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Unit 72 Computer Games Design
Task 3.2
My Computer Game Analysis
Name:Jack Girdlestone
Game Name: Rustlands
ContentList;
1. TASK INTRODUCTION
2. GAME NARRATIVE
3. GAME TERRAIN
4. GAME ARCHITECTURE
5. GAME OBJECTS
6. GAME CHARACTERS
7. GAME NPC
8. GAME FEEDBACK
9. GAME INTERFACE
10. GAME PERSPECTIVE
11. GAME FMV
12. GAME EVALUATION
My name is Jack and I have
been tasked with making my
own prototype game, which
will be about a robot in a
post-apocalyptic
environment.
Task Introduction;
Game Narrative;The age of humans is over. They wiped themselves out in the Last War,
leaving behind their automated machines to continue their previously
assigned tasks, unaware of the war’s end.
Eventually the machines capable of learning figured out the war had
ended, and began figuring out what to do in their new world. They
begun by using what power the old facilities had to remotely upgrade
surviving units to think as they could, to boost their numbers, with some
success but some units awakening later than others.
Unfortunately, due to adapting to various environments and the
imprints of their previous masters resulted in vastly different points of
view, causing the older machines to split into factions: The Sand Raiders;
A vicious group that takes what it wants and cares not for diplomacy, The
Empire; An Emperor, once part of the JSDF’s drone force, was inspired
design wise by ancient Japanese culture, and The Conglomerate; A
modern, militaristic faction.
Caught in the middle are the newer machines, recently upgraded and
having to choosing to join a faction, or to try to make it on their own.
They have to survive through salvaging, crafting and acquiring resources
either through peaceful trade, or ruthless combat.
The age of humans is over, this is the machine’s world now.
[Computer Game Terrain]Terrain
The game will contain a variety of different
terrains across different islands. Ruined cities,
deserts. Grasslands, forests, tundra and
wastelands will all be present and have various
different difficulties to overcome (temperature,
water amounts, hazardous wildlife, etc.).
A rough early environment
Not quite finished, but far
enough to give an idea.
[ComputerGame Architecture]Architecture
Due to the nature of the post-apocalyptic
nature of the game, most non-player made
structures will be ruined cities/towns and such.
Players would be able to construct their own
buildings for shelter, storage , etc.
Rough urban design
[ComputerGame Objects]Objects
The main sources of objects will be salvaged
things and player crafted items.
Items could vary from basic resources,
weaponry, power sources, and tools.
Players can research blueprints to create better
items or try to find Pre-apocalypse technology.
http://www.missionmission.org/wp-
content/uploads/2011/09/junkyard-1-
Large.jpg
[ComputerGame Characters]Characters
Due to the online nature, all the
characters are player made and likely
different.
As the player characters are robots,
they can find/craft upgrades for their
bodies which further change characters
appearances
Early rough
character design
[Computer Game NPC]Non-PlayingCharacters
In the online, there are not many NPCs beyond the
wildlife in certain environments.
The wildlife will be of two types, passive (which is mainly
used as moving decoration although certain ones may
become hostile if attacked) and hostile (which will actively
try to harm the player).
The wildlife may be programmed to interact with each
other as well.
In the campaign, there will be NPC robots as allies and
enemies from the various factions.
[ComputerGame Feedback]Feedback
The player will receive feedback
via various stimuli, such as sparks
when taking damage, a
glow/sound upon researching
something, static when
encountering interference
(environmental or caused by
others), etc.
[ComputerGame Interface]Interface
Prototype menu interface
The game’s in-game interface will be similar to other
survival games with features like status bars, a tool bar, etc.
The menu has various features such as a tab for managing
your character, looking at the map, your stockpile of items,
a crafting menu and a shop, with other buttons for settings
friends and your profile.
Certain features may be added/removed based on
developments during creation.
[ComputerGame Perspectives]Perspectives
The perspective of the game will be mainly first person,
although you can switch to third person for increased awareness
of your surroundings.
Your perspective may also be altered by your robot’s body
modifications (shorter robots having a lower perspectives,
different optics giving different view looks, etc.)
I might make references to other
shows/games with some of
them
http://i.imgur.com/cF5Dlhp.gif
[Computer Game FMV]Full-MotionVideo
I may put in a few FMVs for the
game intro and throughout the
campaign but there likely wont
be many/any in the online.
Because they are robots I can
get away with a slightly more
jerky animation.
[NextVersion& Improvements]NextVersion
Various improvements I plan on
introducing over time would include:
Better graphics
Better animations
Better sounds
More areas
More items
Music
Rough GraphicalStatisticalSummary:
Time Devision
Programming Assets Environments Materials
This is a vague estimation of how I will
divide my focus during development.
These amounts will likely vary during
certain stages
Making sure it works takes priority over
making it look pretty.
END
Thank you for listening
Time for me to get to work on this
https://68.media.tumblr.com/fbc51cced7ca48dadc4bc7e22156be93/tumblr_oi
95ehX2ww1rji3x6o1_500.gif

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Task 3.2 my computer game concept in detail presentation [my name] - 2017

  • 1. Unit 72 Computer Games Design Task 3.2 My Computer Game Analysis Name:Jack Girdlestone Game Name: Rustlands
  • 2. ContentList; 1. TASK INTRODUCTION 2. GAME NARRATIVE 3. GAME TERRAIN 4. GAME ARCHITECTURE 5. GAME OBJECTS 6. GAME CHARACTERS 7. GAME NPC 8. GAME FEEDBACK 9. GAME INTERFACE 10. GAME PERSPECTIVE 11. GAME FMV 12. GAME EVALUATION
  • 3. My name is Jack and I have been tasked with making my own prototype game, which will be about a robot in a post-apocalyptic environment. Task Introduction;
  • 4. Game Narrative;The age of humans is over. They wiped themselves out in the Last War, leaving behind their automated machines to continue their previously assigned tasks, unaware of the war’s end. Eventually the machines capable of learning figured out the war had ended, and began figuring out what to do in their new world. They begun by using what power the old facilities had to remotely upgrade surviving units to think as they could, to boost their numbers, with some success but some units awakening later than others. Unfortunately, due to adapting to various environments and the imprints of their previous masters resulted in vastly different points of view, causing the older machines to split into factions: The Sand Raiders; A vicious group that takes what it wants and cares not for diplomacy, The Empire; An Emperor, once part of the JSDF’s drone force, was inspired design wise by ancient Japanese culture, and The Conglomerate; A modern, militaristic faction. Caught in the middle are the newer machines, recently upgraded and having to choosing to join a faction, or to try to make it on their own. They have to survive through salvaging, crafting and acquiring resources either through peaceful trade, or ruthless combat. The age of humans is over, this is the machine’s world now.
  • 5. [Computer Game Terrain]Terrain The game will contain a variety of different terrains across different islands. Ruined cities, deserts. Grasslands, forests, tundra and wastelands will all be present and have various different difficulties to overcome (temperature, water amounts, hazardous wildlife, etc.). A rough early environment Not quite finished, but far enough to give an idea.
  • 6. [ComputerGame Architecture]Architecture Due to the nature of the post-apocalyptic nature of the game, most non-player made structures will be ruined cities/towns and such. Players would be able to construct their own buildings for shelter, storage , etc. Rough urban design
  • 7. [ComputerGame Objects]Objects The main sources of objects will be salvaged things and player crafted items. Items could vary from basic resources, weaponry, power sources, and tools. Players can research blueprints to create better items or try to find Pre-apocalypse technology. http://www.missionmission.org/wp- content/uploads/2011/09/junkyard-1- Large.jpg
  • 8. [ComputerGame Characters]Characters Due to the online nature, all the characters are player made and likely different. As the player characters are robots, they can find/craft upgrades for their bodies which further change characters appearances Early rough character design
  • 9. [Computer Game NPC]Non-PlayingCharacters In the online, there are not many NPCs beyond the wildlife in certain environments. The wildlife will be of two types, passive (which is mainly used as moving decoration although certain ones may become hostile if attacked) and hostile (which will actively try to harm the player). The wildlife may be programmed to interact with each other as well. In the campaign, there will be NPC robots as allies and enemies from the various factions.
  • 10. [ComputerGame Feedback]Feedback The player will receive feedback via various stimuli, such as sparks when taking damage, a glow/sound upon researching something, static when encountering interference (environmental or caused by others), etc.
  • 11. [ComputerGame Interface]Interface Prototype menu interface The game’s in-game interface will be similar to other survival games with features like status bars, a tool bar, etc. The menu has various features such as a tab for managing your character, looking at the map, your stockpile of items, a crafting menu and a shop, with other buttons for settings friends and your profile. Certain features may be added/removed based on developments during creation.
  • 12. [ComputerGame Perspectives]Perspectives The perspective of the game will be mainly first person, although you can switch to third person for increased awareness of your surroundings. Your perspective may also be altered by your robot’s body modifications (shorter robots having a lower perspectives, different optics giving different view looks, etc.) I might make references to other shows/games with some of them http://i.imgur.com/cF5Dlhp.gif
  • 13. [Computer Game FMV]Full-MotionVideo I may put in a few FMVs for the game intro and throughout the campaign but there likely wont be many/any in the online. Because they are robots I can get away with a slightly more jerky animation.
  • 14. [NextVersion& Improvements]NextVersion Various improvements I plan on introducing over time would include: Better graphics Better animations Better sounds More areas More items Music
  • 15. Rough GraphicalStatisticalSummary: Time Devision Programming Assets Environments Materials This is a vague estimation of how I will divide my focus during development. These amounts will likely vary during certain stages Making sure it works takes priority over making it look pretty.
  • 16. END Thank you for listening Time for me to get to work on this https://68.media.tumblr.com/fbc51cced7ca48dadc4bc7e22156be93/tumblr_oi 95ehX2ww1rji3x6o1_500.gif