Unit 4:Project Design Implementation and Evaluation - Week 1

Unit 4:Project Design Implementation and Evaluation

For this unit, I was given the choice between making a 3D game, a Web System or a Network Solution.

I have to build a 3D game for reasons which I will speak about below.

PROJECT: 3D GAME

Week 1

After choosing which type of project I was going with, I was asked to come up with a few ideas for said project. I was also asked to evaluate and eliminate some of those ideas, based on struggles that could eventually come up during project development, more specifically narrowing the ideas down to 2 - the absolute main project, and the plan B project in case of emergency.

Here are the initial ideas that I have came up with:

Idea 1:

Weapon Shooting Range / Assault Training Course Simulator

Genre: First Person, Shooter, Action, Simulator.

Description: A First person shooter in a weapon training course which simulates a real-life, FBI style house assault situation.

Summary: The player's objective is to successfully raid a building as fast and as efficiently possible. As soon as the player presses the button, a timer starts, and the player then as to clear the area of all remaining hostile entities, while also avoiding friendly fire. In order to complete the objective and stop the timer, not only must all enemies be neutralised, the player must also rescue the hostages and escape to safety.
Different grades would be given to the player, mainly based on how long it took for them to complete the objective. Last but not least, there would be different levels which would vary in difficulty, as well as different weapons which would adjust to the player's favourite play-style, bonus objectives which could land the player more points and therefore higher grades and optional gadgets such as explosive grenades that the player could use however they desire.


Inspirations: Similar concepts have been made in Counter Strike: Global Offensive's weapons course tutorial and Call of Duty 4's Campaign time trial.


Click on any image to zoom

Development expectations: This project would be heavily focused on first person shooting mechanics - recoil, bullet projectile values, detailed weapon animations and models, etc. - and also heavily focused on player movement mechanics - jumping, crouching, sprinting, walking, dashing, vaulting. Level design would be focused more around the technical side of things - how the level plays out is more important than how it looks. A.I would consist of both static and moving cardboard figures, meaning it wouldn't be too complex/intelligent.

Target audience: Teenagers and Adults who have an interest in first person shooter games, weapons, military, movie-inspired police house raiding stuff, simulator games, competitive games.

Reason for this idea: In my opinion, this project would be a perfect balance between programming and designing - the weapon and movement mechanics are mainly based around programming, and I am expecting them to be quite tough to get right.

In terms of designing, the weapons alone are going to take a lot of effort to model. The level design will involve a lot of play-testing and changing things around in order to get that perfect feeling. Also, needless to say, the levels have to look good enough in order to keep the player immersed, since it's also a simulation game.

With both subjects being pushed to the limit, i feel like successfully completing this project will give me a huge boost in my game development skills.


Idea 2:


Survival / Tower Defence Alien Shooter

Genre: First person, Shooter, Survival, Action, Tower Defence.

Description: A FPS, survival and tower defence game, where you fight against aliens and spend earned currency to upgrade your arsenal until inevitable, overbearing death.

Summary: The player wakes up trapped inside an area, starting off with nothing but a handgun. Waves of enemies spawn in the area, and the player must defeat them in order to end the round, collect the currency earned from killing the aliens, spending it on the desired upgrades and proceed to the next round, where a bigger wave of enemies will spawn. The player would be given different choices for weapons, gadgets, abilities, armor, etc. Enemies would get tougher as the game would progress. You would get points based on enemy kills, with varied amount of points based on type of weapon used. A boss would spawn every 5 levels which would give the player extra points and possibly even a drop, ranging from weapons to abilities, etc.

Inspirations: Similar concepts have been seen in Call of Duty Zombies and Orcs Must Die!




Click on any image to zoom.

Development expectations: This project would be moderately focused on shooting and gameplay mechanics. The level of detail for animations would have to be pretty high, since I would have to animate not only the enemies, but also the player in terms of abilities and weapons. The level design would be somewhat simple and wouldn't take long to create, since the game would take place in a closed, rather small area. A.I would also be moderately simple to code, since their primary behaviour would simply be to spawn and chase you until they die.

Target audience: Teenagers of all ages and young adults who have an interest in shooters and mostly survival type games that may involve zombie-like creatures.

Reason for this idea: I think that this project wouldn't be too complicated to execute and at the same time it would also compliment and further develop my skills because of the focus in detail, which would be the key ingredient in the making of this game.


Idea 3:

Open World Survival Sandbox 


Genre: First person, Open world, survival, sandbox, crafting, building.

Description: A first person survival game set in a stranded island. The player is given the option to kill, craft and build in order to survive. However, the play is not alone in the island, as mysterious creatures will hunt them down.

Summary: The player wakes up on their wrecked boat. The boat is hauled up on a tropical beach, which as belongs to a stranded island that the player will soon explore. The player is hurt and needs to heal up, find food and water and build shelter before night time arrives, which is when strange creatures will spawn and present a huge threat to the player. Crafting and building will help the player settle in, fight off any enemies, hunt for food, and eventually reconstruct the boat which will be their ticket out of the island. Lore can be found when exploring the island, telling a story on what the creatures are and what happened.

Inspirations: Similar concepts have been made in The Forest and Green Hell.




Click on any image to zoom.


Development expectations: This project would be overall quite difficult to execute. I would need to put in a lot of work for both designing - level design for example, the map would have to be huge, and even though most of it would simply be trees and vegetation, those would need to be animated and give the player the option to interact with them; - and programming - A.I scripting would have to be top-notch, not to mention crafting and building features would also take a lot of work.

Target audience: Teenagers and adults who enjoy realistic, survival games where they can build and express a bit of creativity.

Reason for this idea: It would be a huge accomplishment to create this game, since it is such a challenge. I feel like I would develop my skills quite a lot and learn new ones for sure. It would definitely be a great project to learn more about games development in general, as I would experience a lot of issues, challenges and overall obstacles that I would have to surpass.


Idea 4:

3D Maze Horror 

Genre: First person, 3D Platformer, Horror, Action.

Description: An intense, action filled, first person, level based 3D platformer where the player is stuck in a dream, being chased by demonic creatures until all the objects are collected and the player reaches the exit.

Summary: The player is having a lucid dream in a nightmare. They are stuck in a maze, similar to the one in the game they play on the console. This time however, there is a twist: the enemies chasing the player are spooky demonic beings, thirsty for blood. The only option is to run and collect dream catchers to open up the exit to the maze. Power-ups could be found around the maze, which could give the player the ability to run faster or freeze enemies for example. Streaks would also give the player a movement speed bonus overtime. Levels would get harder and harder as the game would progress, with there being more enemies and mazes becoming trickier and misleading.

Inspirations: This similar concept has been seen in the recent game, Dark Deception.


Click on any image to zoom.


Development expectations: This should be a rather simple game to create, with major focus on animations and the technical aspect of level design - how the game actually plays. Course I would still need to focus on how good the game looks, since this is a horror concept which means that it needs to be immersive enough for the player to actually feel threatened; which I expect it to be very hard to pull off. What we are looking at here, is a different idea from the other 3 mentioned above - the main challenge isn't to create the game, you know, free of bugs and with functioning features, but instead to make it GOOD.

Target audience: Teenagers and adults who enjoy intense and actual focused horror games in a quite gimmicky format, 3D platformer. Also, people who enjoyed Pac Man and are looking for a horror version.

Reason for this idea: Like I said before, this project would help me develop my dev skills in a different way, a more artsy, gameplay focused type of way, which would honestly help me make better quality games.


Comments