Tuesday, October 29, 2013

Sprint 13: One More Time

Task
Completion
(Yes/ No)
Name
Pause-menu and GUI
Yes
Tejas (Producer)
Sounds: Menu sounds (button clicks, audio feedback for selection)
Yes
James
Asset placement (AI, prefabs, path-finding nodes) in “rainforest map”
Yes
Kevin
Begin work on the bare-bones tiger model in Mudbox
Yes
Matt
Updated: (TYPE DATE THAT COMPLETION COLUMN WAS EDITED)

Milestones

Date
Task Desired
On Track?
10/8 - T
·          Work on improving the FPS in Unity
·          Work on environment sound (water sound) and bear sounds such as (roaring, stomping, walking, slashing)
·          Work on level design (maps and sketches of the desired level) This will be converted to the Unity File after finalization
·         Improve bear model and make it into an FBX file
Yes
10/10 - TH
·         Continue Game Mechanics
·          Have a prototype built ready for play testing for bugs
·          Have at least one character active
·         Make sounds and actions co-exist
·         Have a very clear game mechanics and instruction list
Character still needs tweeks, began working on sounds and actions co-existing
10/15 - T
·         Begin working on character two and or minions
·          Start thinking about animations of characters and idle movements
·          Have art environment really start coming through
Behind on character develop due to lack of skill. New model produced today. 


Art Environment is excelling

10/17 - TH
·         Begin implementation of 2nd character and have minions for polar bear function
·          Start working on technical aspects such as attacking and defending
·          Have the environment of game look more realistic and allow the character art to co-exist in it
·         Have all sound effects for every movement complete by this date

10/22 - T
·         Have rough draft of 2nd character complete
·          Place prototype of character two in the game with the mechanics of the bear
·          Begin crafting environment for human interaction
·         Start considering art and navigation for menu, title scree, and every action movement of characters

10/24 - TH
·         Have modified and final version of human and save to a FBX format for unity
·          Have a prototype ready for playtest that incorporates both characters
·          Assign sound affects properly to every movement and character
·         First draft of interface is up

10/29 - T
·         After tweaking interface, have final version of interface, menu, and icon development
·          Completion of all sounds correlating to movement
·          Finalize environment for each character
·         Develop a universal base that each can share. (this will be divided into two bases if time allows us to do so)

10/31 - TH
·         Characters are complete as well as sounds, interface and controls
·          Have a rough/ final base for either one character or both
·          Have a scoring system implemented and allow for one side to win
·         Have version 1 of game complete.



The Lens of Inner Contradiction
           
What is the purpose of our game?

The purpose of our game is to inform players of the hazards of global warming and all of its side effects. Instead of being very serious in tone about this issue, we took the route of exaggeration. Obviously polar bears will not be fighting humans but for shock value and the concept, we feel we can adequately attract and audience, inform them and make them have fun at the same time.


What are the purposes of each subsystem in my game?

All of our games subsystems are in place to make the game a more unified experience. We do not want the game to feel its gets to serious or to over the top. Adding humor with over the top gameplay, and combining that with a serious issue like global warming sparks somewhat of an interesting controversy.


Is there anything at all in my game that contradicts these purposes?

The game itself contradicts the seriousness of the issues it is trying to bring about, however that was the intention from the beginning.

If so, how can I change that? 

We do not want to change that problem.

Lens of Nameless Quality

Does my design have a special feeling of life, or do parts of my design feel dead? What would make my design feel more alive?

The environment which players will be placed into is very open. The game feels alive because of the large, natural looking environment. The land is barren however, the colors scheme does not breathe life into the game. More additions to the environment adding plant life and having wind like effects would make our game more lively.


Which of Alexander's fifteen qualities does my design have?


Our game has the quality of simplicity and inner calm. This is most notable in the games feel and tone. The color scheme is very simple, but very polished at the same time. We would also like to have non-separateness since our games characters and themes stem heavily from the environments. We don’t want to throw something into the game that wouldn’t fit in with its surroundings.

Could it have more of them, somehow?

Simply put, yes. Our game could have more qualities but these qualities would require additional gameplay mechanics, which need time to crafted and placed into our game. If we have time to add such qualities, we will try to implement them.

Where does my design feel like my self?

Everywhere, my team and I have created the game from scratch so I feel the game reflects the work and feelings of everyone has worked on the game.

Tuesday, October 22, 2013

Sprint 12: TLC

Task List for 10/24/2013:
Task
Completion
(Yes/ No)
Name
AI Attack Towers that attack back
No
Tejas (Producer)
Sounds: Ambient sound (windy), snowball sound, and bubbling sound
No
James
Asset placement on maps (AI / character placement and spawn locations) ; Title screen menu paper prototype
No
Kevin
Use mudbox to improve polar bear model and add fur
No
Matt
Updated: (TYPE DATE THAT COMPLETION COLUMN WAS EDITED)

Milestones

Date
Task Desired
On Track?
10/8 - T
·          Work on improving the FPS in Unity
·          Work on environment sound (water sound) and bear sounds such as (roaring, stomping, walking, slashing)
·          Work on level design (maps and sketches of the desired level) This will be converted to the Unity File after finalization
·         Improve bear model and make it into an FBX file
Yes
10/10 - TH
·         Continue Game Mechanics
·          Have a prototype built ready for play testing for bugs
·          Have at least one character active
·         Make sounds and actions co-exist
·         Have a very clear game mechanics and instruction list
Character still needs tweeks, began working on sounds and actions co-existing
10/15 - T
·         Begin working on character two and or minions
·          Start thinking about animations of characters and idle movements
·          Have art environment really start coming through
Behind on character develop due to lack of skill. New model produced today. 


Art Environment is excelling

10/17 - TH
·         Begin implementation of 2nd character and have minions for polar bear function
·          Start working on technical aspects such as attacking and defending
·          Have the environment of game look more realistic and allow the character art to co-exist in it
·         Have all sound effects for every movement complete by this date

10/22 - T
·         Have rough draft of 2nd character complete
·          Place prototype of character two in the game with the mechanics of the bear
·          Begin crafting environment for human interaction
·         Start considering art and navigation for menu, title scree, and every action movement of characters

10/24 - TH
·         Have modified and final version of human and save to a FBX format for unity
·          Have a prototype ready for playtest that incorporates both characters
·          Assign sound affects properly to every movement and character
·         First draft of interface is up

10/29 - T
·         After tweaking interface, have final version of interface, menu, and icon development
·          Completion of all sounds correlating to movement
·          Finalize environment for each character
·         Develop a universal base that each can share. (this will be divided into two bases if time allows us to do so)

10/31 - TH
·         Characters are complete as well as sounds, interface and controls
·          Have a rough/ final base for either one character or both
·          Have a scoring system implemented and allow for one side to win
·         Have version 1 of game complete.



 Lens of Accessibility

- How will players know how to begin solving my puzzle, or playing my game? Do I need to explain it, or is it self-evident?

Players will know how to play the game by either reading the help screen that will be accessible from the main menu or through basic trial and error gameplay.  We are not aiming for a game that requires extensive knowledge or skill to play so learning to play will be more a self-evident process.

 - Does my puzzle or game act like something they have seen before? If it does, how can I draw attention to that similarity? If it does not, how can I make them understand how it does behave?

Our game does have similarities to other games but we would actually prefer to stray away from letting the players know that. We hope that our game draws inspiration from similar titles but we don’t want that idea to take over the initial appeal of the game.


- Does my puzzle or game draw people in, and make them want to touch it and manipulate it? If not, how can I change it so that it does?

Initially, our game was going to be played in 3rd person. Now we have made a decision to convert that into first person. By doing that, the level of immersion is intensified greatly. On top of that, we have a large environment that players can explore for themselves.

Lens Of Visible Progress

- What does it mean to make progress in my game or puzzle?

To make progress in our game is to advance closer to and ultimately destroy your opponents base. Players can track their individual progress by checking how many kills they have or checking their score if we implement a scoring system of some sort.

- Is there enough progress in my game? Is there a way I can add more interim steps of progressive success?

Our game only has one clear objective at this point. The addition of smaller, optional objectives would open up gameplay and variety for players. Also, attaching some form of a reward after doing said objectives would give more incentive for players to progress in the game.


 - What progress is visible, and what progress is hidden? Can I find a way to reveal what is hidden?

Visible progress will be how close the player is to destroying the base. A health bar will represent this. Other visible progress will be how long the game has been going on. This can be seen with a timer that will be displayed at the start of the game. Progress that won’t be visible to the player is the minion’s progress. Players cannot control the minions or choose target for them.

Lens of The Pyramid

- Is there a way all the pieces of my puzzle can feed into a singular challenge at the end?

All of the actions the player can do, whether big or small, mandatory or optional, they will all help the player proceed towards their main goal of winning the game.

Big pyramids are often made of little pyramids – can I have a hierarchy of ever more challenging puzzle elements, gradually leading to a final challenge?

Our game only has one main objective, however we could break that down into smaller objectives. Perhaps a system that divides the main goal into 3 tiers. Each tier getting gradually harder to complete. With each completion, the players get closer to winning the game.

- Is the challenge at the top of my pyramid interesting, compelling, and clear? Does it make people want to work in order to get to it?

The top of the pyramid represents the pinnacle of all the players actions. We hope that when they get to that point that they feel accomplished and satisfied about the process of getting to that point.

Tuesday, October 15, 2013

Sprint 11: Balance

Task List for 10/17/2013:

Task
Completion
(Yes/ No)
Name
Make forest level terrain in Unity
No
Tejas (Producer)
Sounds: Combat, Footsteps, convert audio to MP3
No
James
Assist Tejas with forest level design and asset placement
No
Kevin
Craft polar bear model based on new techniques and watch youtube videos about maya modeling – for Tuesday
No
Matt



Milestones

Date
Task Desired
On Track?
10/8 - T
·          Work on improving the FPS in Unity
·          Work on environment sound (water sound) and bear sounds such as (roaring, stomping, walking, slashing)
·          Work on level design (maps and sketches of the desired level) This will be converted to the Unity File after finalization
·         Improve bear model and make it into an FBX file
Yes
10/10 - TH
·         Continue Game Mechanics
·          Have a prototype built ready for play testing for bugs
·          Have at least one character active
·         Make sounds and actions co-exist
·         Have a very clear game mechanics and instruction list
Character still needs tweeks, began working on sounds and actions co-existing
10/15 - T
·         Begin working on character two and or minions
·          Start thinking about animations of characters and idle movements
·          Have art environment really start coming through
Behind on character develop due to lack of skill. New model produced today. 


Art Environment is excelling

10/17 - TH
·         Begin implementation of 2nd character and have minions for polar bear function
·          Start working on technical aspects such as attacking and defending
·          Have the environment of game look more realistic and allow the character art to co-exist in it
·         Have all sound effects for every movement complete by this date

10/22 - T
·         Have rough draft of 2nd character complete
·          Place prototype of character two in the game with the mechanics of the bear
·          Begin crafting environment for human interaction
·         Start considering art and navigation for menu, title scree, and every action movement of characters

10/24 - TH
·         Have modified and final version of human and save to a FBX format for unity
·          Have a prototype ready for playtest that incorporates both characters
·          Assign sound affects properly to every movement and character
·         First draft of interface is up

10/29 - T
·         After tweaking interface, have final version of interface, menu, and icon development
·          Completion of all sounds correlating to movement
·          Finalize environment for each character
·         Develop a universal base that each can share. (this will be divided into two bases if time allows us to do so)

10/31 - TH
·         Characters are complete as well as sounds, interface and controls
·          Have a rough/ final base for either one character or both
·          Have a scoring system implemented and allow for one side to win
·         Have version 1 of game complete.



 Sprint 11
Team Huge

Lens of Fairness

Should our game be symmetrical?

Our game should be symmetrical because of its genre. Being an RTS, it is pitting two teams against each other. We feel by giving one team a tactical environmental position would be unfair to the other team. By making the maps symmetrical, both teams have the same space to run around in making the playing field balanced.

Should our game be asymmetrical?

 Our game should be asymmetrical as well to bring out elements of a real environment. The levels themselves will be symmetric in terms of having the same negative and positive forces on each side, but the areas, which are interactive, will not be simply just mirror images of each other.

Which is more important: that my game is a reliable measure of who has the most skill, or that it provides an interesting challenge to all players?

One of the most important things about our game is that it will be accessible for   all player skills. We are hoping to create a system that allows the worst player in the world to still have a solid chance of beating the best player. In short, we want a very small range of skill for players to achieve. By doing this, we create an environment where all players are on the same skill level, newbie or veteran.

If I want players of different skill levels to play together, what means will I use to make the interesting and challenging for everyone?


We are hoping to make a game where any and all players no matter what skill can play together. To do this, the learning curve will have to be simple. To add variety to gameplay, there will be random chance events to power up or aid the player. Chance events are a good way to provide bonuses to players without upsetting the skill balance.


Lens Of Triangularity

Do we have triangularity now?

We have trinagularity through our level design. The biggest decisions the player will be what direction to go in. Determining on the path you take, it could change the fate of your life. For example, one of the levels will have a few paths. One of them is a little bit longer and has more space to battle. However, there are towers that are shooting at you. If your team manages to destroy the turret, another lane becomes open which could be used for flanking. But on the other hand, there’s a route that does not have turrets, and it is a much shorter route. The catch is that it is easier to defend and an attack could easily be thwarted. Also, if players decide halfway through it was a bad idea to go through this path, escape will be harder because water is lining the path which makes players travel slower.


Are the rewards commensurate with the risks?

Our game does balance the rewards with equal amounts of risk. Our level design in theory works out well to create high risk/high reward situations.



Lens of Skills Vs Chance

Are my players here to be judged (skill), or to take risks (chance)?

We hope the amount of skill a person has in this game, is completely reflective on their ability of knowing when to take their chances. Another skill that would be useful to have would be to cooperate with a team. Preforming as a unit is more effective than lone wolves.

Skill tends to be more serious than chance: Is my game serious or casual?

Our game is more casual than serious. The level of competition that the game evokes is that of a pick up game. Players are here to just play the game at their leisure and not to go all out and play like there their life is on the line.

Will adding elements of chance enliven the game?

Adding elements of chance will be the factor that determines small bonuses for players. Players should feel that the outcome of a battle is always 50/50. With the random chance events in place, it gives players an upper hand that doesn’t feel undeserved or cheap.
Do parts of my game feel too random? If so, will replacing elements of chance with elements of skill or strategy make the players feel more in control?

The balance we have in the game seems to work well as is. However, by allowing these chance events to be influenced by player skill could really change the way to game flows.