Game Design Theory: Projects and Learning Objectives
Game One
My partner and I brainstormed many different ideas for our game design. We decided on making a first person 2D shooter game. Then we chose to use targets at a target range in different environments. We thought about what the game screens will look like then we drew a storyboard on binder paper.
We created a unique user experience by making the scope really sensitive This makes the game challenging and not as easy. To accompany this, we created three different levels in the game. There is also a time limit in each level.
The rising part of the game is the first level. The climax of the game is when the game starts and you have the ability to shoot targets. Lastly, the falling part of the game is when you fail a level by running out of ammo or not eliminating all targets in the time allotted. The other possibility is actually winning the game.
We created a unique user experience by making the scope really sensitive This makes the game challenging and not as easy. To accompany this, we created three different levels in the game. There is also a time limit in each level.
The rising part of the game is the first level. The climax of the game is when the game starts and you have the ability to shoot targets. Lastly, the falling part of the game is when you fail a level by running out of ammo or not eliminating all targets in the time allotted. The other possibility is actually winning the game.
Input and Output Devices
The only input device required is the Xbox 360 controller. On the start menu, the player must use the controller to navigate to the options (ie Controls or Start Game). During the actual "play" part of the game the player uses the controller to scope out and shoot the targets on each level, thus beating the game. The output for this game is sound. The sounds are activated when the player is shooting, hits a target, and when they reload the rifle.
Rules
- Players must use a controller to monuver through the game and its options
- During play, the only way to beat the level is to take out the targets in the time allotted
- If a player fails a level they could just retry it or start over from the beginning
Game Mechanisms
The game mechanisms present revolve around quick thinking and actions. Quick shooting is the most prominent game mechanism during the actual gameplay phase. Another prominent game mechanism is the actual possibility to win or lose. In order to win, a player must take out or shoot down all the targets in the time allotted as they progress through the levels.
Procedures
Title Screen - Procedures on the title screen are really easy
- Click "A" to play the game
- Click "B" to view the instructions
- View and read over instructions
- Click "Start" to begin game
- Move scope using (LS)
- Press Right Trigger (RT) to fire at target
- Nock down all targets in time to move on
- Press "A" or "Start" to start over and replay
Critiques
Problem and Solution have same number
Problem:
Problem:
- No pause in between levels
- No character adaptions
- Chose to leave it as is to make it more challenging
- Chose to leave it as is until continuation in Game 2
Combat Testing (Continued)
Brainstorming
Before recreating Combat Testing, my partner and I brainstormed long and hard about how we could bring our game back from the grave. We found that the most unique and fun way to accomplish this was by giving the user more playable options and by giving the story more background. The concept of recreating our game started by adding a second character named Bill. Besides adding a second character that the user could use, we decided to intertwine the characters background stories. This ends up developing into a story that describes how they are currently in the same platoon while they are in the military (John has to practice target shooting, Bill has to save John when he gets abducted). The rising part of the game is the story behind the character's purpose. The climax of the game is when the game starts and you have the ability to shoot targets. Lastly, the falling part of the game is when you fail a level by running out of ammo or not eliminating all targets in the time allotted. The other possibility is actually winning the game (and saving John as Bill). the game in fact offers one unique experience which is a shaky scope, that actually makes it harder to play. In total, the revamp of Combat Testing should be fun for players.
Challenge
The game's challenge comes from the fact that both characters have different classes, which hold different skill types. For example, John is a quicker shot but struggles with accuracy. On the other hand, Bill is a steadier shot but is not as quick. Aside from the timer and only having one extra bullet, a new feature we are introducing that brings a challenging aspect to the game is moving targets on the last level. These targets will be moving from side to side, which forces the user to eat up more of the clock thus wasting time. The fun aspect stems from the player wanting to keep playing till they beat the level.
Input and Output Devices
The only input device required is the Xbox 360 controller. On the start menu, the player must use the controller to navigate to the options (ie Controls or Start Game). During the actual "play" part of the game the player uses the controller to scope out and shoot the targets on each level, thus beating the game. The output for this game is sound. The sounds are activated when the player is shooting, and when the player hits a target.
Rules
- Players must use a controller to monuver through the game and its options
- During play, the only way to beat the level is to take out the targets in the time allotted
- If a player fails a level they have to start over from the beginning
Game Mechanisms
The game mechanisms present revolve around quick thinking and actions. Quick shooting is the most prominent game mechanism during the actual gameplay phase. Another prominent game mechanism is the actual possibility to win or lose. In order to win, a player must take out or shoot down all the moving targets in the time allotted as they progress through the levels.
Procedures
Title Screen - Procedures on the title screen are really easy
- Click "A" to play the game
- Click "B" to view the instructions
- View and read over instructions
- Click "Start" to begin game
- Move scope using (LS)
- Press Right Trigger (RT) to fire at target
- Nock down all targets in time to move on
- Press "A" or "Start" to start over and replay
Critiques
Problem and Solution have same number
Problem:
Problem:
- Time goes by too quick
- Text can't be seen
- Chose to leave this as is to make it more challenging (It is doable)
- Changed color of text
Game Elements
One game element this game does have is limited resources. Our limited resource for both games was bullets. We figured we should allow the player one extra shot which allows room for mistakes, but still creates a level of difficulty being that the player can only mess up once.
Core Aesthetics of Play
In Game Design Theory, mechanics are the rules and systems that create the play we experience, dynamics are those experiences the mechanics come together to create, and the aesthetics are the underlying reasons we gravitate towards that game. In my game, I created a unique user experience by making a carnival type shooting game that has an actual shaking scope to emulate an actual person about to shoot. Some of the aesthetics I implemented into my game are fantasy, challenge, abnegation, and some asynchronous competition. I implemented it the fantasy aspect by allowing the player you step into the shoes of a military soldier. Likewise, I implemented the challenge aspect by creating a shaky scope and implementing moving targets on the last level. The abnegation aspect really came around because the game is addicting after you play it a couple of times, we also found out it was a great way to decompress. As for the asynchronous competition, it kind of created itself amongst players when friends would try to best each other.