Showing posts with label MDDN 243 P3. Show all posts
Showing posts with label MDDN 243 P3. Show all posts

Thursday, 31 October 2013

Gameplay Design Document

Core Interactions:
  • Move horizontally                                                           
  • Climb Upwards
  • Jump
    • Grab ledges
    • wall grab/jump (but only in low gravity areas)
  • Environment Interactions  (contextual, and all the same button)
    • Buttons/levers
    • Examine items
    • pick up items
    • use items
    • talk

Puzzle/Environment Elements
  • Items
    • keys
      • key card
      • crowbar (for bypassing or hatch/vent access)
    • quest items
      • can be across many areas
  • Timers
    • sounds
    • or visible in environment
  • Tracing/Following through environment across areas
    • requires a sense of 3D space
    • Find the room next to this one
  • Obstacles
    • Electrical
    • Locked doors
    • rocks
    • timed doors
    • unpowered elevators
    • story based
    • LunaREM blocking you
  • Alternate paths
    • certain areas can be accessed in a few different ways.
    • Some paths might get blocked if a puzzle is failed too many times, so the other path MUST be taken.

Game Audio In

Sound effects and background music have been coded in and are holding up to testing. A few discrepencies between audio channels but an easy fix. Randomized chatter is in and working although a larger selection could have been better than 6.
And the audio for the trailer has been added and basic credits.

Game Trailer 2


Audio: Adam CASTILLO - Dark And Cold Inside. Sourced from Jamendo.com

This track suits the mood a bit more.

GAME AUDIO DOCUMENT FOR LUNACY - MUSIC AND FOLEY

Soundscapes (track and scenes used)
  • moonbase - eerie, floaty, slightly upbeat
    • CharliesRoom, quartersHallway, bathroom, diningKitchen, stairsToObservationDeck, Observation Deck, receptionArea, lowerLobby, biolab, baseHallwaysMedical, medical, Engineering, monitorRoom, Hanger, biolab
  • moon surface - universal hum, ambient
    • TheMoonRoad, Harvesting Station
  • stasis chambers - spacey, twilight, synthetic
    • reactor, ASurrealSituation
  • underground tunnels - creepy, eerie, soft, spooky
    • CloneCorridor, CloneRoom1, CloneRoom2, CloneRoom3, maintenanceStairsUG, Tunnels1, Tunnels2, tunnels3, tunnels4, tunnels5, underGroundLobby1, underHarvestingStation
  • offices / underground base - mechanical, digital, off beat
    • afterFall, afterOffice, charliesOfficeMaybe, UnderG, UnderGOffice1, UnderGOffice2, UnderGOffice3, UnderGOffice4, underGroundLobby2, underOffice
  • biodome - sparkly, nature, spacey
    • bioDome
  • title screen track
    • title screen
  • fan ambient track
    • Elevator

Key Areas for background audio changes:
  • bioDome - biodome, LEFT moonbase
  • Airlock - silence, LEFT moonbase, RIGHT moonsurface
  • Airlock2 - silence, LEFT tunnels, RIGHT tunnels
  • Harvesting Station - moonsurface, DOWN tunnels
  • hanger - moonbase, LEFT tunnels

Sound Effects
  • doors
      • use door
      • airlock
      • locked/error
      • shutters
      • use ladder
  • consoles
      • terminal online / suit power restored
      • terminal offline
  • ground collapse
      • cave-in from first clone
  • LunaREM digital chatter
      • 6 variants to be randomly used when “Lou” speaks



Game Trailer 1

I am unsure if this will stay as the final trailer, but this is what we have at the moment.


Music: Just in Space - Transit. Sourced from Jamendo.com

Monday, 28 October 2013

Cutting, Trimming and Refining

I am focusing on completion (running without faults) rather than a vast array of single use sound effects. I have the base level audio complete, biodome, moonsurface. Just a little more to complete tunnels, and underground levels. I have begun experimenting and making sure stencyl is running properly and I have the audio zones set up correctly (no random silences when re-entering a room or two tracks running simultaneously). I will however have to re-implement this on the master file when the game is ready or when I get chance once the scenes are set up correctly.

Tuesday, 22 October 2013

Audio Developments

I have the audio for shutters, doors, airlock, terminals, locked doors all set up. Walking is still horrid at the moment, but the chatter is starting to sound better. Music files are relatively finished, a little touch up and tinkering to get them a bit nicer.

Wednesday, 16 October 2013

Game Progress

I have the cave-in / rock crumbling noise completed. Several ideas bouncing around for soundscpaes, but getting them to a satisfactory level is another story. We have focus on our exploration mechanic rather than action platformer and so we have cut out the puzzle aspects except for keycards and boolean events to ground our game.
As a group, we meet up and discuss everything from storyline, coding issues, game art, required assets, ideas for levels, and everything in between. Each time we have class and every so often outside of class, to make sure we are all doing our part and helping push the project forward. I am confident at this stage we should have our game done on time (hopefully without cutting corners).

Friday, 11 October 2013

Game Music and Foley

I now have draft versions for the tunnels and the moon surface. Currently working with the engineering level track. 
I have draft versions for running / walking and robot chatter for Luna. I also have audio for oddities such as lights, brushing teeth, drawers and things (although we may not end up getting to that level of detail.)

Sunday, 6 October 2013

Soundtrack Developments

Despite being under the weather for the last few days,
I have managed to make progress with BGM or game soundtracks/soundscapes.

The moonbase track is 100% but I have been trialling alternatives.
The music for the bio-dome is done to 90%; it just needs tweaking and leveling.
I have a few ideas for the other tracks but haven't actually made them yet.
This week I will get more of the sound effects done and aim to get all the tracks to at least a 70% completion standard.

I will also scan in a few puzzle concepts I have quickly sketched when struck with an idea.

Sunday, 29 September 2013

As It Stands Now: PLAYABLE DEMO

Our working demo has been updated over the weekend. We now have the bio-dome and the observation deck incorporated. We still need to generate a list of examinable objects / comments based on these for Charlie to say when faced with traces of previous clones.

As It Stands Now: REQUIRED ASSETS / REMAINING TASKS

ART ASSETS (Tyson and Adrian):


  • general

    • lights
    • vents
    • wall decorations
    • floor/ceiling decorations
    • broken ladders (various)
    • hanging wires
    • ladder
    • signs

  • biodome

    • trees
    • grass
    • flowers
    • birds?

  • kitchen

    • shelves
    • benches
    • electric stove?

  • dining room

    • chairs
    • tables

  • monitor room

    • computer chair
    • computer screen
    • control consoles

  • biolab stuff

    • tables
    • flasks
    • lab equipment
    • machine things

  • medical

    • some same things as the biolab
    • examination bed

  • hanger

    • Moon rover
    • crane?

  • engineering

    • work bench
    • tools
    • machinery

  • puzzle stuff

    • power conduit (to turn on rooms)
    • charge station (to recharge light)
    • force field
    • elevators
    • directional fan
    • oil (slippery floor)

    SOUND ASSETS (Myself):


    • general
      • music
        • moonbase, moon surface (universe hum), next clone (med lab), underground / tunnels, offices / terminals, tutorial
        • ambient, creepy, background soundscape sort-of Tron-like (reduced beat)
      • running/walking
        • air thrust ?
        • metallic footsteps ?
        • dirt crunching underfoot ?
      • doors
        • open/close
        • airlock sounds
        • locked/error
      • buttons/levers
        • use: click/shuck
        • timer: tick/creak or a generic beep?
      • lights
        • on/off ?
      • vents
        • opening/closing ?
        • crawling through?
      • ladder
        • climbing up/down ?
    • biodome
      • plants
        • moving/”swishing”
      • birds ?
    • kitchen
      • shelves/cupboards
        • rummaging through ?
      • electric stove
        • turning on/off ?
    • dining room
      • chairs
        • sliding on the lino ?
    • monitor room
      • control consoles
        • typing ?
    • biolab stuff
      • lab equipment
        • bubbling etc ?
      • machine things
        • whirring, grinding, clanging ?
    • medical
      • medical equipment
        • heart-rate beep ?
    • hanger
      • Moon rover
        • engine ? maybe electric - silent
        • tyres crunching ? or are we going with the idea that we can’t hear outside?
      • crane ?
      • shuttle ?
      • processing ? (He3 transfer from rover to storage / packaging)
    • outside the moonbase
      • rocks
      • cave-in / collapse
    • engineering
      • work bench
        • fixing noises?
      • tools
        • tools being used? wrenches? crowbar? Drills? hammer?
      • machinery
        • ambient pistons?, gas pipes ? etc


    PUZZLE DESIGNS (Corey + group):

    A variety of puzzles to begin matching with the storyline. We will all play a part in this section, as well as the actual building of the game, play-testing and debugging.