Sunday, 28 November 2010

Research in Console and Apple games

A game that had influenced my design in Stranded particularly that had been released on the AppStore was N.O.V.A, A first-person shooter that was very similar to the Halo franchise, but being on the iPhone and iPod the game was lacking in depth but was very advanced in ways of gameplay and graphics.
It had a very solid grasp of control, sticking to the traditional method for FPS games but adapting the thumbsticks that would be on a control pad onto the screen of the game.
An idea that wanted to incorporate into the Third-person playing perspective.
Overall what the game had lacked in depth it made up for it in its simple “pick-up-and-play” controls.

A Tech demo for the iPhone was released by Epic games called Epic Citadel, that was show casing that the Unreal engine was possible to run on iOS software for the iPod and iPhone.
The results were spectacular as it displayed that the processor on both devices could render and play such advanced graphics that had never been done before.
Bringing in the possibility to have real-time reflections such as mirrored surfaces and water for example as well as Dynamic movements like flowing banners through skeletal animation. Along with all this was the massive overhaul of the graphics through other breakthroughs that were previously only developed only for Console gaming like bump mapping and global illumination for realistic lighting situations.

All these advances in technology for these platforms mean that there is going to be big leaps in quality of the games and other software on the way to development.



There is a large base of games that have influenced me to stylise my game for this project the way I have.
But there are a few that made me want to attempt to recreate something for the iPod/iPhone, Not just in the way on how the game plays but in a sense of the genre and they way that people can play together co-operatively as most games that are interactive between more than one person have them pitted against each other.
Gears of War’s Third-Person/Over-the-Shoulder camera angle was very intuitive and wasn’t really used a lot before Gears refined the style by limiting it to just over the hips as games before then had the whole character’s body in view.
But one feature of Gears’ that I did not want to implement was it’s Cover system.
Left 4 Dead’s co-operative gameplay and fast and rapid action influenced how I wanted Stranded to play, rather than Gears of War’s “slow and steady” pace of play, I wanted to have that sense of urgency you get through Left 4 Dead but not in a perspective of First-person.
Halo Reach’s character customisation was really in-depth and vast, Something that I wanted to have in my game, but due to the iPod and iPhone limitations it would have to toned down extensively.
Dead Space heavily influenced on how my game plays and looks, with it’s Sci-fi outer space setting and Horror/Survival genre, I never saw a similar game to this on the marketplace for Apple, Let alone with the adjustments and twists that made it unique from my ideas.
The environments from Dead Space helped nudge my own into something similar but I still wanted to keep it separate, Whilst Left 4 Dead’s four player Gameplay was something I wanted to implement to make the game multiplayer and co-operative with Gears of War’s Third Person pacing and layout.
With all of these influences I wanted to keep the characters based in this game based on my own personal ideas to have my own flair to the game.

Analysis of Platforms

iPod Touch 4g
Display
3.5-inch (diagonal) widescreen Multi-Touch display
960×640-pixel resolution at 326 pixels per inch
Processor
Apple A4 Processor
Sensors
Three-axis gyro
Accelerometer
Ambient light sensor
Capacity
8gb, 32gb or 64gb Flash Drive
Size and Weight
Height: 4.4 inches (111.0 mm)
Width: 2.3 inches (58.9 mm)
Depth: 0.28 inch (7.2 mm)
Weight: 3.56 ounces (101 grams))
Wireless
802.11b/g/n Wi-Fi (802.11n 2.4GHz only)
Bluetooth® 2.1 + EDR
Maps-location based service
Nike + iPod support built in
Battery and Power
Built-in rechargeable lithium-ion battery
Playback time
Music playback time: Up to 40 hours when fully charged
Video playback time: Up to 7 hours when fully charged
Charging times: Fast charge in about 2 hours (80% capacity), full charge in about 4 hours.
Information gathered from:
 http://www.iphoneheat.com/2010/09/ipod-touch-4g-specs/

iPhone 4g
Display
3.5-inch (diagonal) widescreen Multi-Touch display
960×640-pixel resolution at 326 pixels per inch
Processor
Apple A4 Processor
Sensors
Three-axis gyro
Accelerometer
Ambient light sensor
Capacity
16gb or 32gb Flash Drive
Size and Weight
Height: 4.5 inches (115.2 mm)
Width: 2.31 inches (58.6 mm)
Depth: 0.37 inch (9.3 mm)
Weight: 4.8 ounces (137 grams)
Wireless
802.11b/g/n Wi-Fi (802.11n 2.4GHz only)
Bluetooth® 2.1 + EDR
Maps-location based service
Nike + iPod support built in
GPRS, EDGE, 3G (HSDPA, 7.2 Mbps; HSUPA, 5.76 Mbps)
Battery and Power
Built-in rechargeable lithium-ion battery
Charging via USB to computer system or power adapter
Talk time: Up to 7 hours on 3G Up to 14 hours on 2G
Standby time: Up to 300 hours
Internet use: Up to 6 hours on 3G Up to 10 hours on Wi-Fi
Video playback: Up to 10 hours
Audio playback: Up to 40 hours
Information gathered from:
http://www.apple.com/iphone/specs.html

Gameplay

My game plays in a Third-person-shooter style, keeping the player’s view over the character’s model’s shoulder, not only to set the scene for the environment but also for aiming and fluidity.
The main focal point of my game is that you can connect with friends up to 4 and play through the game’s campaign mode using the iPod/iPhone’s Bluetooth capabilities. Each player being able to set up strategies and game plans to tackle the challenges set for you.
This would mean that a group of friends can quickly access the game, connect together and make their way through the story in small sessions, save their progress along the way and pick up where they left off.
Each character that is on your team for this game has a unique skill set and weapon selection, CrimsonWolf (Human Male) has all rapid fire weapons whilst BronzeHound (Droid Mech) has Heavy Weapons and Demolitions for example. With these characters there is an amount of customisability with swappable heads, armour and equipment to add a layer of authenticity to your characters for when you play with friends.
As the game will be quite high demand on the graphical capabilities of the iPod/iPhone, Each chapter of the storyline would be released separately each based on a separate part of the ship that would be available to download. Letting the player import their character through each one.
As the original ideas I had for this game were intended for the Next gen consoles (Xbox 360, Playstation 3 etc) I’m going to limit down the ideas and depth that the game would have had. The story and plot has allready been narrowed to a single mission rather that vast amounts like the original.

Synopsis

You are a member of one of the most renowned and respected Bounty Hunter teams in the galaxy, Consisting of CrimsonWolf; a Human soldier gone Commando, GrayLeopard; A Bounty Hunter from birth trained extensively as a Sniper by her parents to continue their legacy, BronzeHound, A former Droid Mech for the Military that was stuck in a Cosmic storm, altering his programming giving him a personality and mind of his own and BlueShark; An assassin Droid who was built by a Genius fuelled by greed. A suspicious Private Military company has contracted you and your team to infiltrate and retrieve a log of priceless and irreplaceable Data in an abandoned and derelict Star ship called “The Crusader” that has gone silent.
Money is money at the end of the day to you Hunters and you take the job, after scouring the stars for this ship you finally come across the hulking cruiser.
Extensive damage could be seen from it’s atmosphere, all of the lights and systems were powered down but what was most disturbing was an ominous green mist that surrounded the Crusader. None the less, your team ventured in and docked into the Hanger.
Once you and your comrades had disembarked from your transport, suddenly a colossal organic tendril emerged and swiped at your ship, smashing it away into the void of space, exploding on contact destroying it instantly.
Now stranded on the Crusader, your team have no option but to finish the job and try to escape, Sounds almost too easy.
That’s where the Xenos come in, A rampant parasite race that roams the galaxy in search of grounds to infect and breed. A full scale infestation is on the Crusader and now it’s your problem.
Hordes of flesh hungry Xenos want you gone, but you have a job to do. A job that’s going to take a lot more than a parasite alien race to stop you and your team.
But you’ll be discovering a deeper, darker threat on this mission.

Study Proposal

Back when I had my interview for this course, we were asked to produce a Visual Concept for a game that we had to present and pitch during the interview.
For my design I had put such effort in my concepts that I became really attached to my ideas and decided to keep working on it, even after the interviews I kept producing artwork for characters, assets, environments and more.
I originally intended to design this game for the next generation consoles but for this project I’d like to tone down the mechanics for it to be more compatible with what the iPhone/iPods are capable of.

This will mean redesigning characters, environments and tweaking the story line. The game plays as a Third-person shooter, where players can connect and tackle the Action/Horror story campaign mode in a squad of up to 4.
As the game would be quite demanding the idea of releasing the game in chapters could suffice and increase the quality of the game in short bursts.
I find this would be unique as this would be a genuine full feature game rather than what a lot of games that are on the App Store today for iPod are just quick “pick-up-and-play” games, as easy they are to pick up and start playing they are just as easy to get bored and drop as well.

I aim to produce all assets needed to complete my presentation to display my ideas and concepts on how the game will play, look, my inspirations and how it will stand out in the market.