Monday 24 November 2014

Group: Putting the GDD Together and Editing

Using the stuff that we had all written and noted down together before, Annie put it all together in a word document and edited it and made sure that none of it contradicted itself:

Overview
The Forgotten Rome is a third-person platform game for the web, it is based in Rome in 27 BC, where the climate of the Earth has dropped rapidly and now everything is buried under snow. The player plays as a woman called Charlotte who has found herself stranded alone in the now snowy Rome, the player must get to the end of the level without falling down an endless pit or being eaten alive by wild animals, collecting as many gems as possible on the way. The player only gets one life so to survive they must avoid all traps, when the player does die they will lose all their gems and game will restart from the beginning. Similar games include Crash Bandicoot as the game follows a straight path and there is only one camera position, forward, there are also enemies and traps that the player has to avoid and wumpa fruit to collect. However, Crash Bandicoot has a health system, where the player is able to get attacked a few times before dying and respawning. The player is also able to collect 100 wumpa fruits to get another life. The design of the game is cel shaded, where the characters and objects are almost realistic looking but still carry a lot of cartoon characteristics.



Story
Based 27 BC, back when the Romans were around, the world's climate has changed dramatically and Earth is now covered in freezing snow and ice. A woman named Charlotte has found herself stranded in this dangerous, freezing, white world, she has lost her memory and doesn't remember how she ended up where she is. She seems to notice familiar architecture and landmarks from the buildings and rubble that are protruding from the snow, she realises that she is in Rome, but not the Rome that she remembers. It is now covered by snow and surrounded by mountains that tower over her.

What Charlotte doesn't know is that a horrible blizzard appeared and everyone started evacuating Rome, as she was scrambling to get out of her masters villa, she was knocked unconscious and fell heavily into a dream. Her dream is now the game and she must find her way out of it.

Wild animals, such as wolves and Arctic foxes have taken over this land and are not giving it up with a fight. Charlotte will have to survive and find her way through this chaotic, freezing place and get to a safe place. On her travels, Charlotte will be a prey to the animals, to survive she will have to keep on running, jumping and dodging. There will even be traps lying ahead to stop Charlotte from getting to the end of her terrible journey, only the strongest and most willing can survive.

Characters
The Forgotten Rome includes one main character, she is in her early twenties and her name is Charlotte. She is a slave of a rich Roman family, she has long brunette hair which she ties up to keep out of her face, olive skin with faded freckles, brown eyes and a scar on her cheek (but she does not know how it got there). Her outfit is the typical Roman attire (she can survive the cold because it's a dream), a dirty, light brown tunic with brown wooden shoes. We chose a female character as most games use male protagonists, and we feel that we need to make the female gamers included and welcome in the gaming community.

There are also lots of enemy characters, such as wolves, Arctic foxes, penguins, seals and snowy owls. They will each be wearing their own Roman armour to show that the game is based more in a dream, as in real life, animals don't have armour.

Level Design
Each level will have collectable gems that the player must gather, and traps such as endless pits, spikes that come up from the ground and animals that are trying to attack the player. There will also be hurdles such as pillars lying on the ground that the player has to jump over. The player will be surrounded by mountains meaning that they can only move forward to progress in the level, at one point in the level the path will split and the player will have to choose what they believe is the safest route to take. There will be platforms with endless pits underneath, the player has to make sure they don't fall down as they are jumping onto the next one. 


 

Stone and snowy textures will be used on all of our assets such as the buildings, ruins statues etc for the level’s environment. A snow falling animation will be added to the character controller, particle effects will be added to the enemies when they are defeated, to show that they have been defeated.

Gameplay
On the journey, the player will be collecting gems, the more they collect the higher their score will be at the end of the level. When the player go towards a gem, it will disappear. Once the player has collected the gems (Maximum amount of gems you can collect is 30) and has got to the end of the level, a scoreboard will pop up to show how many gems the player has collected.

However if the player touches an enemy without killing it (by jumping on top of it), the player will have to restart the whole level again and the amount of gems they have collected will reset back to zero. Pits and spike traps are also an automatic death zone, the player has to jump over them to avoid falling to their death or getting stabbed.

A respawn system will restart the whole level again, meaning all enemies and collectables will reset and appear back to where they originally were. When the player respawns, the character will flash red for a few seconds to tell player that they have died that they are starting again.

User Interface and Controls

HUD Elements


Score Count
Pause Menu (Resume / Settings / Quit)
Main Menu (To maybe be added later to introduce our game)

Controls
Simple controls using a keyboard, controls that people are or should be used to:

UP ARROW – Forward
DOWN ARROW – Backwards
LEFT ARROW – Left
RIGHT ARROW – Right
SPACE - Jump

Additional buttons could be implemented once the character development on Charlotte is finalised, such as a button to fight or a button to make the character run faster.

Sound and Music
The music that will be used in the game will complement the speed of the characters movement. (So very fast up-tempo music)

As it’s based in a snowed over Rome, we want the soundtrack to really make the players feel like they are in Rome. Solid sound effects to really bring the game to life, environment sounds such as the snow and wind could be over enhanced just to let the player know that something is about to happen.

Some very good examples of this aspect are in the Tomb Raider series:

Links to sources of music, which would complement the theme of our game:
-Ryse Son of Rome Soundtrack: Mad Nero -
https://www.youtube.com/watch?v=NfpEK_RyM7Y

-Total War: Rome 2 OST- Engineering An Empire
https://www.youtube.com/watch?v=VJkfZprcjS0

- Fallout 3 (Ambient Soundtrack) from 12 mins
https://www.youtube.com/watch?v=qLozm8LNxsg

A sound for when the player collects a gem, could be a metallic sounding click or something. A sound for when the player dies, and sounds for the enemies such as growling or cawing, or for when the enemies are killed.

Daniel Lenart: Group Character Development


Character Development

After a great session with a character developer who gave us a lecture, were was able to develop our main character especially her story.

Here is a brief overview in bullet points of the main characters/games story:

  • She is a slave of a rich Roman family
  • A horrible blizzard appears
  • Everyone starts evacuating from Rome 
  • She runs sacred around the masters villa
  • She gets knocked out by something such as a pillar and becomes unconscious
  •   AS SHE IS UNCONSCIOUS THE GAME IS WHAT SHE DREAMS OF
  • She wakes up alive finding out along with the player she was also saved by the family she serves during the evacuation
Deeper character background will be developed 

Sunday 23 November 2014

Ramone Lawrence : Concept for game title screen

This is a concept for our Game title screen "The Forgotten Rome" We was thinking to have the character Charlotte in the foreground and have her very small to give the viewer a scale f the world she needs to tackle.

Thursday 20 November 2014

Danie Lenart : Animations POSE/WALK


Daniel Lenart
Animations

IMPORTANT NOTE: Blogger does not take videos over 100mb that is why quality of video was a limit 

My first animation was inspired by Mortal Komat character Liu Kang, I really like his intro fighting pose so i chose to go with it.



Here below is also my walk cycle 


https://vimeo.com/112428462

https://vimeo.com/112428459












Wednesday 19 November 2014

Daniel Henry: Animation Masterclass Work (Fight stances & Walk Cycle)

                                          Kazuya (Character from Tekken - Reference video for my fight stance      (above)



 Animation Study on Kazuya's stance 





This Fighting stance was just to make Norman quickly Block two punches, parry the third punch then finish of with a forceful kick in slow motion. This study was to test out the timing and spacing of smaller movements such as the block and parry whilst adding a kick.


The Reference video for my walk cycle animation
Norman Walk Cycle Animation that i based on the video above: 


Ramone Lawrence: Steps and head turn and Walk cycle


Sunday 16 November 2014

Daniel Henry: Final Game Asset Sheets








Ramone Lawrence: Asset Sheets

These are my Assets sheets I designed, I used my groups textures to collaborate with my groups work. 







Daniel Henry: Final Piece Of the Ruins (Textured)

Side view

Front view

Additional side view 

Daniel Lenart - Asset Development/Research


Daniel Lenart

Here are so old and some new images of research into my asset development/team project. Inspiration from games such as Uncharted 2 which had a great level with snow and stone statues, temples and so on. Inspiration from Museum and places like St Paul's in London or Rome.














Daniel Lenart - Assets


Assets

Daniel Lenart 

As me and my team went through some changes we were able to all decide on a stone/snow theme. We all made sure our assets will fit and compliment each others. Here are some of my assets I have made.










Ramone Lawrence: Textured and Cell Shaded temple


I added the the Cell shaded and the texture that we agreed on using for our work.

Annie Royal: Assets to Hand In





Daniel Henry: Low Poly Rocks for the game environment + Textures

Before i modelled the low poly rocks, i found two useful textures that i thought would be relevant to our game, so i took the two textures into Photoshop CS6 to apply the cut out filter and adjusted the contrast. (To furthermore showcase the cel shaded style)



Edited Version 

Edited Version
I decided to pick the texture that has chunks of snow on it instead of the messy rock texture just because it complements our assets more and works better with the toon shading effect.

Additional Photo showcasing all of the snowy rocks (Top View)

Daniel Henry: Final Piece of The Snowy Ruins (Untextured Maya Model)

Photo of the Rome Ruins without the snow
Just a Reminder of the Photo reference we have been theming our modular game assets on  (The Rome Snowy Ruins)



As a continuation of the snowy ruins maya model i created earlier in the project, we decided to go deeper into modelling from a strong reference and broke the photo into sections in which the group modelled. So the smaller screenshot above this caption is mainly the segment in which my model takes inspiration from.





The outline of the ruin, i decided to add detail around the front such as above the windows, corners etc just to differentiate from a normal building and to implement similar patterns and shapes from the reference.


Once i was happy with the overall look of the ruin, i added my own twist to the design (The Colosseum Curvy door frames) so that its not a direct copy of the reference and to also help complement the groups other modular assets.



Additional Screenshot showing the maya model (side view)