P1




Design values





Design value prompts



1.Experience

Experience is what the player does in the game.

2.Theme

Theme is what the game is about.

3.Point of view

What does the player see, hear and feel

4.Challenge

What obstacles does the game present

5.Decision making

How and where does the player make decisions 

6.Skill/Strategy/Chance/Uncertainty

7.Context

When and where does the player play the game

8.Emotions  

What emotions are encouraged 


Design Values: Pong

1. Experience
The player moves a paddles to hit a ball in the hopes of getting it past their opponent 
2.Theme
The game is about competing with another player to get the ball past their side of the goal
3. Point of view
The player and see two paddles on either side of the screen and a ball going between. There is also a white line in the middle representing a net. The player can also see a score in the top indicating which side is winning.
4.Challenge
The challenge in pong is that the ball gets faster as time passes and you have to try and predict where the ball is going to go. to not let it go past your goal.
5.Decision making
You have to decide where you want to hit the ball to get it past your opponents paddle, as where you hit the ball decides in which direction the ball goes.
6. Skill/Strategy/chance/Uncertainty
There is Uncertainty in Pong as you try to figure out where your opponent is going to hit the ball
7.Context
The game is played normally in a arcade or flash game and is used to show skill as well as to compete against others.
8. Emotions
They encourage you to become competitive and get a feeling of a reward when you get at goal/ win and frustration when you lose.



Design values: Halo 5: Guardians 


1) Experience- the player controls a soldier who can shoot several different weapons , drive land and air vehicles and interact with the environment to open doors trigger cutscene elements and can kill enemies using a range of the above. The player can also strafe forwards, backwards and side to side, hover in the air for short time and a mix of the two. Sprinting and charging are also things the player can do


2) Theme- the game is about fighting aliens on different planets while on search for a missing AI that has gone rouge and wanting to rule over the galaxy all while staying alive yourself. You switch between two playable characters one on the hunt for the other and the other on the hunt for the missing AI.

3) Point of view- 1st person view with elements of 3rd person when in vehicles or carrying large objects and weapons or assassinating. Wishing the first person view you see your characters hud so their health l, armour and other elements. Your soldiers hands and weapon and in the 3rd person view you can see your entire character and the vehicle they are in or the weapon or object they are holding as well as everything within a 10 metre range in front of them.

4) challenges- you can only take a certain amount of damage u till your armour goes, you can only take an amount of damage until your health goes, you die once your health is gone, you only have a limited amount of ammo for each gun, you have a cooldoen for sprinting and all other actions your character can perform, enemies always outnumber you, vehicles only have a certain amount of armour, all vehicle weapons have cooldowns, all heavy weapons or objects will slow you down and won't allow you to perform action so like sprinting or strafing

5) Decision making- the player makes decisions by pressing and moving several triggers, buttons and analogs to move the player through levels and using triggers to fire weapons at the enemies and to use certain buttons to clamber and move through the levels

6) skill, strategy, uncertainty- the game focuses on a mix of skills and strategy the skills aspect relies on you having good hand eye coordination to shoot enemies with weapons and to traverse parts of levels, the skills aspect also relies on you being able to know what your character can do to get out of situations or to help you. With strategy you can learn that some weapons do more damage then others and so can switch your weapon for the more damaging one, some enemies are easier to deal with than other so learning the strategy of what enemies to take on and what enemies to stay back from helps.

7) Context- the game is played on an Xbox one only as it is Xbox exclusive and so can't legally be played on anything other than an Xbox one. An Xbox one is normally only found within homes so it would most likely be played at home within an bedroom or living room.

8) Emotions- excitement because you are playing s big bulky super soldier destroying aliens with cool guns, stress because of the amount of enemies there can be within a level and it can be hard to stay alive, determination to get through the story and get on to the next chapter or mission in the game, enjoyment of going through the game and enjoying the elements and aspects within the game.



Design values: Get Tim Home


1.Experience

Experience is what the player does in the game.- The player will control and upgrade a spaceship Using currency obtained from playing the game upgrades can be bought. They will first be able to direct their ship in a direction to aim for another planet to orbit and land on. To land they will use a parachute once in orbit of a planet. They will also have to aim their ship to avoid asteroids and collect stars. Stars are the main currency in this game. The star currency can be used to purchase upgrades for your ship like a bigger fuel tank, extra boosters, extra parachute uses as well as different skins for your ship.

2.Theme

Theme is what the game is about. - the game is about an astronaut called Tim who goes on a space voyage to seek out new planets but in his quest for knowledge of space his ship is knocked off course by an asteroid and he ends up crash landing on a random planet. Using his limited fuel he must try and make his way back to Earth with the help of planets orbits to piggyback him through the milky way and back to his blue marble home

3.Point of view

What does the player see, hear and feel- The player will see a 2D top down view of Tim’s spaceship along with the other gameplay elements like the planets, stars,, asteroids, suns and shooting stars. Hud elements will be seen by the player so the spaceship's fuel gauge, life gauge, score, currency, special currency, upgrade shop and the launch and land buttons. The player will be able to hear the soundtrack of the game throughout. They will also be able to hear the ship when it boosts along with explosions of the asteroids as they get hit and smash into planets. You will also be able to hear a beeping noise when the ship is on low health.

4.Challenge

What obstacles does the game present- The player will have to aim and position their ship to avoid obstacles such as asteroids and suns that damage the player when they get hit or are near the sun's.you can only aim your ship when you have landed on a planet. You can only boost when you are not in landing mode. The screen only moves with the player on a Y axis so if the player goes off the screen on the X axis it is a game over. You only have a limited amount of fuel, you only have a limited amount of health, you can only use a parachute so many times, if you hit a planet to hard you will do damage to the ship, some planets have dangerous surfaces and cannot be landed on

5.Decision making

How and where does the player make decisions - the player makes decisions by moving the left and right arrow keys to aim in which direction the ship will go in, the top and bottom arrow keys determine how much fuel you want to use on launch and will determine the speed you launch at, space bar will be used to launch your spaceship when you are on a planet and to go into land mode when you are in a planet's orbit. When in space the top arrow key can be pressed to use boost which will consume your fuel gauge quicker, the down arrow key will use a parachute when you are in a planet's orbit to safely land on the surface below your ship.   


6.Skill/Strategy/Chance/Uncertainty

Get Tim Home will focus on strategy, chance, uncertainty and a hint of skill. The strategy element will focus on the player's ability to recognise how the orbits work and how they affect the ship to try and propel it further into space, the chance elements come with how you may end up lucky and land on a planet safely or you could get hit by an asteroid or land on a dangerous part of a planet, the uncertainty comes from the unknowing of when the asteroids are coming, what planet will come next  or where you will get launched to, the hint of c

7.Context

When and where does the player play the game- the player will play the game on a PC within the G10 classroom for a limited time only

8.Emotions  


What emotions are encouraged- satisfaction when you get some sweet space flow with your ship. frustration when you get hit by asteroids, hit a planet too hard or get too close to a sun

Paper prototype




In the creation of our paper prototype we learnt about of things about our game as well as deciding on the mechanics we wanted to show. It was hard to create our prototype with us deciding early on to use cardboard to create or design however we lost this prototype and changed it to just use paper. This presented new challenges. We had a orbiting mechanic that we wanted to introduce however this was too difficult to do with paper. However we did find one significant design mechanic while creating menus. We decided on a CRT /old green text screen for the objectives and for the menus. We also decided on a launching mechanic using a arrow to direct the rocket. We also found out how we wanted to do the menus themselves with the controls mainly being the keyboard with the mouse also being able to be used to interact with the UI. We also decided what our introduction would be with us getting a rough idea of the layout. I think to improve this we could include dialogue and a skip button. I also believe that we could have of improved the asteroid mechanic from our paper prototype with there being physics. As well as this I think we needed to include explosions to give more visual appeal to the game. During the editing I discover that we needed to introduce a lot of audio to help bring atmosphere to the game. While editing I also discover adding a beeping sound to bring more urgency during the introduction and main game play.  I also discover a art style during a previous research.

Game flow chart

















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