Saturday, November 29, 2014

SCOURGE Playtester Survey

SCOURGE PLAYTESTER SURVEY

1) What were your emotions during the game?



                a) Did the game make you feel a sense of urgency and danger?  If not, what are your suggestions to more clearly communicate those feelings?



2) Was the game controls  simple and easy to understand?  If not, what was unclear?  What are your suggestions to make it more user friendly?



3) Did the game map feel challenging? Why or why not?



4) What was your favorite part of the game? What was your least favorite part? Please explain why.




5) On a scale of 1 to 5, how satisfied were you with your game experience? Please explain your score.

Friday, November 14, 2014

HW 15 - Project status

STORY (Gabby)
Pick a Name (100%)
Write in game written material (100%)
Create survey for play testers (100%)
Create final dungeon map for game doc (75%)
Create metric/text  for the ending / figure out how many options and map them to game choices (100%)
MECHANICS (Harish)
Work movement and actions of the main character (run, walk)
Work movement and actions of the monster (navigation, sight)
Make and implement all game over conditions (monster hits, large rubble hits, fall in water, time limit)
INTERFACE (Gaurav)
Work use cell phone animation and menu (make sure to add battery and light sensors)
Decide on final player controls/buttons (100%)
Illustrate 4 success/death screen graphics - (100%) (GABBY)
SOUND (Gaurav)
Implement 3D sound
Assign all sound effects to in game objects
Create general background track 
AESTHETICS  (Harish,Gabby)
Make sure sense of scale is correct
Add complex/interesting textures (100%)
PLAYTESTING  (Gabby, Gaurav)
Test the game ourselves to find glitches and game errors
Test the game with others to  assess fun/challenge
MARKETING (Gabby)
Finish first poster (100%)
Finish final game package
Create Player Guide/game document (90%)
Give final pitch (0%)

Green- Done
Orange - In Progress
Red - Not Done
Gray - Unknown at time of publishing

ASSESSMENT

Honestly at this time I'm pretty in the dark about how the actual end product is going since I haven't been able to get a hold of my team this week. I know I'm on track for finishing all of the tasks given to me so far, so I feel pretty good about the expectations I had. The poster is done and printed, the game document is completed ( I may design it as a booklet just for fun but we'll see) I've started on play-testing surveys and dialogue for the game, though it may not be implemented by Sunday's demo deadline. As for testing the game myself, as I said, I haven't been able to work with it yet because my team has been too busy to meet with me this week.  The fact that I'm behind on the dialogue is because I had to take over creating the level map since Harish was unable to do his assigned task by the game document deadline. We also had an issue where I was uninformed that Harish had taken the ground map from GTA4 and copied it for our game. (It was a misunderstanding- I said feel free to copy cities from Google Maps, he thought he could copy any map he found on Google. While it is fine to copy reality, copying someone else's work is not). At this stage it would be a huge obstacle to redo the map so with the instructor's permission we are citing GTA4 and moving forward. 

ASSESSMENT AS OF 11/30
Other then illustrations and recording the script, all I need now is the final in game screen shots for the presentation. Hopefully my team will be in Monday to help assemble the final pieces and make sure we are good to go.

Thursday, November 6, 2014

HW 13 - Game Doc

SCOURGE
Game Document


Game Objective:
Get out of the city alive.

Story:
You awaken under a pile of rubble to the sound of sirens and screams. Through the cracks in the stone you see a single clawed foot, and within a few moments a glowing clod of goo kills a screaming man who was running down the street. Hiding under the rubble you check your phone to see what is going on, and you a see a message urging everyone to flee the city and warning them to be silent and unseen.  After many tense moments the shape is gone and you crawl out and start making your way to the city limits.

Characters:
Protagonist - Stand in for the player themselves. Can run and use flashlight.

The Monster - The thing that is hunting you and everyone else in the city. It's goal is to destroy every person in the city. Implied that it is either an experiment gone horribly wrong or a mutant resulting from pollution. Walks on a fixed path, destroys buildings, and kills the player.

Desired Game Experience:
Ideally the player behaves true to their personal instincts.

Target Audience:
Survival horror or disaster movie fans/men and women between the ages of 13-35.


Rules:

1) Do not hit the water
2) Do not get in the line of sight of the monster (the red cone).
3) Make it to the airport within five minutes.


Menu Items:

Play/How To Play/Exit


State Changes:

N/A

Controls:
W - Forward
A  - Left
S - Backward
D - Right
F - Flashlight
Shift  - Fast motion along with W/A/S/D

Endings:
Lone Survivor - You stop for no one and make your way deliberately through danger. You don't hurt people, but you definitely don't help.

The Runner - You never stay anywhere longer then absolutely necessary. It's hard to it a moving target, and you will  make risky decisions to get out of danger faster.

The Lucky One - You managed to survive somehow, but you wonder how long your luck will last.

Casualty- You died.

How to Achieve X Ending:
Lone Survivor - Escape

The Runner - Get through the entire game in less than 3 minutes

Casualty- Die in the game

The Lucky One - Barely escape in time (4:30-5 minute mark)

Level Map:



Small Green Dot - Start
Red Square - Finish
Grey Blocks - Buildings
Pink Dot/Line - Monster Start/Path
Yellow Line - Train  Tracks
Orange Line - Highway
(Please note the map is loosely based on GTA4: Liberty City's map)

Winning Strategies
This is a sandbox style so there is no right or wrong way. If you want to make the best time the player should follow the train tracks from the bottom of the first island to the airport.

Buildings/Street View:






Game Logic:

Python scripts build up the majority of the game logic. The following major features were handled via Python scripts:
1) Destruction of buildings.
2) Deleting of demolished buildings from the game for performance.
3) The movement of the dragon around the city.
4) Functioning of the flash-light (The batteries run out after a certain duration).
5) The movement of the player in the gaming arena. Functionalities of the keyboard and mouse.
6) Handling the positioning of the player at all times.
7) The effects of the water.
8) The logic behind the time remaining for the evacuation party to leave.
9) Activation of sound effects on certain events, such as escaping or dying.
10) The playing of the soundtrack in the background at all times. 


Sources: