Friday, 10 February 2012

Another text wall! Pitch questions

Hey, again, i've just thrown together some stuff based on the questions in the World Building 2 googledoc for the pitch on Wednesday, give it a read over and edit it/gimme some feedback on what you think needs changing or adding.

ALSO, NOT TO BE CRAZY OR ANYTHING (I know caps doesn't help that fact) BUT IF WE FAIL THIS, THE GROUP WILL BE DISBANDED AND WE'LL HAVE TO WORK IN OTHER GROUPS. No. Just no. Do not want. 

  1. Why is the game compelling/why should we spend time developing it?
    • Story driven game, player encouraged to form emotional bonds to other characters and environment, the player's choices directly effect the gameplay and environment.
    • Varied gameplay style, crossover RPG/RTS that targets where similar titles have failed and correcting that with a different approach
    • Dinosaurs. 

  2. Gameplay specifics (a few ideas, chop 'em/change 'em do what you will with these).
  • Unit based battles. Different units have different tactics etc (think Warhammer). Player chooses battle strategy for their unit (later on they can command multiple units) in a top down view. Game play then moves to first/third person (player's choice) and the unit's success depends on the player's success when in real time combat.
  • Player has a choice on promotion through the ranks (allowing the player to control more units depending on rank and fight using different tactics, choice of what weaponry to use, customisation of units) or defection (smaller units and armies, different style of play that relies more on guerilla style tactics). This effects the story, also difficulty of the game (maybe?)
  • Impact of decisions. Choices made in battle (what weapon is used, what units are created) will directly effect the environment and npc's reactions to the character (for example, if you choose to use a weapon that has devastating effect on an area (think something akin to an atom bomb perhaps), npcs may become hostile or unhelpful when in RPG sections of play
  • RPG sections, as mentioned before, these are between the RTS battle sections of gameplay, these allow the player to explore the world and choose the path the story takes, whilst having an opportunity to complete side quests and mini games that can help their progress and unlock extras. 
  • Paper prototype of unit battle system would be a bonus.
   3. Target platform.
  • I was thinking XBox 360/PS3, suits the RPG sections better, and the first/third person battle sections, but what do you guys think? We also have to discuss a game engine we would use for this. Personally, I'm not too sure. 
    4. Individual roles/How will we achieve our aim with our skills/Why do you want this role and why are you suited for it
  • Here's the roles we allocated earlier:
  1. Craig: Producer/3D Assets/Game Designer
  2. Dale: 3D Lead/2D Artist/Lead Animator
  3. Emma: Art Director/Assistant Animator (Storyboarding)/3D Assets
Right, y'all need to type something up for this, for my roles it'll be something like "I have a passion of this style of game and want to experiment with the art style, this choice of pathway gives us the freedom to do so without the restriction of creating a smaller scale game. I'm suited for the roles given as I have strong creative skills particularly with concepts and creating storyboards as I have studied animation various times in the past, and I am able to create the minor assets neccessary to give our game a finished look. Between all of us we will be able to create this trailer and hopefully more given our motivation to create something that is of great interest to all of us and our combined skills and ideas will helps us make something that we hope will be of a very high standard."

5. Development schedule for the production phase. This just has to be a rough guideline to how we'll spend the next six weeks of our time, on a weekly rather than daily basis, I don't think Evan is interested in seeing our pre-pitch schedule. This can possibly account for anything extra we want to make (maybe over the Easter holiday) but I'm not sure if that sort of thing goes into the Post-Production phase or not.

6. List the risks for the project, each team member has to come up with 3 potential risks. This bit does not go into the presentation itself but handed in as a separate document with the presentation for the Wednesday morning deadline, we also have to remember them because we'll probably be asked about them after the presentation.

Here's my three:
  • Relying on someone outside of the university for the score could prove risky. They do not have the same interests in the project as we do, and have other commitments (working full time). Back up plans include royalty free music, and another person who could also do music for us. 
  • If we don't manage our time with this project, other university work and commitments outside of the course, we could easily lose track and not meet deadlines
  • Animation may be too ambitious with the variety of stuff shown (movie style plus the RPG, RTS and first/third person battle scenes). Back up plan, low poly but high quality textures that will work for both cut scene and gameplay animation, without having to make multiple models in different styles. 
Anyway, all done, sorry for all the words again! I'll pust another post up in a while for the art style I'm looking to go for this, imput is awesome as per usual!

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