Tuesday, 12 December 2006

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