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Game Development Production

Game Mechanics, Pre-Production, Workflow & Planning

Brief Description

I will be developing the full game. The game will be playable and include features like a main menu,/options and pause menu. While I'm developing the game I will focus on mainly the gameplay style and on the interactive story told though mini stories of soldiers in the war and though audio cues though collectable items called soul cores.

 

Refer to Game Design Document (Click on this Link)

Detailed

The game will have three different game modes. Running Mode, Shooting Mode and Descending Mode. The game will be procedurally generated as random events could happen throughout game time. Most objects in the world will have a random chance to spawn 1 in 2 objects which will give variety to the game. The audio will be randomized and play at different times throughout the game. This should give the player a sense of fighting happening around them. The main mechanics of this game is dodging and timing your shots. The game is based on an endless runner therefore the player can keep going forever. The distance counter lets the player know how far they have travelled as well as how many soul cores they have collected. soul cores are items that the player collects. when they are picked up different audio plays allowing the player to hear fighting and the voices of the fallen soldier's. The game shadows makes one side of the player area very dark so using your flashlight is key here. However in the graphics setting you can change how dark it is or adjust your flashlight brightness in the pause menu. Audio can be adjusted in either the pause menu or options menu.

Refer to game blueprints for visual code (click on this link) 

Game Guide

(Running Mode) In this mode you can move in any direction to avoid obstacles. Also, in this mode you can alternate between shooting and running as some soldiers are hidden in darker areas. For areas that are hard to see what is there use F to use your flashlight however it will have a cooldown after use so listen for the second flashlight cue to know when you can use it. 

(Shooting Mode)  In this mode hold RM Button to aim your gun and fire with LM Button. Be careful though because there will be some soldiers in the dark so use your flashlight to see them. When you use your flashlight pressing A/D will allow you to move your character and flashlight to pinpoint the enemies. 

(Descending Mode) In this mode you will be falling to the ground at a fast speed, you will have to move in any direction to avoid hitting an object. 

Problem solving

(Problem)

Communication of Sensitive Subject Matter 

(Practical or Theoretical?)

Theoretical 

(Solution or Possible Solutions) 

Using audio to support visuals.  

Using real-world examples of content from World War 1. including case studies 

Minimising the chance of this being a game about death or killing by ensuring that the subject matter is the first thing the audience encounters I.e. the menus.

As I am trying to reach to a larger audience the soldier's in the game cannot be categorised as a nationality or an individual allowing for players to develop their own personal soldier whether he is German, French, or English and experience the game as them. This eliminates any controversy between people and allows you to understand that war is the same for everyone no matter your race, culture, or background. They all experienced the same impact that happened during the war.  

(Problem)

Finding an Audience for the Game 

(Practical or Theoretical?)

Theoretical 

(Solution or Possible Solutions) 

The typical audience for my game genre would be a competitive achiever. Research suggests that many players that are a competitive achiever say that story is not important to them. So, my main problem was intergrading an interactive and gameplay-based story. The age range is 22 to 44 and 35% female to 65% Male. Knowing this most players would not know about the true horrors of war allowing me to explore different themes to allow each individual player to create their own story. I could use an interactive story told through progression as well as collecting soul cores.

(Problem)

Taking mechanics typical of the mobile genre to PC 

(Practical or Theoretical?)

Theoretical 

(Solution or Possible Solutions) 

Utilizing the full screen for game play, switching from portrait to landscape means there is more screen space to fill. The priority is on the subject matter, and the mechanics are just how his is told. A stronger story means that the audience will hopefully focus less on the gameplay.  

User input is PC-led and therefore the player has more control that on a mobile device.  

Refer problem solving log (click on this link) 

Game promotional video Edits (Below) 

Filmora Video Edits.PNG

Game Vlogs

these vlogs show me working in unreal engine. in them i was testing & developing new features while fixing issues. The videos have been sped up by 2x just to generally show my development process efficiently.

Trello Planning

Overview

Concept & Research (Detailed)

Pre Production (Detailed)

Production (Detailed)

One Drive Folder Structure

Unreal Assets Pack Used

SuperGrid Starter pack

This pack contained materials and other assets i used in my game.

Modular Fantasy House

I used modular assets to create the building walls and other in game objects using this pack

 
Advanced Cel Shader

I used this pack to create the dark outlines for the style of this game.

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