Week 1 - Initial Pitch

Tuesday 24th, Monday 30th September 2019.

Paper Prototype - Design Stage. 

Overview

This week, we focused on developing an idea for our game. Our initial pitch was to take place on Tuesday. We discussed ideas throughout the week and developed a shared understanding of the project. We also focused on our group dynamic, to ensure that each member was comfortable within the team. 

Product

The main products of this week were:

  • Team Formation & Project Plan
  • Project Brainstorming
  • Universal Design Research
  • Project Pitch
  • Finalizing Idea

Process

Team Formation & Project Plan

I met with my team on Monday to discuss our project. Caoilinn and I had some catching up to do as we were abroad during week one. Christian and Nathan explained an idea that they had for the project - a 3D turn-based dungeon RPG.

Once everyone was on the same page, I decided that we should clear the air by discussing our group dynamic. We have worked together in the past, so we are aware of the many issues that may come up. I suggested that we provide critical (but constructive) feedback to one another, based on our previous experience. As a team, we agreed to be transparent with one another - any positive or negative feelings should be shared, and all criticism should be constructive. We made an agreement as a team to place our project first.

We established communications means through Facebook Messenger. We also set up a Google Drive for file-sharing. 

Team members and roles:

  • James Farrell - Project Manager, Environment Modelling
  • Christian Rafferty - Character Modelling & Animation, Programming
  • Caoilinn Hughes - Programming, Sound Design
  • Nathan Hill - Narrative & Concept Design, Texturing

Project Brainstorming

Idea 1

We gathered on Monday to build upon the idea that Christian and Nathan proposed - a 3D retro-style turn-based dungeon-crawling RPG. 

We looked at 'Legend of Grimrock' for inspiration.

The player would progress through a dungeon, fighting monsters, collecting items and solving puzzles. The map would be based on a grid. The player can move one grid space per turn. Each grid space would be built from modular 3D assets (imagine a 1x1 room, or a 1x1 hallway). This system of modular assets would allow us to easily expand or contract our level. Players can collect items that are scattered throughout the map. Items may include potions, keys, weapons or health. Players can improve their character skill rating by slaying monsters and completing levels.

Idea 2

Christian proposed a multi-player fighting game, where two players would control a character on-screen. It would be '2.5D' based (3D assets loaded into a 2D space). This is similar to how modern games like 'Mortal Kombat 11' are made.

We talked about simplifying the control scheme. Each player would only need access to four buttons. Using this technique, we could effectively allow two players to play from the same keyboard. We imagined that 'Player 1' would use the AWDF keys, and that 'Player 2' would use the HJIL keys. The controls would be as follows:

Player 1

  • A - Retreat Slowly while Blocking (Move Left)
  • W - Jump
  • D - Advance (Move Right)
  • F - Attack

Player 2

  • H - Attack
  • J - Advance (Move Left)
  • I - Jump
  • L - Retreat Slowly while Blocking (Move Right)

A player can move in two-dimensions (up and down, left and right). Player 1 begins on the left-hand side of the screen, player 2 begins on the right.

As the match goes on, the playable area begins to shrink. Players outside of the playable area will begin to slowly take damage. This mechanic would work similarly to the storm in 'Fornite Battle Royale', and 'PLAYERUNKNOWN'S BATTLEGROUNDS'. The goal of this mechanic is to encourage both players to advance on one another.

Players are at risk of taking damage while blocking an attack. This is because the 'block' button is tied to the 'retreat' button (remember, a player will take damage if they leave the playable area). This adds to the overall tension, as it encourages players to be more aggressive.

Universal Design Research

We designed our dungeon crawler with mature gamers in mind. We want to appeal to their nostalgia, by building games that are similar to those that they would have played growing up. Additionally, our turn-based mechanic allows players to walk away from our game, without worrying about the game advancing. This suits busy players, who may not have much time to interact with our game. 

We designed the controls of our fighting game to accommodate a range of users. Our limited control scheme allows users to easily re-map the layout. This is inviting for disabled users, who may wish to use an adaptive controller. Our limited use of control also means that it is not difficult to play our game. This is inviting for children, who typically play by 'mashing' buttons. Alternatively, experienced users may utilise simple combos that we build into our game. This allows us to capture a wide range of users, regardless of their experience.

Project Pitch

I created a Powerpoint on Tuesday to outline our ideas. I asked Christian and Nathan to take charge of the presentation, as it was their ideas that we were pitching. We set aside some time on Tuesday to practice our presentation.

Final Idea

We reviewed the feedback that we received from Gerry, Enda and Niall. This helped us to finalise our idea. Niall recommended that we merge our two ideas - we should take the mechanics from game 2, and place them into game 1. We talked about incorporating a multiplayer aspect into our RPG game. We also talked about adding a shrinkable playable area, to encourage players to advance on one another. If these mechanics were successfully implemented, we could create a really exciting game.

However, Christian, Caoilinn, and Nathan felt that it was more appropriate to focus on the singleplayer aspect of our game. They argued (given our time restraints) that it made more sense to build a singleplayer experience first. They also suggest adding multiplayer later, if enough time was available towards the end. I ultimately agreed, as it makes more sense to focus on the singleplayer experience first. However, we have considered putting multiplayer into the 'Would like to have' section of our Moscow outline.

Issues

Caoilinn and I were absent during week one. As such, we needed to spend some time as a group to catch up on the work that we lost.

Time was against us - a presentation was due to take place on Tuesday. We needed to discuss our ideas and plan a presentation in a limited amount of time.