Jack, Adrian and David Game Design Documentation
Goals and Objectives:
Through the Design Documentation I will simply explain what our Paranormal Investigation its about, how its unique to other games and what can we expect from the user perspective. The main objectives and goals of the Design Documentation it’s to present our idea, and the concept, design and perhaps production that we have created.
Title:
The main ideology of the game it’s to protect and save lost friend. The title Paranormal
Investigation, clearly suggests that the game will in fact include a “scary” and “being followed” effects. The idea for our project it’s to make sure the game it’s well playable with Oculus Rift
Hardware, therefore creating this environment of being chased and afraid, it’s crucial for the success.
Game Genre:
The game genre of this game focuses on the Casual Aspect where the player starts with a cell phone.
The phone signal will then be interrupted and dropped, with a few words such as “Please save me”.
The game will be Playable with first person perspective, as it will add additional level of scariness, and more over due to the fact that with First Person Perspective the player will feel that they are actually in the game. The game it’s going to be created especially for the oculus Rift Hardware.
Additionally through the testing the Oculus rift, we have experienced rather important aspect of many Horror Games, and we have noticed that the sound effects took important part of being
“chased” so therefore for the Project given to us by our tutors we have decided to focus more about sound effects.
The game would be suited for the Believers and non-Believers of paranormal activities. Through the meeting with our client, it was clearly stated that the game must be designed and created with a mind of casual players that could play this kind of game for the first time. Through the meeting we have discussed a variety of ideas for the game and the story. By making sure that the game included a Story we have decided to include an additional scenario where a “friend/close family member” it’s missing, and the user have to investigate the haunted mansion, with a twist of collecting specific items, to discover the additional evidences, and keys that could be hidden around the mansion.
Through the research we have discovered that there are is significant demand for Paranormal
Investigation/Horror Genre games. The main target and goals for us was to make sure our Project distinguish between the rest, so therefore making the game especially for Oculus Rift, will be a challenging task to accomplish. The game will require additional Keyboard or Gamepad (preferable) in order to direct the player around the mansion.
Target Audience:
Today’s game market is much larger and more diverse than the traditional gamer. The gaming market consists of casual to hard-core gamers, each looking for a different quality in their games.
Through the conversation with our client, we have decided to focus the game on a wider target audience, mainly gamers and adults. The main audience would be the believers and non-believers of
the paranormal activities. The main ideology being this was due to the reason that user after completing the game, would be tested by variety of questionnaires before the game and after, and additionally while speaking to our client, he stated that while playing the game, additional finger sensor would be given to the player, to test their emotions while playing our Project Game.
Therefore as I mentioned before in the game genre part, making sure the game included a story so the user feel the relationship with a lost friend, and scary jump parts, will eventually test the players feeling and emotions through the game.
Story:
The main story of the game will include a one participant with would be controlled by the user. The player will start outside of the Mansion, with a cell phone in the hands. The user will receive a phone call from the lost friend, the phone call would be interrupted by the signal issues. The main goal of the game it’s to find the lost friend (family member) in order to save their lives. Through the game the player from the start must feel chased, anxious, unsecure, and creepy as well as followed. The user will expect something to happen. Subtle changes (danger) will be included in the game, as this would be achieved by including additional sound effects such as clicking clock, door slams, spooky and scary voices coming from the basement/rooms around the old hotel mansion.
Concluded the discussion we have clearly got given advice that the setting will be in 1800s in present world. This is very important as the client wanted us to make sure we use the assets in today’s industry such as “mobile phones” to create closer relationship with the user and the participant. As discussed with a client the game would be 1 st person perspective, followed with a short intense and breath-taking story (10-15 min).
The story from the beginning must bring the player attention. The client idea was to make the interior of the buildings and the rooms twisted (goes to room 2 and ends up in room 3). We have decided to include the twist ideology, we not entirely sure how it will work, but we wanted to make sure the (collectable’s) in this case keys to open the doors, would be randomly positioned, each time the player starts the game. Through the investigation, the player will be directed to go and find the missing friend towards the basement.
END GOAL? If a person misses or don’t complete the tasks given through the game, there could be an exit and a ghost could get you (kill you). The exit could be located randomly.
Game Specification:
Through the game there is only one main participant with would be the user. The other species of characters would be the ghost hunting the old mansion, with will add overall idea of paranormal feelings, and the friend (family member) that has been trapped in the mansion. This idea was given to us by our client, we had few discussions, but mainly about the environment and few game initial ideas.
The game will include a short introduction to the controls, with controls would be used to move the character, and most importantly a buttons that will help to pick up certain items. The game will not jump straight to the action, this is due to the fact that we wanted to add a immerse story to the game, with will in fact expand overall experience and emotions. Using different techniques and moving attractions such as fire place will go off while walking next to it, or creepy sounds.
Balance:
The most important aspect of making sure that the game its fully designed, created and well made at the end of the deadline, it’s to make sure the game its Balanced. The game balance its significant aspect of itself. If the game it’s un-completed, or too depressed/boring the game will not appeal to wider audience. Additionally the essential part for us it’s to test the game on the go, to share our thoughts, and moreover to make sure that the client see the process in stages. Different Focus groups and Meetings are crucial to make a big step in the progress.
Environment Design:
Environment design is necessary for two primary purposes - providing players with a goal and providing players with enjoyable play experience. Good level design strives to produce quality gameplay, provide an immersive experience, and sometimes, especially in story-based games, to advance the storyline. Skilled use of textures and audio is necessary to produce immersive player experience.
Through playing a variety of Horror games especially 1 st Person Perspective we have discovered that not a lot of the horror games include a story driven narrative with in fact it’s combined with scary paranormal elements. Our goals are simply to produce the product that will ensure that nonbelievers and believers will get the understanding of how scary sometimes paranormal activities are.
Additionally while speaking with our client we have decided to create an immersive, spooky and well design environment around the mansion. The client ideas were brief and straight forward, the environment, the weather must be dark, immersive, scary, so therefore we have decided to go with a Stormy/rainy darkness weather condition. The environment in our game could include a little connotations of the recent game “Until Dawn”, as the mansion will be set in a mountains, surrounded by Forest and lakes.
As I mentioned before the game will include a clues, additional items to pick, in order to open specific doors with will lead to a clues around the mansion. The whole game will be based in the mansion, therefore making sure that our character feels followed but on the other hand excited about the narrative it’s essential key to a success.
Initial Designs of Mansion
Through the meeting with the client we have discussed that the mansion must include a 1 Floor with
4 bedrooms upstairs, on the bottom there supposed to be a dining room, a kitchen, and a corridor with in fact will include a red carpet, and several of items. We have decided in our first Presentation to include a Screenshots of our simple mansion prototype. Through the feedback we have received, a video presentation would be much more efficient.
The simple designs with a BPS objects simply just shows how the mansion structure looked like in the early stages of development. I would like to assure that the mansion would be re-build with much more interior and it will be superior.
In the second stage of Alpha, we have decided to add a temporary materials towards the walls, items to make sure the mansion looks more realistic. In the final product all the materials will be replaced, or edited with advanced roughness and with better light night. We have also decided to change the background to be much darker, for the Family and Alpha Presentation. In the final version the sky’s would be replaced, and the whole environment such as storm effects, rain would be placed.
Through the Alpha implementation we have also created couple of Blueprint for Opening the doors, with then can be used for other materials such as opening Windows and different items. We have also implemented a Pickup System, with counts a number of Items that are being picked.
Unique Selling Point:
Unique selling point it’s important for the producer and most importantly for the gamer. In order to attract player attention towards the game, unique selling points must be included to the game in a variety of a factors.
The main USP for the game we will produce would be the combination between the narrative and randomness of the items being located in different locations/rooms. Additionally by making sure the story it’s excited from the beginning “Undiscovered truth about lost friend/family member” the player could straight away feel a passion towards the game. Through the meeting with a client we have discovered a sensible passion towards the paranormal events.
Rules and Boundaries:
Through the game there is no rules. The only rule and Objective of our game it’s to save the lost friend/family member in the mansion. The only way to save the second character it’s to find certain clues/items around the mansion, while being followed/chased by ghosts. By collecting all the items, this could range from letters, up to a certain keys to unlock certain doors, it can lead to the path of the basement where the character it’s trapped.
Moreover as the game will not include any hidden treasures, any HACKS or any Addition Easter Eggs.
The only addition rule is to not die (You can die if you don’t complete the tasks given through the game). We have decided not to include any additional Hacks in the game for the time being such as
Wall Barriers or Cheats, due to a reason that I wanted the game to appeal to wider target audience
(especially adults) and we wanted to make the game more immersive through the story and the clues.
Feedback:
Through the game at this moment we have decided to focus on one goal with its to save the lost friend/family member. We are not fully sure if the levels would be repeated every time the player plays the game (hard to implement) but we will make sure the items would be randomly positioned.
There could be one or more ways to enter the basement. Through the recent work we have only planned an early playable demo for the game, without additional functions, so everything could be changes, such as the place itself.
In a feedback loop, the output affects the input. The Paranormal Investigation game in a way included a Positive Feedback Amplifies. This is due to the fact that it will take some time and skills to search for the clues around the mansion. Additionally with the feeling of being chased, the immersive environment and additional sound effects, it will light up the atmosphere. It’s essential to search the Mansion completely for additional clues and stay calm while doing this, as with an Oculus rift, as we already tested, it can be a little bit scary.
Used Software’s:
We have decided to use variety of Software’s for our project in order to expand our skills and knowledge For the game engine we have decided to focus and stay with Unreel Engine 4.8.3 due to a reason that through the years in University we had more experienced with this software, and by looking through the reviews it’s the main software that most of users/developers choose for the 1 st person perspective.
We have also decided to you Maya 3D software in order to import, create additional assets that could be implemented to our game. By making sure all the assets are well made, with some good textures it will allow the game to become more immersive.
For the final Advert/Video that we will have to produce at the end of the course, we will use the Cry
Engine Software in order to develop the cut scene for the advert.
For our sound effects, we have not yet decided with software’s we will use to produce/edit the sound effects for the final product. Additionally looking at the specs for the Assignments, for the end of the Video Clip Adverts we will use a Adobe Premier Pro for Windows and PC.
Movement:
We have discussed a variety of potential movements for the Character the user will control. As we have decided as of right now the game will feature a
Simple movements “UP/DOWN/RIGHT/LEFT/ in order to navigate the character.
The player would also be able to use the Additional key “F” to
collect certain clues, keys, open doors etc. in the haunted mansion.
With a recent discussion, we could also implement a “Crouch” movement with would allow the user to perhaps certain locations or pick up items while crouched, we have not yet decided about this feature.
Purpose of the Game:
As I written before in the Documentation, through speaking to our client, it was clear that the main purpose of this game/Project it’s to test the emotions/feeling of the believers and non-believers in paranormal events, which could happen in our life.
As we spoke to our client, before playing the game by the person, he will test their knowledge about any paranormal events, which could occur in their lives before playing the game, and through the game client mentioned that additional heartbeat sensors would be used for the testing.
Additional Improvements:
Additionally knowing that at this stage it’s only Alpha Prototype, the way we could improve the game for the final deadline, would be perhaps to improve the communication between the team.
It’s essential to make sure that our ideas, thoughts are tested and evaluated. As I mentioned before the game must include a narrative that it’s driven, excellent and enjoyable straight from the beginning. Perhaps focusing on the additional sound effects that would create wider imagination using Oculus Rift would be big improvement towards the final product.