Tuesday, 19 December 2006

Molten Luge mock ups


1 Player at a time on this event. 3rd person view at the starting post and at the end but a 1st person view during the race itself.

Mace Throw mock ups




3 player event of mace throw 1st, spinning stage, 2nd throw stage, 3rd score stage.
-finished
Michael

score board screen

John



revised control help screens


john

hello, the inital control help screen..


John

Monday, 18 December 2006

Gymnasties Mock Ups




Image 1: the standard screen, character in starting position.

Image 2: character mid-manouver, the bar appears and the player must follow it with the remote, in the picture the first quarter has been done and the character has began flipping.


Image 3: Top-image: This is the aftermath of the event the judges give you three scores each and then satan appaers and gives you an overall score.

- Michael

Presentation key headings

These are the points and slides which must be covered in the presentation on Wednesday......

Title page


High Concept

Storyline

Characterisation

Game Modes
1p
- Story Mode
- Arthur 1st then rest become unlockable after that
- Survival
- Quick Play

2-4p
- Tournament
- Online play
- Survival

Games examples
- Principals
- controls- Rewards and failures / principals
- Explaination screens
game 1 - Mace Throw
game 2 - Molten Luge
game 3 - Gymnasties

Downloadable demo
- one cup of games available only (attenuated story mode)
+ tie in with Ghouls and Ghosts

Wednesday, 13 December 2006

Tuesday, 12 December 2006

Revised Document outline

Darren posts:

Now the the game is become more or less defined, I am now doing the document, here is the revised content stucture.

High Concept
----- Introduction
----- Executive summary
----- Features
----- Target Audience
----- Design Goals

Project Content
- Story/Narrative
------- Back Story
------- Characters
------------- Playable
------------------- King Arthur
------------- Non Playable
------------------- Satan
------------------- Guinevere
------------- Un-lockable
------------------- Fire Bear
------------------- Ice Bear
------------------- Gold Arthur
------------------- Ghosts
------------------- Red Guard

- Project Structure
------- Flow Diagram how we will navigate through the project
- Game Modes (gameplay)
----------Single Player
----------------- Story Mode
----------------- Quick Play
----------------- Time Mode
----------------- Survival Mode
----------------- Practice
--------- Multiplayer
----------------- Two player Story Mode
----------------- Two/Four Player Tournament
----------------- One console
----------------- Online

-Detailed descriptions of each mini-game
----- Molten Luge
----- Lance Vault
----- Skull Put
----- Snot Jump
----- Crate Lifting
----- Archery
----- Moat Diving
----- Wild Water Skiing
----- Mace Throw
----- Swamp Swimming
----- Box-Sing
----- Scary Slalom Canoe
----- Show off Jumping
----- Swordfish Fencing
----- Bat shoot
----- Heady Hurdles
----- Tug-of-War
----- Super-heated Slalom skiing
----- Super Ski Jumping
----- Gymnasties
----- Balance Beam of Doom
----- Monster Rings
----- Venom Vault
----- Tenacious Trampoline

Five minutes of gameplay write-up

Availability
------ Downloadable demonstration
------ Connect24 previous versions

Design Considerations
----- Audio
---------- Music
---------- Sounds
----- Audience
---------- Visual Style
---------- Pick up and play Style
---------- Controller Method
----- Competitive Analysis

Speed run of the game

Here's a link to a speed run of the Super Ghouls n' goblins game so you can see all the enemies and graphics and storylines etc....

Part 1
Part 2
Part 3
Part 4
Part 5
Part 6

- Michael

Flow Chart of the Game

(Click to View Properly)
Heres a flow chart of the construct of the game, this is how the player will navigate through it.
May need editing as we progress.
-John

Remote Functionality

Heres some icons I made of Wii sensor motions and button actions these could be used to explain the games in the screens before the events begin. Along with tex and/or examples.
And heres all the buttons shown on the remote and nunchuk.
Also heres a research report I wrote on the Wii controller functionality and abilities. This could be used as an appendix in the document.

-John

Monday, 11 December 2006

First of the characters...

Red Guard: Satan's right hand lackey. strong enemy from the sries, usually the one who carries prin-prin off to satan's lair.

Gold Knight Arthur: This is what happens to Arthur when he's collected enough power ups to upgrade twice. This form is very powerful (Unlockable Character)
Satan AKA Nebiroth: The master of ceremonies, the big cheese. Not playable in-game but will summon equipment for the events.
(below) Ghost: standard enemy from the G+G games, also a figurehead since he's in the name of the games...


Obviously its the Fire Bear seen in one of the levels, fire caves i think. thought it would make a great character because who wouldnt want to play a game as a flaming bear. I'll post others when and as I do them. A lot of the characters also have very generic names. Do we want to keep these or give them something a little more original?

-Michael

Logo designs

Design 1: Simple design with flat colours, pentagrams instead of olympic rings. Text two-tone design taken straight from the old Ghouls n' Goblins and Ghouls n' Ghosts games, updated slightly.


Design 2: Same but with patterns and effects on both the text and rings.
What do you think? keep the text on one and the rings from another or is one design better than the other?


event descriptions

Event descriptions

Wednesday, 6 December 2006

Skeleal Document

G+G Design Document Skeleton.

Abstract
- What are we doing
- Which interactions and themes is the project based on
- Why are we making this
- How will it work (demo version + control methods + download ‘connect24’)

Introduction
- Short piece on pick up and play, the remote and its interaction and competitive play.
- Why the remote + Wii lends itself to this style of game
- Why there’s an audience for this type of game
- Why the demo download is an awesome idea
- Initial ideas on how the project will pan out
- What we are going to do and how it will be done
- A short comparison to other games both past and present

Goals
- Goals of the designers, what we wish to achieve in this creation process of this game, what it should fulfil and how it can add to the library of games available.
- Goals of the audience, what they aim to achieve in playing the game, roughly they will aim to be the best out either 3 human players or to best the computer. They will face challenges along the way in terms of the games and differing ways to play them, aim will change slightly in each mode, pad this out a lot for the document

User Experience – Audience
- Age range of the audience, why is this so?
- How to keep the game within this range
- secondary audience for example toy story is a children’s film but appeals to adults also

User Experience – Scenarios
-This must cover every section of the game the modes, front-end, end game etc..
- All the settings in which the user may be able to get into must be covered
- How does the user get to the section
- How do they navigate through it
- How does the section end
- Basically every feature that happens in a scenario

User experience – Competitive Anaysis
- Existing work, how and why is it similar
- What’s missing in that and how does our game fill it, does it even fill it? (it should)
- Screenshots with annotations (comparison)


Project Content - Content
- What are we making, very detailed explanations + mock up shots
- Their functions toward the project, what will they show and how will they show it + 5 minutes of gameplay write-up
- Detailed descriptions of each mini-game

Project Content – Functional Requirements
- Programs we will use, how we will present it
- What it will run in
- How users will access it

Project Structure
- Flow Diagram how we will navigate through the project

Visual Design
- Preliminary Design Sketches
- Screen mock ups, with annotations
- Prototypes, what will/could it look like

Tasks + Milestones
- What I will need to learn
- What I intend to achieve + when by

Appendices
- Reference/research materials (books and/or Software)
- Wii Functionality + Wii Remote Functionality report
- History of G+G?

Notes on meeting held today

To do List + features

List of events
- Number of events.
- Environments for each.
- Extensive run down for each.
- Controller use for each.
- 25 main games + 5 unlockables.

Ideas:
- Mace Throw.
- Lance Vaulting.
- Shot Put.
- Bob Sleigh.
- Long Jump.
- Weight Lifting.
- Archery.
- Diving.
- Water Skiing.
- Swimming.
- Boxing.
- Slalom Canoe.
- Equestrian Show Jumping.
- Judo/ Wrestling.
- Fencing.
- Gymnastics:
- Floor Exercises.
- Balance Beam.
- Rings.
- Vault
- Trampoline.
- Shooting. (Bats instead of Clay Pigeons).
- Baseball (How far you can hit the ball).
- Sumo Wrestling.
- Running in some form (Hurdles, jump over dead bodies).
- Ski jump.
- Curling (More like Bowls, Flapping Bats)
- Luge.
- Tug-of-War.
- Golf (Smack with a mace, nearest pin or furthest distance).
- Slalom Skiing.

Characters
- Number of characters.
- All the same abilities.

Game modes
1 player + 2-4 player main game
- Still needs progress.
- How games are assigned and how many.
Quick play modes 1-4 player
- Pick a game and play it, return to menu and repeat.
- Very fast and easy to get into.
Survival mode (2-4 players)
- Players are set limits in a randomly assigned game.
- Failure to pass this limit will lead to the player being knocked out.
- If all players are knocked out then they will be brought back for another round.
- Play resumes until last man standing.

Player Rewards
- Unlockable characters (Satan, Loki, Sardius, Gold Arthur?).
- Unlockable Events.

Ways to use the Wii remote
- Report back on the blog.
- Based on natural movements.

Logo Design
- Use John’s logo + pentagrams instead of rings.

Areas of the arena
- Satan will create the arena.
- Aquatics in a pool. Etc.

Website
- Have lots of stuff for it, housing and advertisement.

Menu/HUD
- Wait till games are sorted.
- Front end links modes together.
- Between game score board.
- In game info display.

Presentations
- For 2nd week mock demo.
- Final thing in Flash + video demo.

Tuesday, 5 December 2006

Characterisation and Itemisaton (-isation all round!!!)

*-- John --*

Characters

King Arthur / Arthur
Princess Prin - Prin / Princess Guinevere
Zombie
Bat

Demon
Venus Fly Trap
Ogre
Dragon
Skull
Gate Keeper
- Astoroth (last boss devil type creature)

Items

Lance
Dagger
Flaming Torch
Axe
Shield
Crucifix

Wednesday, 29 November 2006

Controller Usage

The unique controller designed for the Wii would be use to control the actions in the events.

E.g.

‘The mace throw’ - the player spins the avatar by spinning the controller in a circular motion and pressing a button to release the mace at the optimum point.

‘Bob sledge’ – the player controls the steering of the ‘sledge’ with the controller aiming to keep him on the course.

‘rowing’ – must recreate the action of rowing with the controller.

Game modes

Single player…

Story mode:

Plays through the story mode, competing in all events against computer AI opponents.

Quick play:

Choose an event and compete against AI opponents.

Survival mode:

Win events over and over with AI opponents getting progressively harder.


Time mode:

Win the events as fast as possible.


Multiplayer…

1 vs. 1:

Like quick play, choose an event and play 1 vs. 1.

Co-op mode:

Play as a team to win events for your ‘faction’.


ONLINE…

Same modes as in multiplayer.


Leader bored table:

Compete against people around the world in a ranking table. Single player and team based ranking tables.

Possible events

Lance vaulting:

Like pole vaulting but with a lance and instead of a bar to clear there would be a ferocious monster that jumps to a certain height and bites you if you’re to low. Land in a pool of snot rather than a mat.

The mace throw:

Like the hammer throw but with a large spiked mace. The player must spin around and hurl the mace into the pit of the damned (bodiless people that are joined together by their skin, just arms and faces are seen. Lots of groaning). Furthest wins.

Steeple chase:

A play on the name. This event Arthur must chase a steeple that has come to life. Needs to catch it before the end of the course (some form of obstacle course).

Shot put:

Throw a skull not a shot. Lands in some snotty area. Furthest wins.


Bob sledge:

Sat on a shield and instead of snow its molten ash. Must complete the course the quickest.

Long jump:

Clear a pool of flesh eating monsters. Land in snot at the end.


Weight lifting:

Different weight body parts (monster parts – none human) must be lifted above the head and held for 3 seconds.


Archery:

Shoot at targets (stretched out on skin).




Rowing:

Row across the sea of lost souls the fastest.


















Game idea

A spin on the old Ghost n’ Goblins game.

Satan has kidnapped Guinevere and king Arthur is trying to save her, but this time Satan challenges Arthur to a competition. Arthur must compete in Satan’s ‘Hellympic Games’. Like the regular Olympics, Arthur must compete against rivals from or countries (or dimensions being ghosts n’ goblins) For the right to win Guinevere.

The events, similar to regular Olympic events would obviously take on a Satanic twist.