P2

Learners plan the elements needed for the first level of their planned new computer/console game, including:

A) Game Synopsis and M
echanics

B) Functionality
C) Target Audience
D) Background and Environment Visuals
E) Character Profiles and Designs
F) Soundtrack
G) Cutscenes
H) Programming
I) Props/Assets












































Click here for google drive sound samples














































Grandma/ Old Scientist

Name:

Description

Physical:


Emotional:


Backstory: 


The Old Scientist is the one who made the parasite in the first place. She was a very gifted scientist and constantly experimented with chemicals. She accidentally created the parasite whilst doing an experiment and it immediately started affecting everyone in her lab. She quickly left and hid in her small home in the woods to protect herself from it. The parasite spread fast and killed millions of people. As she discovered the extent of what she had done, she tried researching its compounds and looking to create a cure. She spent years on it and as more people died and her constant failures of creating a cure, she couldn't cope anymore and drove herself into insanity, being mentally impaired for the rest of her life.   

Visuals:


F) Soundtrack - Ben
to include details of which sound effects and/or voice artists are required including time, and scene to be recorded
G) Cutscenes - Nadia
Animated, live action, pre-rendered computer graphics

streamed from a video file

The first cutscene will be at the beginning where the player wakes up and leaves his house to go to the forest.


The second cutscene will be when the player enters the house in the forest and talks to the Grandma, they'll talk and then the cutscene will end and the player can explore her house.


The third cutscene will be the scientist getting angry about the player reading her notes and then turns into a monster, which then turns back into gameplay and the player has to run.
H) Programming 

To begin programming for our game, we have to decide 2 things:

1. Choose what programming language to use. (Java/JavaScript, C#/C++ or Blueprints). We'll be using Blueprints. (Blueprints is a visual scripting language which can make simple code like player health, movement and other things very quickly.) 


2. We are using Blueprints so there is no need for a complier as Unreal Engine processes all of the code for us.


For a Platformer, the first thing and most important thing to do is to write the code for the Player itself.

  • Movement: (Left to Right and also flipping the character model in the respective direction.)
  • Speed: (How fast the player moves whilst moving and jumping. How they lose speed and gain it, like bumping into an object will stop you/slow you down whilst staying clear from them will keep your speed.)
  • Jumping 
  • Dialogue Options/Boxes: (When talking to a character and or if they say something a box will appear above their head.)
  • Health: (Player health will be set at 100. Player loses health via enemies or if falling from a high distance. If the players health is >0 than they enter a Death State. If their Insanity Meter reaches the maximum than the player also enters a Death State.)
  • Death State: (Once player health is >0 than player dies. Then it'll launch the animation for them dying. Pop-up to continue from save, restart level or exit game will appear.)
  • Insanity Meter: (When Player is >5 meters away or some other measurement from enemies, than, for example, meter increases at a base rate of 1% per second. After player is away from enemies, the Insanity Meter will slowly go back down at a rate of 0.5% each second.)
  • Goggle State: (If Player puts goggles on, all enemies disappear but insanity meter increases and battery power decreases at a rate of 5% per second for Insanity Meter and 1.5% for battery power.) 
After player, the next part of the code is the Enemies. (Wolves...)
  • Health: (Enemy health will be set at different intervals for each type of enemy. Wolves health will be 150. Enemies lose health via the Player using a weapon like a Crowbar or if falling from a high distance. If the Enemies health is >0 than they enter a Death State.)
  • Death State: (Once Enemy health is >0 than enemy dies. Then it'll launch the animation for them dying. Their body will stay for a few minutes before slowly disappearing from the world.)
After enemies, it's the Bosses. (Old Scientist)
  • Health: (Boss health will be set at different intervals for each individual one. Old Scientist's health will be 300. Bosses lose health via the Player using a weapon like a Crowbar, using the goggles to harm them or from using traps in the environment to kill them. If the Bosses health is >0 than they enter a Death State.)
  • Death State: (Once Boss health is >0 than enemy dies. Then it'll launch the animation for them dying. Their body will instantly disintegrate from the world the moment they die.)


This is what the code will look like before any modifications:


This is what the code looks like when implementing the HUD elements.


i) Props/Assets - 

Static - Non-moving or physics prop
This includes the trees in the forest, fallen logs, houses.

Moving - Moves when hit by another object
This is the supply crates which are opened by the crowbar.

Dynamic - User moves it
This is the player’s crowbar, tinned food, berries, flint, wood, as well as doors and gates.




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