EMITIME - DIM LOG BOOK Digital Game Prototype - Storyblok
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Game Ideas: - a game that allows players to switch between time and experience the impact of ones to the others - Players could control one character each in each timeline point of time and they are able to communicate with each other to make changes in their time - Changes made at a point of time could affect the later time ( domino effect / butterfly effect ) - Thus, each character’s action will strongly impact the outcome of the later time ( Maybe the environment or even the time ), they could also share the information of the future / past to the others so that the future / past will be impacted - Characters have different personalities and thus creates an intriguing experience for the players - Each point of time will have a different play style - To deal with the theory of time paradox, the “device” ( Could be the same one or different ones with different designs ) ( changed to equipment ebedded with “EMITIME” ) that the characters acquired has the ability to overcome that - the characters themselves will not be changed ( they still remains as the same person and the places that they are staying as the same without change, but the contents - characters and history that leads to this will change ) - Caution: I will need to explain deeper about that power in the story or the story will end up being unreasonable - Players have the ability to switch between gameplay modes whenever they want
Similar Games / medias that make use of time-related themes: Attack on Titan ( Hajime Isayama, 2021 ) - the protagonist has the power to reveal memories to the predecessors who hold the same power Future sight ( Xenoblade Chronicles ( Monolith Soft, 2010 ) ) - predict future in battles and story Non-linear storytelling ( Detroit: Become Human ( Quantic Dream, 2018 ) ) - the storylines are not presented in a chronological order Time-related elements: Multiple timelines - hard to develop connections between characters as they cannot affect each others directly Time Travel - kind of a cliche in storytelling Finalized Idea: - characters are allowed to communicate with each other directly ( similar to a conference call but it travels through the time ) and therefore let them change their fates with each other’s help within the same timeline instead - Give characters different roles and identities ( use different types of gameplays to highlight them )
MDA (Robin Hunicke, Marc LeBlanc and Robert Zubek, 2004) ( structure ): Mechanics: Players are required to switch between characters and perform different actions to proceed with the story Dynamics: Players could switch between characters to gain benefits that make it easier during the gameplay Aesthetics: Narrative: Characters should be relatable to some degree so that players could be attached to them Sensation: Players should be able to feel like they have control over the events so that they feel like they have the power Sensation: The action gameplay should be exciting with different skills and actions Challenge: Players will only reach the desirable endings if they make the correct choices and play the game “right” DGD-1 ( player type ): - Somewhere between hardcore and casual - Manager ( manage your tactics to benefit from the time mechanics ) - Wanderer ( unravel the histories and stories )
UI designs (not final yet): Move around the palace and assign tasks to people or have conversations -Background can use photographs - I can add blinking animations to the characters - Add facial expressions to characters (only for the king right now) - the overlay elements can be created using the UI system (canvas) of Unity - hp bar isn’t going to be shown right now as there’s not enough time - a map for the player to move around the castle
- Second gameplay mode: 3D exploration game ( located inside a small environment ) - Navigate through the library to find the required book that have the information needed, you could also learn about the background story of the game
-books can be read using an UI similar to The Elder Scrolls V: Skyrim ( Bethesda Game Studios, 2011 ) - book reading system has two pages and displays the title (give it a open-book animation too to make it more attractive) - Made it using a 3D model (have to add lights to light it up or it gets too dark) - Have to stop the player from rotating the camera too to prevent the book from being blocked by the obstacles Book Model created in Blender (used shape keys to create a open-book effect):
- All bookshelves can use the same model to decrease the amount of models required to be created (Book shelf model) -I apply a wood texture to make it more realistic (got the wood texture from unsplash)
(seperate book model to allow players to interact with the book) -I use two layers of texture to give it the color and the leather effect (got the leather texture from unsplash) -Books can be put in different places within the bookshelf to make them look more normal
- books that can be read should be highlighted (bigger book with a crystal-like material applied to it ) A crystal-like glowing effect using the particle system! I really like this and it highlights the book even more! Give me a high-tech feel too
- mini map is abandoned, not enough time -suggestion for the character images: don’t display them but display conversations as subtitles ( reduce the number of artwork needed ) - Books to develop: - Notes about the enemies (can help in battles) - made a record of the dragon enemy which says that its tail is its weak point In game:
-False information about Benjamin (story driven) In game: -Further information about Benjamin (Event that leads to change) - a letter to his lover? - It may also be a rebuttal to the false information - can reveal some information that will change dialogues and the past too In game:
- Third gameplay mode: 2.5D pixel art action game - You have to battle with robots and use different skills and weapon for survival, you could collect resources and make better weapons or help improve your base - character can attack using gun and blades (two attack types) ( final decision: only gun ) - have unique skills (maybe one skill due to time limit) ( final decision: no skills ) -others will react if you allows them to hear your conversation or tell them your situation ( final decision: remove as too complex and time-consuming to develop right now ) -background can be made using the Unity terrain system to create the 3D environment (it doesn’t look really good at the end though, but it gives me much time to work on other stuff, should be able to create models for the whole environment if I have enough time)
- character can build obstacles by communicating with the others (time mechanic) -> build an old wall with particle effects when being built In game: builder sprite: for the particles: - give waiting time when building to resemble the flow of time? (final decision: a fixed time given to the player, also dialogue is shown to player to show time flow) - recharging time is also given to it for balancing issue (red -> cannot be used)
The model for the wall: To create a breaking-down-into-pieces effect, I created separate model pieces for it (by disabling and enabling the collider in Unity I can make them explode):
- enemy types – two should be enough, 1 for boss, 1 for minions (only 1 dragon enemy to reduce workload) Dragon enemy name: DR-001 – it shoots missiles from its jaw (the 2D bones can be used to give it animations so that I don’t have to draw all animations) Initial draft: Final design with its missiles (body parts separated to make them easier to use the 2D bone system): The missiles have tracking function!!!! - Two animations: move and attack - Added the hurt and death animation too as animating sprites with bones are easy
Character selection 1st concept: 2nd idea: the clock can be 3D while the character picture in 2D (currently used) Final idea: use clock and the characters can be shown as metal plates, with their EMITIME equipment on (have to give it a glowing effect so that it looks better) (maybe) Is called using a button in each gameplay mode Added this image with a lower opacity, and put an image using the vertical fill to achieve a progressive button effect
Issue: there are some position issues for the plates and loading screen as the camera for different play styles are different -> solved but still looks a bit buggy? Should probably use 2D UI next time and make the canvas overlay on top of the camera I also gave it particle effects and some movement for the plates to indicate the selection The color for the clock’s arm is a bit weird due to rescaling though
Flow charts and mechanics Version 1:
Version 2:
Factor check system developed in Unity: dialogues are shown if certain factors are available, leading to varying storylines, using factor ID numbers, it allows more flexibility
Developing the whole chapter one is too overwhelming for such limited time, should be able to develop some parts of it though, character link system is also abandoned currently
Story design for prototype (certain stories are changed due to the change of stories and characters):
( Player ) Requirements: Highlighted = done - Requirement: It should not be hard to control ( as three play modes have to be switched between continuously ) - Solution: Controls should be shown on screen all the time so that the player won’t have to memories the controls, also, different controls should be consistent (controls are consistent and controls are shown) - Requirement: Players may want to change the difficulty for the exploration and action game part - Solution: Include a difficulty selection which players could switch between the difficulties they want ( Don’t have enough time to develop ) - Requirement: This game should be able to be played on PCs and consoles - Solution: The game’s controls should support both game controllers and keyboards ( mouse control should be switched to joystick control ) ( Don’t have enough time to develop and test) - Requirement / Issue: A game that involves complex story structure may lead to confusion if the player forgets some story contents / actions - Solution: Create a simple logbook which shows the previous dialogues and things that have just been done ( & a mission tracker ). This allows the player to remember what happened
Mood board ( art style ) : Banjo & Kazooie1 StarFox2 3D Scene Design3 1 https://www.ssbwiki.com/Banjo_%26_Kazooie_(SSBU) 2 https://www.nintendo.co.uk/Games/Wii-U/Star-Fox-Zero-1026132.html & https://www.siliconera.com/nintendo- shares-star-fox-zero-wallpapers-and-zoom-backgrounds/ 3 https://thomassimonini.medium.com/how-i-made-an-awesome-low-poly-scene-in-4-days-e51433146018
Story / World building: -The world that the story is set only consists of anthropomorphic animals ( similar to Starfox ( Nintendo EAD and Argonaut Software, 1993 ) ) -Three characters are going to die or meet a cruel fate after a certain amount of time ( maybe a month ) , and they will have to help each other out Characters’ backgrounds: -1000 years before (Middle Ages) A king who will have to fight a war which is destined to be lost -500 years before (A High-Tech World) A child of the noble family who lives in a high-tech world ( consequence of the war 500 years ago ) -Now (Post-apocalyptic World) A young adult who has to fight for his survival in a robots-controlled city on a daily basis after the riot of the robots 500 years ago
Gameplay flow & mechanics: Basic mechanics: All gameplays happen simultaneously 1000 years before ( Originator ) (King) -2D text-based interactive story that allows the king to change his decisions -even allows the king to create obstacles which could be useful for the survival gameplay 500 years before ( Changer ) (Shiba) - 3D exploration game that is set inside a library that lets the child to find the information required to change the history / future Now (Observer) (Coyote) - 2.5D pixel art action game that the player has to fight for survival Character link system : ( skip this system due to complexity rn) - King tells bedtime story to shiba ( Choose story options to create a story that shiba likes ) ( he treated him like his son as he could not have one ) - Shiba helps Wolf to find enemy’s weakness by searching through the library ( 5 minutes timer, player could switch to Shiba’s perspective , higher link points when the task is finished quickly ) - King helps wolf to train his skills of various weapons ( increase link and weapon skills ) ( Train together verbally )
Character designs: ( A king that is from 1000 years before - 1202 German Shepard - (Benjamin) (Country : Karisus - Karisian) (The Karisians are facing the Ariganians now) (Trustworthy and steady but a bit stubborn) First Draft: Pixel art version:
On Screen Version ( with facial expressions ): Angry: Sad: Happy: Surprised: Normal:
( A child of living of the royal family in a high-tech world from 500 years before - 1702 ) (Country name : Arigano / Ariganian) Shiba Inu ( he is pretty smart and has a mature mindset - Aldrich ( meaning : an old, wise ruler ( Pamela Redmond, 2021 )) First Draft: hair on the head is removed as I wasn’t able to find a good way to cope with the hair, should be able to do it next time with more studying though
Final design: In game version with animation applied, I also gave him some fur on his neck at last so it looks more similar to the reference art Pixel Art Version: Banner version:
Animations: -idle -walking -reading books (is removed due to time limit) Idle animation: Character will look around while blinking Walking animation: While carrying the bag and walking, the bag will bounce on his back due to inertia
( A young adult who have to survive in a post-apocalyptic world filled with robots (similar to The Terminator (James Cameron, 1984)) - 2202) Coyote – Albert (it means noble and bright ( Förstemann, 1900 cited in Behind The Name, 2021 )) Personality: outgoing and carefree, has a strong mind but always make careless mistakes First Draft: Banner version: - use gun and blades - use double blades as melee attack, one of the blade is linked to a gun and it can shoot laser beams ( blade attacks are removed now due to time limit ) - The two blades can be combined and transform into a railgun cannon, one of the skills that is acquired in the beginning of the game ( may be removed right now as it is not a core mechanic and due to time limitation )
- In game sprites and animation should include idle, walking, jumping, shooting and melee Initial sketch of the design of the coyote, I used the red plate as the reference of the ground: Initial sketch of the weapon design, the railgun was meant to be the skill of the coyote but deleted due to time limitation:
idle ( just moved the body and the hands a bit ): Shoot ( just moved the upper body a bit backwards):
Running ( the animation doesn’t look really natural, don’t have enough time to redraw it though): Other animations are abandoned as they are not affecting the gameplay much and time is not enough.
Title Screen concept: ( title screen will not be included as the gameplay is just a short demo, it will reduce the time spent for developing it too )
Title screen is currently made using the terrain and the clock model made for the character selection, particle effects are also added (with the green lines effect, it can represent the flow of time and the power of the glowing EMITIME - jewel)
UI Development Log Book: - Can look like a notebook - Show the most recent items only ( show 8 items right now ) - All the game modes share the same log book First Attempt: (3D but it will increase development complexity)
Second Attempt (changed it into 2D and the design can also be more complex, looks quite nice with gradient applied):
Other characters: King’s (Benjamin) timeline,: since it is an interactive story, we will need people to let him interact with, characters which don’t have their sprites drawn yet can be shown using a placeholder Currently two main side-characters are drawn, one is a fox (Wilson – the lover of Benjamin and also an important figure in the palace, he also handles stuff that Benjamin don’t want to do) , Sketch:
Final Design (with blinking animation):
and the other one is a coyote (Arthur – a very closed brother-like friend to him, a little bit arrogant though but he is proud of Benjamin and is trustworthy) , Draft:
Final design!! (Added blinking animations too) (they both have significant links with the king – also works inside the castle) No other characters for other timelines currently.
Bibliography: Behind The Name, 2021. Albert. [online] Available at: < https://www.behindthename.com/name/albert> [Accessed 24 May 2021]. Bethesda Game Studios, 2011. The Elder Scrolls V: Skyrim. [PC] Rockville: Bethesda Softworks. Hajime, I., 2021. Attack on Titan. Tokyo: Kodansha. Monolith Soft, 2010. Xenoblade Chronicles. [Wii] Kyoto: Nintendo. Nintendo EAD and Argonaut Software, 1993. Star Fox. [SNES] Kyoto: Nintendo. Pamela Redmond, 2021. Names That Mean Wise, Intelligent, and Smart. [online] Available at: < https://nameberry.com/list/128/Boy-Baby-Names-That-Mean-Wise > [Accessed 24 May 2021]. Quantic Dream, 2018. Detroit: Become Human. [PS4] San Mateo: Sony Interactive Entertainment. Robin H., Marc L. and Robert Z., 2004. MDA : A Formal Approach to Game Design and Game Research. [online] Available at: < http://ksuweb.kennesaw.edu/~jprest20/cgdd2002/MDA.pdf > [ Accessed 24 May 2021]. The Terminator, 1984. [film] Directed by James Cameron. Available through: Prime Video [Accessed 26 May 2021].
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