EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok

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EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
DIM LOG BOOK

Digital Game Prototype

EMITIME
EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
Game Ideas:

- a game that allows players to switch between time and experience the
   impact of ones to the others

- Players could control one character each in each timeline point of time
   and they are able to communicate with each other to make changes in
   their time

- Changes made at a point of time could affect the later time ( domino
   effect / butterfly effect )

- Thus, each character’s action will strongly impact the outcome of the
   later time ( Maybe the environment or even the time ), they could also
   share the information of the future / past to the others so that the future /
   past will be impacted

- Characters have different personalities and thus creates an intriguing
   experience for the players

- Each point of time will have a different play style

- To deal with the theory of time paradox, the “device” ( Could be the same
   one or different ones with different designs ) ( changed to equipment
   ebedded with “EMITIME” ) that the characters acquired has the ability to
   overcome that - the characters themselves will not be changed ( they still
   remains as the same person and the places that they are staying as the
   same without change, but the contents - characters and history that
   leads to this will change )

- Caution: I will need to explain deeper about that power in the story or the
   story will end up being unreasonable

- Players have the ability to switch between gameplay modes whenever
   they want
EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
Similar Games / medias that make use of time-related
themes:

Attack on Titan ( Hajime Isayama, 2021 ) - the protagonist has the power to
reveal memories to the predecessors who hold the same power

Future sight ( Xenoblade Chronicles ( Monolith Soft, 2010 ) ) - predict future
in battles and story

Non-linear storytelling ( Detroit: Become Human ( Quantic Dream, 2018 ) ) -
the storylines are not presented in a chronological order

Time-related elements:

Multiple timelines - hard to develop connections between characters as they
cannot affect each others directly

Time Travel - kind of a cliche in storytelling

Finalized Idea:

- characters are allowed to communicate with each other directly ( similar to
  a conference call but it travels through the time ) and therefore let them
  change their fates with each other’s help within the same timeline instead

- Give characters different roles and identities ( use different types of
  gameplays to highlight them )
EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
MDA (Robin Hunicke, Marc LeBlanc and Robert Zubek, 2004)

( structure ):

Mechanics:
Players are required to switch between characters and perform different
actions to proceed with the story

Dynamics:
Players could switch between characters to gain benefits that make it easier
during the gameplay

Aesthetics:

Narrative:
Characters should be relatable to some degree so that players could be
attached to them

Sensation:
Players should be able to feel like they have control over the events so that
they feel like they have the power

Sensation:
The action gameplay should be exciting with different skills and actions

Challenge:
Players will only reach the desirable endings if they make the correct choices
and play the game “right”

DGD-1 ( player type ):

- Somewhere between hardcore and casual
- Manager ( manage your tactics to benefit from the time mechanics )
- Wanderer ( unravel the histories and stories )
EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
Three Gameplay Modes:

- First gameplay mode: interactive fiction

Draft:

                                             -
EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
UI designs (not final yet):

Move around the palace and assign tasks to people or have conversations

-Background can use photographs

- I can add blinking animations to the characters

- Add facial expressions to characters (only for the king right now)

- the overlay elements can be created using the UI system (canvas) of Unity

- hp bar isn’t going to be shown right now as there’s not enough time

- a map for the player to move around the castle
EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
Design for the map: (bedroom is not used due to time limitation)
EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
- Second gameplay mode: 3D exploration game ( located
   inside a small environment )

- Navigate through the library to find the required book that have the
information needed, you could also learn about the background story of the
game
EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
-books can be read using an UI similar to The Elder Scrolls
V: Skyrim ( Bethesda Game Studios, 2011 )

- book reading system has two pages and displays the title
(give it a open-book animation too to make it more
attractive)

- Made it using a 3D model (have to add lights to light it up
  or it gets too dark)

- Have to stop the player from rotating the camera too to
  prevent the book from being blocked by the obstacles

Book Model created in Blender (used shape keys to create
a open-book effect):
EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
Final Design in game:
- All bookshelves can use the same model to decrease the
amount of models required to be created

(Book shelf model)

-I apply a wood texture to make it more realistic (got the
wood texture from unsplash)
(seperate book model to allow players to interact with the
book)

-I use two layers of texture to give it the color and the
leather effect (got the leather texture from unsplash)

-Books can be put in different places within the bookshelf
to make them look more normal
- books that can be read should be highlighted

(bigger book with a crystal-like material applied to it )

A crystal-like glowing effect using the particle system! I
really like this and it highlights the book even more! Give
me a high-tech feel too
- mini map is abandoned, not enough time

-suggestion for the character images: don’t display them
but display conversations as subtitles ( reduce the number
of artwork needed )

- Books to develop:

- Notes about the enemies (can help in battles)
- made a record of the dragon enemy which says that its
tail is its weak point

In game:
-False information about Benjamin (story driven)

In game:

-Further information about Benjamin (Event that leads to
change)
- a letter to his lover?
- It may also be a rebuttal to the false information
- can reveal some information that will change dialogues and the
past too

In game:
- Third gameplay mode: 2.5D pixel art action game

- You have to battle with robots and use different skills and weapon for
survival, you could collect resources and make better weapons or help
improve your base

- character can attack using gun and blades (two attack types) ( final
decision: only gun )

- have unique skills (maybe one skill due to time limit) ( final decision: no
skills )

-others will react if you allows them to hear your conversation or tell them
your situation ( final decision: remove as too complex and time-consuming to
develop right now )

-background can be made using the Unity terrain system to create the 3D
environment (it doesn’t look really good at the end though, but it gives me
much time to work on other stuff, should be able to create models for the
whole environment if I have enough time)
- character can build obstacles by communicating with the others (time
mechanic) -> build an old wall with particle effects when being built

In game:                                builder sprite:   for the particles:

- give waiting time when building to resemble the flow of time? (final decision:
a fixed time given to the player, also dialogue is shown to player to show time
flow)

- recharging time is also given to it for balancing issue (red -> cannot be
used)
The model for the wall:

To create a breaking-down-into-pieces effect, I created separate model
pieces for it (by disabling and enabling the collider in Unity I can make them
explode):
- enemy types – two should be enough, 1 for boss, 1 for minions (only 1
dragon enemy to reduce workload)

Dragon enemy name: DR-001 – it shoots missiles from its jaw (the 2D bones
can be used to give it animations so that I don’t have to draw all animations)

Initial draft:

Final design with its missiles (body parts separated to make them easier to
use the 2D bone system):

The missiles have tracking function!!!!

-   Two animations: move and attack
-   Added the hurt and death animation too as animating sprites with bones
    are easy
Character selection

1st concept:

2nd idea: the clock can be 3D while the character picture in 2D (currently
used)

Final idea: use clock and the characters can be shown as metal plates, with
their EMITIME equipment on (have to give it a glowing effect so that it looks
better) (maybe)

Is called using a button in each gameplay mode

               Added this image with a lower opacity, and put an image
               using the vertical fill to achieve a progressive button effect
Issue: there are some position issues for the plates and loading screen as
the camera for different play styles are different -> solved but still looks a bit
buggy? Should probably use 2D UI next time and make the canvas overlay
on top of the camera

I also gave it particle effects and some movement for the plates to indicate
the selection

The color for the clock’s arm is a bit weird due to rescaling though
Flow charts and mechanics Version 1:
Version 2:
Factor check system developed in Unity:
dialogues are shown if certain factors are available, leading to varying
storylines, using factor ID numbers, it allows more flexibility
Developing the whole chapter one is too overwhelming for such limited time,
should be able to develop some parts of it though, character link system is
also abandoned currently
Story design for prototype
(certain stories are changed due to the change of stories and
characters):
( Player ) Requirements:                  Highlighted = done

 - Requirement: It should not be hard to control ( as three
     play modes have to be switched between
     continuously )
 -   Solution: Controls should be shown on screen all the
     time so that the player won’t have to memories the
     controls, also, different controls should be consistent
     (controls are consistent and controls are shown)

 - Requirement: Players may want to change the difficulty
     for the exploration and action game part
 - Solution: Include a difficulty selection which players
     could switch between the difficulties they want ( Don’t
     have enough time to develop )

 - Requirement: This game should be able to be played on
     PCs and consoles
 - Solution: The game’s controls should support both
     game controllers and keyboards ( mouse control should
     be switched to joystick control ) ( Don’t have enough
     time to develop and test)

 - Requirement / Issue: A game that involves complex
     story structure may lead to confusion if the player
     forgets some story contents / actions
 - Solution: Create a simple logbook which shows the
     previous dialogues and things that have just been done
     ( & a mission tracker ). This allows the player to
     remember what happened
Mood board ( art style ) :

                                                                                    Banjo & Kazooie1

StarFox2

3D Scene Design3
1
  https://www.ssbwiki.com/Banjo_%26_Kazooie_(SSBU)
2
  https://www.nintendo.co.uk/Games/Wii-U/Star-Fox-Zero-1026132.html & https://www.siliconera.com/nintendo-
shares-star-fox-zero-wallpapers-and-zoom-backgrounds/
3
  https://thomassimonini.medium.com/how-i-made-an-awesome-low-poly-scene-in-4-days-e51433146018
Story / World building:

-The world that the story is set only consists of anthropomorphic animals
( similar to Starfox ( Nintendo EAD and Argonaut Software, 1993 ) )

-Three characters are going to die or meet a cruel fate after a certain amount
of time ( maybe a month ) , and they will have to help each other out

Characters’ backgrounds:

-1000 years before (Middle Ages)
A king who will have to fight a war which is destined to be lost

-500 years before (A High-Tech World)
A child of the noble family who lives in a high-tech world ( consequence of the
war 500 years ago )

-Now (Post-apocalyptic World)
A young adult who has to fight for his survival in a robots-controlled city on a
daily basis after the riot of the robots 500 years ago
Gameplay flow & mechanics:

Basic mechanics:

All gameplays happen simultaneously

1000 years before ( Originator ) (King)
-2D text-based interactive story that allows the king to change his decisions
-even allows the king to create obstacles which could be useful for the
survival gameplay

500 years before ( Changer ) (Shiba)
- 3D exploration game that is set inside a library that lets the child to find the
information required to change the history / future

Now (Observer) (Coyote)
- 2.5D pixel art action game that the player has to fight for survival

Character link system : ( skip this system due to complexity rn)

- King tells bedtime story to shiba ( Choose story options to create a story
that shiba likes ) ( he treated him like his son as he could not have one )

- Shiba helps Wolf to find enemy’s weakness by searching through the
library ( 5 minutes timer, player could switch to Shiba’s perspective , higher
link points when the task is finished quickly )

- King helps wolf to train his skills of various weapons ( increase link and
weapon skills ) ( Train together verbally )
Character designs:

( A king that is from 1000 years before - 1202
German Shepard - (Benjamin) (Country : Karisus - Karisian)
(The Karisians are facing the Ariganians now)

(Trustworthy and steady but a bit stubborn)
First Draft:

Pixel art version:
On Screen Version ( with facial expressions ):

     Angry:                        Sad:

     Happy:                        Surprised:

     Normal:
( A child of living of the royal family in a high-tech world from 500 years
before - 1702 )
(Country name : Arigano / Ariganian)

Shiba Inu ( he is pretty smart and has a mature mindset - Aldrich ( meaning :
an old, wise ruler ( Pamela Redmond, 2021 ))

First Draft: hair on the head is removed as I wasn’t able to find a good way to
cope with the hair, should be able to do it next time with more studying
though
Final design:

In game version with animation applied, I also gave him some fur on his neck
at last so it looks more similar to the reference art

Pixel Art Version:

Banner version:
Animations:

-idle
-walking
-reading books (is removed due to time limit)

Idle animation:
Character will look around while blinking

Walking animation:
While carrying the bag and walking, the bag will bounce on his
back due to inertia
( A young adult who have to survive in a post-apocalyptic world filled with
robots (similar to The Terminator (James Cameron, 1984)) - 2202)
Coyote – Albert (it means noble and bright ( Förstemann, 1900 cited in
Behind The Name, 2021 ))

Personality: outgoing and carefree, has a strong mind but always make
careless mistakes

First Draft:

Banner version:

-   use gun and blades
-   use double blades as melee attack, one of the blade is linked to a gun
    and it can shoot laser beams ( blade attacks are removed now due to
    time limit )
-   The two blades can be combined and transform into a railgun cannon,
    one of the skills that is acquired in the beginning of the game ( may be
    removed right now as it is not a core mechanic and due to time
    limitation )
-   In game sprites and animation should include idle, walking, jumping,
    shooting and melee

Initial sketch of the design of the coyote, I used the red plate as the
reference of the ground:

Initial sketch of the weapon design, the railgun was meant to be the skill of
the coyote but deleted due to time limitation:
idle ( just moved the body and the hands a bit ):

Shoot ( just moved the upper body a bit backwards):
Running ( the animation doesn’t look really natural, don’t have enough time
to redraw it though):

Other animations are abandoned as they are not affecting the gameplay
much and time is not enough.
Title Screen concept:

( title screen will not be included as the gameplay is just a
short demo, it will reduce the time spent for developing it
too )
Title screen is currently made using the terrain and the clock model made for
the character selection, particle effects are also added (with the green lines
effect, it can represent the flow of time and the power of the glowing
EMITIME - jewel)
UI Development

Log Book:
- Can look like a notebook
- Show the most recent items only ( show 8 items right
  now )
- All the game modes share the same log book

First Attempt: (3D but it will increase development complexity)
Second Attempt (changed it into 2D and the design can
also be more complex, looks quite nice with gradient
applied):
Other characters:

King’s (Benjamin) timeline,:
since it is an interactive story, we will need people to let him
interact with, characters which don’t have their sprites
drawn yet can be shown using a placeholder

Currently two main side-characters are drawn, one is a fox
(Wilson – the lover of Benjamin and also an important figure
in the palace, he also handles stuff that Benjamin don’t
want to do) ,

Sketch:
Final Design (with blinking animation):
and the other one is a coyote (Arthur – a very closed
brother-like friend to him, a little bit arrogant though but he
is proud of Benjamin and is trustworthy) ,

Draft:
Final design!! (Added blinking animations too)

(they both have significant links with the king – also works
inside the castle)

No other characters for other timelines currently.
Bibliography:

Behind The Name, 2021. Albert. [online] Available at: <
https://www.behindthename.com/name/albert> [Accessed 24 May 2021].

Bethesda Game Studios, 2011. The Elder Scrolls V: Skyrim. [PC] Rockville: Bethesda
Softworks.

Hajime, I., 2021. Attack on Titan. Tokyo: Kodansha.

Monolith Soft, 2010. Xenoblade Chronicles. [Wii] Kyoto: Nintendo.

Nintendo EAD and Argonaut Software, 1993. Star Fox. [SNES] Kyoto: Nintendo.

Pamela Redmond, 2021. Names That Mean Wise, Intelligent, and Smart. [online]
Available at: < https://nameberry.com/list/128/Boy-Baby-Names-That-Mean-Wise >
[Accessed 24 May 2021].

Quantic Dream, 2018. Detroit: Become Human. [PS4] San Mateo: Sony Interactive
Entertainment.

Robin H., Marc L. and Robert Z., 2004. MDA : A Formal Approach to Game Design and
Game Research. [online] Available at: <
http://ksuweb.kennesaw.edu/~jprest20/cgdd2002/MDA.pdf > [ Accessed 24 May 2021].

The Terminator, 1984. [film] Directed by James Cameron. Available through: Prime Video
[Accessed 26 May 2021].
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