、vel. If you solve the level, you will get back to the menu and a trophy is shown on the first platform. Next to the trophy you will also see the score you achieved in the level. Then you can choose level two and so on. Once you finished a level you can also play it again if you want to achieve a bet
24、ter score. When all the levels are completed, you will have a trophy on every platform in the menu. Depending on the time we will end the game with a cutscene showing our happy main character with his trophies.2.1.2. Mission/challenge StructureIn every mission you will start on one single platform.
25、There is a goal platform that is clearly visible and there are other elements like the enemies. In some levels there is a cage around the trophy on the goal platform. So if you want to reach it, you need to destroy the cage. Once you collected the trophy you will get your score for the level. The pu
26、rpose of the score is to motivate the player to play in a certain manner and make him play levels multiple times to achieve a higher score. Directly after collecting the trophy you will see the score and how it is calculated. 2.1.3. Puzzle StructureTo reach a platform, you can shoot platforms in the
27、 sky to create a path. You can walk on it, but the enemies can do so as well. If they reach you, they will attack you and kick you off the platforms. If you fall down, you will restart the level. To survive and reach your goals, you can lure the enemies by creating a path from their platform to your
28、s. As soon as they start running in your direction, you can destroy the bridge, and shortly afterwards, destroy the platforms behind them. In this way, they will be trapped and they cannot go anywhere. You can also destroy the platform underneath the enemies and they will fall down. But if one enemy
29、 falls down, two new enemies will respawn at the starting point. So if you want to get the trophy easier, you have to trap the enemies instead of making them fall. There are also enemies on higher platforms. If there is a platform close underneath them, they will jump down and attack.If there is a c
30、age around the trophy on the goal platform, you will see a line of energy going to a generator platform. You can destroy the cage by connecting the generator platform and the goal platform (by shooting other platforms). In other levels there will be multiple generator platforms like this. The line o
31、f energy shows how they need to be connected to destroy the cage around the trophy. In chapter 4. Levels, you will see pictures illustrating the concept.2.2. MechanicsIn this chapter we will explain the rules to our game. 2.2.1. PhysicsIn general the game will have realistic physics. If you are not
32、standing on a platform, you will fall down. Platforms can fly although they are not connected to the ground. These platforms are the only element that is excluded from the real world physics. As we have set our game in a fantastic environment, we believe this mix of realistic and fantastic elements makes sense for our game.2.2.2. MovementThe playe
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