top of page

DEVELOPMENT - Stage by Stage:

Using my experience map and development to demonstrate how each phase would appear to players:

AUDIO RESEARCH/EXAMPLES: Research>Game Theme

PROTOTYPES: Development>Prototyping

CONTROL MAPPING

Taking into consideration the default control mapping in order to establish how to interact during gameplay.

controllertouch.png
Screenshot 2021-01-16 at 15.53.33.png

HOW WILL IT APPEAR TO PLAYERS?

cockpit prototype.png
Screenshot 2021-01-16 at 16.13.08.png
Screenshot 2021-01-16 at 16.12.53.png
Screenshot 2021-01-16 at 16.13.13.png
Screenshot 2021-01-16 at 16.13.03.png
Screenshot 2021-01-16 at 16.12.48.png
Screenshot 2021-01-16 at 16.13.17.png
Screenshot 2021-01-16 at 16.12.57.png

PROTOTYPE VIDEO OF THIS CAN BE FOUND HERE: Development>Prototyping

The first walkthrough should provide players with insight on how their functions work. So they are not overwhelmed during gameplay and have an understanding of how each interaction works beforehand. Players at this stage will be able to physically interact with their controls and become comfortable in their environment. 

Screenshot 2021-01-16 at 15.54.53.png

HOW WILL IT APPEAR TO PLAYERS?

IMG_8589.HEIC
playerresponsesUI.png

DESIGN CAN BE FOUND HERE: DEVELOPMENT>DESIGN

DIALOGUE SYSTEM CAN BE FOUND HERE: DEVELOPMENT>PLAYER EXPERIENCE

potentialinteractiveobjects.png

This stage allows players to understand their game objectives. They are also given a teaser of the feeling of a microgravity environment where they can interact with objects and select response options to talk to Crew. Players will feel out of control at this stage and possibly slightly confused, but it will be a new experience for them and that's the fun in it!

Screenshot 2021-01-16 at 15.55.57.png

This stage will excite players as they prepare for the main gameplay. After the first stages of the game play through they will not repeat unless chosen to do so.

This stage is the preparation for the fast and intense gameplay.

The radar provides them with warning, and then it begins.

Players should feel focused and determined.

HOW WILL IT APPEAR TO PLAYERS?

This prototype demonstrates how the radar will appear to players and the sound it'll make to alert them of nearby asteroids.

The radar will show the positioning of the asteroids in the distance so Players have a bit of warning as to which direction they will be coming from.

I will document all sounds in my Sound and Feedback section within my GDD.

radar display.png
Screenshot 2021-01-16 at 15.56.31.png

The main gameplay will require fast reaction times and multitasking. The game lasts for as long as you do in the stressful conditions. Players are tested as they are given multiple things to do at once, all to ensure the safety of their journey. At this point they should feel slightly overwhelmed, yet still focused and excited.

HOW WILL IT APPEAR TO PLAYERS?

asteroidview.png
asteroidsright.png
asteroidsleft.png

MY 3D MODELLED ASTEROIDS

 

Inspired by my Game Theme research which can be found in: Research>Game Theme, Asteroids.

HOW DID I MAKE THEM?

Can be found in: Personal Development > 3D Modelling Environment

PROTOTYPE OF THIS CAN BE FOUND HERE: Development>Prototyping

Screenshot 2020-11-05 at 15.15.48.png

ASTEROIDS WILL BE POSITIONED IN 5 POINTS:

 

After evaluating my prototype and due to the restricted view of the player, I alternated the positioning of the asteroids from 9 points to 5. This way players can use their Dodge Mechanism as well as firing projectiles.

 

I used my Workshop Markov Chains to create my own and show how Asteroids will be placed using Artificial Intelligence.

Can be found in: Workshop>Matrices&Markov Chains

This table shows how the positioning of the Player influences the AI.

Once players begin to move their spacecraft/change its orientation in order to dodge asteroids, the AI places the asteroids in the direction towards the player, making it more challenging to avoid!

As time progresses, the speed of the asteroids will increase.

asteroidpositions.png
Screenshot 2021-01-16 at 15.58.18.png

An essential part of the game is to Repair Damage. Damage is a hazard which leads to a loss. This condition can be resolved by performing repair tasks and essentially reducing the amount of damage done to your spacecraft.

UI will show the amount of damage done, and players can choose when they think it's necessary to repair and reduce damage.

To repair damage they must follow the procedures they are instructed to do so.

HOW WILL IT APPEAR TO PLAYERS?

USER INTERFACE: I have developed a Damage Bar UI which warns a player of how much damage they have caused. This is a way for players to be warned and have an idea of how much damage they can take until the game ends.

The bar will consists of 10 Damage bars. 10/10 restarts the game. One repair task will repair 20% damage.

1 Bar = 10% Damage.

UI DESIGN CAN BE FOUND HERE: Development>Design.

shieldbutton.png
helmet.png
latch door.png
tethers.png

ALL DESIGNS INSPIRED BY GAME THEME RESEARCH:

Screenshot 2021-01-16 at 15.59.31.png

Players will be in a microgravity environment. They will feel out of control of their positioning, but this makes the basic tasks harder to complete. All of this must be done in under a minute so can be found quite stressful and a race against time. 

IMG_8505_edited.jpg

REPAIR TASKS

 

Repair tasks will vary in difficulty and all take place outside the spacecraft.

This challenges players to complete basic tasks in a zero-gravity environment.

Puzzle pieces will be floating and so will wires. Players must connect the wires, type in codes or connect the dots to repair their navigation map system.

Repair Task 3 requires a tap-in code. This code can be found inside the spacecraft. This encourages players to re-enter the ship and look around for the code (This will last 2 minutes). Code will be randomly placed each game, can be found under flight deck, above them, behind them etc or in passenger room.

Feasibility:

In order for this to work in terms of replay-ability, the code must be different each time and be randomly placed in a different location each gameplay. This means players won't memorise its precise location as well as the digits they have to type in.

In this video I used the application Tilt Brush to provide an example of a basic task in Outer Space. I have chosen the timeframe of one minute because this is more than enough for players to carry out the simple task and re-enter their spacecraft. This video shows the simplicity of the dot-to-dot (fixing navigation map) idea.

Tasks should last no longer than this because gameplay will become over-complex and demotivate players to want to progress.

These tasks offer a new way of interacting in the virtual environment, and also Rewards players with a way to reduce the amount of damage they may have caused.

Screenshot 2021-01-16 at 16.01.04.png

HOW WILL THIS APPEAR TO PLAYERS?

puzzlemockup.png

Reassuring Crew throughout is essential. In order for players to feel relied on is to make them experience the effects of this. Players end result is calculated against two things:

1. Their Journey Length

2. Their consistency in reassuring Crew.

Crew will communicate with players through their Radio device on their flightdeck. Players MUST respond through their three buttons above them. If players fail to respond each time they will receive a lower 'experience rating' which is essentially judged by Crew.

This supports my idea of having players feel relied on, giving them more responsibility during the game.

FINAL REFINED GAMEPLAY LOOP

 

ACTIVITY/RISK

Multitask between controls to dodge and destroy asteroids before they cause maximum damage to your spacecraft. Interact with Crew and objects in a microgravity environment, keep systems in check, as well as executing simple repair tasks in outer space.

REWARD

Perform repair tasks to reduce the amount of damage caused and extend your journey time. Engage with, learn and feel the effects of real astronaut procedures.

OPPORTUNITY

Learn the functions of a spacecraft. Feel the effects of microgravity environments. Multitask strategically to keep yourself and your crew safe for as long as possible. Challenge and compete with friends to earn your place on the leaderboard.

bottom of page