Sunday, 22 March 2009

Game Design - Team Project



Team Logo we I made in Photoshop. Can be used for the Presentation on Thursday 26th March 2009.

Saturday, 21 March 2009

Games Design - Team Project

First Draft of the Dialogue in the Game:

Dialogue for Firehouse

Opening Level – Flashback

Characters to talk: Farther

Scene:

The scene starts with the player waking up as a child in bed. They have been woken up by their farther entering the room.

Father is standing by the doorway.

Father – Hey Johnny, it’s time to wake up now. Your mother is cooking up some breakfast.

F - (Looks around the room in disgust.) Wait a minute; I thought I told you to tidy up this room yesterday. I’m not raising up a lazy child now.

F - (Father walks towards the player to get them out of bed.) Come on now get up and tiny this room.

Once the player takes control of the child, the father will walk back to the door and watch to see if the child does tidy the room. There will be 5 toys the child must put away, each one representing a different control the player must learn and have a basic understanding for movement and control.

If the player tidies 1-4 of the toys and tries to leave the bedroom, father will say:

F- Come on now Johnny, your room isn’t tidy enough yet. There are still some toys to put back in your box now.

When the player does tiny all of the toys away, Father will say:

F - There we go a nice tidy room. Let’s go tell your mother how good you’ve been.
Both the player and the farther will enter into the hallway and make their way into the kitchen.

The father will have a conversation with the player:

F – Your mother is making a full English breakfast today. NEEDS WORK!!!! Dry cured bacon, regional sausages and breads and serve with English mushrooms and tomatoes. It’s a special treat; mother doesn’t always make this does she? Come on; let’s see how she is getting on.

When the door into the kitchen opens, music starts to play and drowns out the sound all around the player. This is a scripted event and the player doesn’t have control in this part of the scene. The player will see there is a fire over the cooker where mother was making the breakfast. Mother is looking worried and scared and animation here shows this. She looks towards farther for aid. Farther will then tell mother to stand back from the cooker, which she does. Farther will then notice a glass of water on the table and use that to try and stop the flame. Instead the flame becomes larger, causing everyone to fall back in shock. The players view will turn back into the hallway and act as if the child is crawling out to safety. Once out of the kitchen the Front door will open and a firefighter will stand in the centre with White light surrounding him to show an angel/heavenly like image. The Firefighter will then run towards the child and offer their hand to left the child up. As this happens a white light covers the entire screen.

Fire Station Level:

Characters to talk: Firefighter 1 - 6
Station Manager

When the light fades down, the player sees a fire fighter in casual clothing trying to walk them up.

Firefighter 1 – Come on John, wake up. You’re going to miss the meeting if you don’t hurry. You know how upset the Station Manager gets when were late.

The player will then have control again and will be able to move around the fire station. The player can just go straight to the meeting room and not have any interaction with the NPC’s. But the player was to interaction with them. They would reply to the player these responses:

NEEDS WORK!!!!
Firefighter 2 – Hey Johnny, aren’t you meant to be at the Station Managers meeting right now? Man he’s going to make you answer questions for being late. Here this might help.

Firefighter 3 – Hey Johnny, aren’t you meant to be at the Station Managers meeting right now? Man he’s going to make you answer questions for being late. Here this might help.

Firefighter 4 – Hey Johnny, aren’t you meant to be at the Station Managers meeting right now? Man he’s going to make you answer questions for being late. Here this might help.

Firefighter 5 – Hey Johnny, aren’t you meant to be at the Station Managers meeting right now? Man he’s going to make you answer questions for being late. Here this might help.

Firefighter 6 – Hey Johnny, aren’t you meant to be at the Station Managers meeting right now? Man he’s going to make you answer questions for being late. Here this might help.


These firefighters are dotted around the fire station and the information given is a reward for exploring the areas within the fire station.
Once the player has entered the meeting room, the Station Managers will talk to the player (The player doesn’t have control here).

Station Manager – Well look who is late, why it’s Johnny. Come on now, you know the rule for being late. NEEDS WORK!!!! ASK QUESTIONS BASED ON THE ANSWER YOU WERE GIVEN BY THE FIRE FIGHTERS

If 2/5 or lower were right the Station Manager would say:

SM - That was awful go sit down. Try and learn from this meeting. Judging by that disappointing performance you need to.

3/5 or higher and:

SM – Ok I’ll let you off this time, but don’t be late for one of my meetings again.

Once the player has answered the questions they have control again and have to make their way to an empty seat. Once next to the seat the player will need to use the action button to sit and watch the Station Managers presentation brief.

SM – Now this meeting is all about fire extinguishers and it’s important you all listen today because you’ll be putting what you learn here today into practice in the firehouse later this afternoon.

SM –Now there are 5 different types of Fire extinguishers as we can see here.

SM –The first one is the Water Fire Extinguisher. These are designed for tackling Class A fires which is wood, paper, straw, textiles, coal etc.

SM –The second extinguisher was the Foam Fire Extinguisher. These extinguishers are ideally suited for both class A & B fire risks. Aqueous Film Forming Foam or AFFF is particularly suited to fight liquid spill fires such as petrol, oil, fats, paints etc. and works by forming a film on the liquid to extinguish the fire.

SM –The third on the list is the Carbon Dioxide Fire Extinguisher or CO2 for short. This fire extinguisher is used for class B risks involving flammable liquids and especially for electrical hazards. CO2 is harmless to electrical equipment and as such is ideal for modern offices, electronic risks, and fires caused by the combustion of liquids such as: oils, fats, solvents, etc.

SM –Fourth in line is the Powder Fire Extinguisher. These fire extinguishers are suited to a mixture of fire risk environments and are a good all round extinguisher. They are also suitable for flammable liquid risk, such as methane, propane, hydrogen, natural gas etc.

SM –Finally we have the Wet Chemical Fire Extinguisher. These are especially designed for tackling cooking oil / deep fat fryer (Class F) fires, but also have an effective capability for extinguishing Class A fires (wood, paper, straw, textiles, coal etc.).

SM –And there we have if, a short explanation of the different fire extinguishers we’ll be trying out in the fire house today. There will be a training section in the first floor of the firehouse to see if you have remembered the different fire extinguisher type for the correct job. This is then followed by a real fire house test on the second floor with random events.
The player then has control and has to make their way to the firehouse.

Firehouse Level.

Characters to talk: Station Manager

Once the player makes their way to the Firehouse, they meet up with the Station Manager for a quick brief over the Firehouse training.

Station Manager – Late AGAIN? The rest of the group have managed to get here on time and complete the firehouse exercise. You’re going to have to really impress me in this exercise Johnny, so listen up. In this firehouse you’ll find three rooms with fire situations which will test whether you were paying attention in the meeting this morning. Once these challenges are complete, meet me back here for further instructions.

Once the player has completed the challenges on the first floor, they meet up with the Station Manager in hall.

If the player meets up with the Station Manager before then, the station Managers Reply will be:

SM – You haven’t completed all the tasks yet. Come back when you have.
Otherwise he will say:

SM – good work Johnny looks like we can make a firefighter out of you yet (little laugh). Now it’s time for the really Test. The door to the second floor will be open. Once you enter the room, there will be a number of different fires and situations to tackle. It is your job to try and figure out the quickest and safest way to handle the situations you encounter. Now you’re not going to know what’s going to be up there, but try and keep what have learned today in mind and try not let the pressure get to you. Once you have managed to extinguish the fires, meet me back here. Good luck Johnny.

Once the play has completed the training level in the second floor and meets the Station Manager, the Station manager will say:

SM- Excellent work Johnny. You are proving to be one outstanding fire fighter. Not let’s get back to the station.

Fade to black, roll credits with Johnny Be Goode playing :P.

I used references from these sites if it helps:

http://www.actfire.co.uk/general/fire_extinguisher_advice.php#what_is_a_fire



http://www.esfrs.org/fire_stations/roles/ranks_home.htm

Wednesday, 11 March 2009

Games Design - Team Project

Just a little edit/update on the Doc I posted at the weekend. Bold = Changes:

Fire House Sim

Opening Level:

The player wakes up to their father asking them to get out of bed. He then makes a comment about the player’s bedroom being untidy and asks them to clean it up before breakfast. The then forces the player to find items and objects which are linked to the player learning and understanding the basic controls for the game.
These actions help the player get an understanding on the controls for the game. The Default controls for Half Life 2 are:

Movement

"W" - Move Forward

"A" - Strafe Left

"S" - Move Backward

"D" - Strafe Right

"Spacebar" - Jump

"Ctrl" - Crouch

"Shift" - Run (hold)

"Alt" - Walk (hold)

Actions

"Left Mouse Click" - Primary attack.

"Right Mouse Click" - Secondary attack.

"Mouse Wheel" - Scroll up and down to browse current weapons, left click to select.

"E" - Use (open doors, pick things up, etc.)

"R" - Reload current weapon.

"Z" - Zoom

"F" - Turn flashlight on/off.

"G" - Gravity gun.

These would be the controls to base the game around. The objective is to find 5 different toys in the bedroom. First action to learn is the WASD movement controls and Mouse Movement. When the player learns this they should be able to move towards an obvious toy in the middle of the room. This is where the second tutorial helps the player. This being Interaction, controls for picking up toys and other objects with LEFT and RIGHT Clicks. Other toys will make the play have to jump to higher points and crouch to lower points.

Once the Player has found and collected all of the toys, the farther then asks the player to follow them into the kitchen and talks about how the mother is cooking something nice to enjoy.

This will see the player enter the hall way. In the hall way there are images of family photographs and locked doors except the one into the kitchen. Once the player enters the Kitchen the (Depending on if we and script well and time constraints) they will witness a chip pan fire caused by the mother. The farther will try and put out the fire, but instead makes the flames more dangerous. The fire (which is in colour to show drama in the flashback) causes the mother to panic and shout for the player to leave the room. When they player does leave the room, a Fire-fighter enters the front door (Opposite end to the kitchen). As the Fire Fighter walks towards the player (Also in colour to show drama) the flash back ends and scene changes from the hallway to the fire stations dormitory and a work colleague walking the player up for the meeting about fire house training.


Fire Station:

The player wakes up in the Fire Station dormitories and has to make their way the meeting room for firehouse training. The bedroom is on the 2nd floor and the meeting room is on the 1st floor. The player has to work their way through the different floors and rooms of the fire station to get to the meeting. Here players can explore the different rooms and have a feel of what a Fire station actually contains. (Maybe depending on Time constrains and etc) Here players can interact with NPCs and learn different tips for some of the questions that will be asked in the fire station. Also if players notice the posters on the walls, these will have the answers to the questions in the meeting room. Once the player has had a look around in the different rooms and has a feel for the fire station, they will enter the meeting room. There the Fire Chief isn’t happy about you taking so long and makes a comment about the player sleeping for so long. For this he makes you answer 5 Fire Safety Tips to answer to the rest of the new recruits and here players can see if they learned and thing from the NPC’s and Posters in the Fire Station. After that, the player will learn about the Fire House and what they will be doing (Main objectives). Once the meeting about the Fire House is over, it’s time to gear up and tackle the firehouse.

Fire House:

I don’t know how to tackle the Firehouse, maybe everyone can fill in what they would like to see and I could try and work out a story/flow of the game that way. I know I would like to see the player tackle a Chip Pan fires as the last thing just to tie in the fact about the player’s mother panicking about the Chip Pan fire at the start, it would tie the game up quite nice.

I think I’ll try and make a basic Layout of the levels in Hammer for out next meeting so that I can walk through the story ideas in-game and have you guys pointing out want could and couldn’t work.

I hope it makes sense and send it back with comments

Jacob

Saturday, 7 March 2009

Games Design - Team Project

This is the Word Doc I will be sending out to the Team. Italics are highlights of the text of ideas that may not be able to execute due to time constraints.

Firehouse Game (STILL NO NAME :P)
Opening Level:
Player wakes up in a bedroom; first visual impressions are that the vision is in black and white and that the props and scenery are those found in a child’s bedroom. As the player moves from the bed, an objective appears on the top right of the screen (not in the far corner, but around that area.) This objective asks the player to perform certain actions in the bedroom.

These actions help the player get an understanding on the controls for the game. The Default controls for Half Life 2 are:
Movement
"W" - Move Forward

"A" - Strafe Left

"S" - Move Backward

"D" - Strafe Right

"Spacebar" - Jump

"Ctrl" - Crouch

"Shift" - Run (hold)

"Alt" - Walk (hold)

Actions

"Left Mouse Click" - Primary attack.

"Right Mouse Click" - Secondary attack.

"Mouse Wheel" - Scroll up and down to browse current weapons, left click to select.

"E" - Use (open doors, pick things up, etc.)

"R" - Reload current weapon.

"Z" - Zoom

"F" - Turn flashlight on/off.

"G" - Gravity gun.

These would be the controls to base the game around. The objective is to find 5 different toys in the bedroom. First action to learn is the WASD movement controls and Mouse Movement. When the player learns this they should be able to move towards an obvious toy in the middle of the room. This is where the second tutorial helps the player. This being Interaction, controls for picking up toys and other objects with LEFT and RIGHT Clicks. Other toys will make the play have to jump to higher points and crouch to lower points. Once the Player has found and collected all of the toys, they should have a good understand on the basic controls. A new objective will appear for the player to find their mother in the kitchen. This will see the player enter the hall way. In the hall way there are images of family photographs and locked doors except the one into the kitchen. Once the player enters the Kitchen the (Depending on if we and script well and time constraints) either a scripted event of the mother making the player sit at the table and have her cook something and a Chip pan fire happens, or when the player enters they witness a chip pan fire caused by the mother. Either way the fire (which is in colour to show drama in the flashback) causes the mother to panic and shout for the player to leave the room. When they player does leave the room, a Fire-fighter enters the front door (Opposite end to the kitchen). As the Fire Fighter walks towards the player (Also in colour to show drama) the flash back ends and scene changes from the hallway to the fire stations dormitory and a work colleague walking the player up for the meeting about fire house training.

Fire Station:
The player wakes up in the Fire Station dormitories and has to make their way the meeting room for firehouse training. The bedroom is on the 2nd floor and the meeting room is on the 1st floor. The player has to work their way through the different floors and rooms of the fire station to get to the meeting. Here players can explore the different rooms and have a feel of what a Fire station actually contains. (Maybe depending on Time constrains and etc) Here players can interact with NPCs and learn different tips for some of the questions that will be asked in the fire station. Also if players notice the posters on the walls, these will have the answers to the questions in the meeting room. Once the player has had a look around in the different rooms and has a feel for the fire station, they will enter the meeting room. There the Fire Chief isn’t happy about you taking so long and makes a comment about the player sleeping for so long. For this he makes you answer 5 Fire Safety Tips to answer to the rest of the new recruits and here players can see if they learned and thing from the NPC’s and Posters in the Fire Station. After that, the player will learn about the Fire House and what they will be doing (Main objectives). Once the meeting about the Fire House is over, it’s time to gear up and tackle the firehouse.

Fire House:
I don’t know how to tackle the Firehouse, maybe everyone can fill in what they would like to see and I could try and work out a story/flow of the game that way. I know I would like to see the player tackle a Chip Pan fires as the last thing just to tie in the fact about the player’s mother panicking about the Chip Pan fire at the start, it would tie the game up quite nice.

I think I’ll try and make a basic Layout of the levels in Hammer for out next meeting so that I can walk through the story ideas in-game and have you guys pointing out want could and couldn’t work.

I hope it makes sense and send it back with comments
Jacob