1.) Is the space in your game discrete or continuous?- I believe the space in our game would be continuous just because our game is not going to be 2 dimensional but rather 3D .
2.) How many dimensions does your space have? - There will be three dimensions to our space.
3.) What are the boundaries of your space? - Buildings will be boundaries in our game as well as possible vehicles. We have talked of using Star Trek like doors so these sliding doors that can only be opened upon a certain achievement will be boundaries. We have also discussing making the characters own lack of sanity become a barrier to where say he cant move or lift his arms because the whole trauma of the situation has become too much for him.
4.) How many verbs do your players (characters) have? What are they?- We will most likely have the basics of run forward, run backward, run to the left, run to the right, jump, walk forward, walk backward, walk to the left, walk to the right. We will most likely add extras that pertain to the theme of the game such as roll, hide, sneak, steal, hack, punch,and kick.
5.) How many objects can each verb act on? What are these objects? - We have discussed having our character be able to hack into rooms and open doors, as well as steal items and hide behind things. Therefore there is no definitive number of objects that our characters verbs can interact with but in the future I believe there will be many of them so that the game play is smooth.
6.) How many ways can players achieve their goals- Either by killing the AI zombies, not killing anything, killing the AI itself, or deciding to kill the virus instead.
7.) How many subjects do the players control? What are these subjects? - The player will be able to control the main character, perhaps the main characters partner, the use of the main characters hacking skills and other computer skills to navigate through the world. Along with that, the player will be able to control guns, and vehicles, computers,and much more when we begin to craft the game.
8.) How do side effects change constraints. - Side effects can either prolong a constraint or bypass them so that the character can move on in the game. For instance if the character opens door A, he may be able to go to the left side of the building but in the process of opening door A, door B closed and he is now blocked from the right side of the building. These constraints will make the player think and brainstorm how to bypass them or utilize them to their benefit.
9.) What are the operative actions in your game? - Walking and other range of motions such as moving backwards and running as well as being able to jump around.
10.) What are the resultant actions in your game? - Protect the side character from being exterminated, not killing an AI zombie, solely killing AI Zombies, not killing any innocent by standards, killing anything in sight, listening to the AI or to the Virus, killing the AI, or killing the virus.
11.) What actions would you like your players to do that they cannot presently do? (based on your current knowledge of Blender)- I would personally like to explore the background of our game being very technology backed so that perhaps our character can do some transporting, some transformation, and other futuristic things that isn't seen in many post apocalyptic games. We should really utilize how different our game is from the usual zombie/survival game.
12.) What is the ultimate goal of your game? - The ultimate goal is for our main character to reach the final stage and make a decision based on how they've played the game, that decision will then effect how the ending turns out.
13.) Are there short and long term goals? What are they?- As of now, there are no short term goals except to perhaps reach minor milestones in the level or to successfully pass through a certain area. The main long term goal, other than our ultimate goal, is to build the character and to progress in the story line.
14.) How do you plan to make the game goals known and understood by the player? - Well I think that our goals so far are very cut and dry and the same for most games of the action/adventure genre. Therefore I don't think we'll have an issue as to making these goals known. I think for our ultimate goal, that through playing the game and going through the story line, they will become aware of what the intended goal is.
15.) What are the foundational rules of your game? - So far we have decided that the character technically doesn't die but is rather rebooted at a previous location and has had all the previously earned gear or items taken away for him to re-earn as the player plays through again. We have also thrown the idea of maybe the AI zombies being impervious to harm being that they are purely robotic other than some minor human skin. Hopefully at this weeks meeting we can delve deeper into the inner workings of our game.
16.) How are these rules enforced?
- We will program it to where you are just restarted at like a previous save location or before a certain milestone so that its not simply game over.
17.) Does your game develop real skills? What are they? - Through the slight horror aspect of our game, the player can develop a heightened sense of what to expect and when to expect it as well as through the possible puzzles, the player can help sharpen their mental acuity. Lastly we hope to make the player question some hard psychological concepts on the nature of humans and our connection with technology. I think that this psychological goal will be the hardest to achieve because the amount of explanation it needs and the depth of it vary from player to player.
18.) Does your game develop virtual skills? What are they? - Th virtual skills so far could include killing zombie AI, learning to tune out things that don't need to be heard, learning what to pick up and what to leave behind, gaining strength and mental clarity in a Distopian world. Using the hacking skills the character has to break through many barriers to reach the ultimate goal.
As for the teams progress, 3 of us met last Friday to discuss the ides and try to pin point who all is doing what. We firmly decided to go with a very anime/Final Fantasy type animation style which I believe will work beautifully with the ideas we have going on and gives us a lot of design aspects to work with. I think we have nailed down a time to meet this Sunday to where we can begin working on the game together as well as help each other with any issues we are having.
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