Tuesday, October 1, 2013

Homework 8


  1. The space in our game is theoretically continuous. We won't know for certain until the final details have been laid-out. But for now, our goal, I believe, is for a continuous game space.
  2. Our game has 3 dimensions. Being a First Person Shooter, this is practically self-sufficient.
  3. The boundaries of our game space are the building's walls in which our game takes place in. The game starts within the building and the game ends when you escape the building.
  4. Our main character's actions (or verbs) include but are not limited to: traversing through the building's floors, sneaking past or shooting enemies, discovering weapons and ammunition, hacking terminals in order to advance, overcoming a "boss" per floor, surviving the various threats, and finally escaping the building upon completion of the game.
  5. For the most part, each verb can only act upon one object with the exception of hacking. It is a possibility (and it has been greatly brainstormed) of having a variety of hacking objects other than terminals. It is all conjecture at this point, but it is a great possibility. 
  6. Once again, this aspect is completely conjecture; the idea of goal achievement can be oriented in a multitude of ways. Ultimately, there is one goal: defeating the enemies through hacking and shooting to escape the building. The methods with which the user may take to achieve that goal will have a larger scope depending on the available time and creativity of our team. Honestly, it's an afterthought; there's a lot of other essential work that takes a higher priority. I'd rather have a solid, simplistic game, than one with grandiose goal-achievement features that  doesn't mechanically work.
  7. The player controls one subject in our game who, as of now, is an unnamed, cipher-spy with lethal and hacking capabilities.
  8. The toss-up between shooting and sneaking is being theoretically provided in our game at this point in time. This ideal allows for familiar side effects of passing through the level stealthily or plowing your way through, guns ablaze. Since stealth is obviously more ideal for a spy, certain rewards would be allotted to the player for such behavior.
  9. The operative actions in our game include but are not limited to: traversing through the building's floors, sneaking past or shooting enemies, discovering weapons and ammunition, hacking terminals in order to advance, overcoming a "boss" per floor, surviving the various threats, and finally escaping the building upon completion of the game.
  10. The resultant actions in our game include but are not limited to: possibly choosing stealth or fire-fight and possible hacking variants rewarding different consequences.
  11. All that I've previously stated is how I would like our game to perform. And all of these ideas are currently under our general scope and understanding of blender. It's now all about time management and appropriate division of labor among team members.
  12.  Ultimately, there is one goal to our game: defeating the enemies through hacking and shooting to escape the building.
  13. I suppose a short term goal could be survival, while the long term goal would be ultimate mission completion (traversing and escaping the building)
  14. We plan on having a brief yet explanatory comic-like intro cut-scene. Placing the user within our player's perspective and providing proper motivation and place-setting. This will be slightly interactive to provide means of a tutorial while also dictating the fundamental goal of the game.
  15. If I had to place foundational rules within the game it would have to be the mathematical hit points associated with localized shooting damage from or against the player, as well as hacking minigame success based upon an assessment percentage.
  16. These rules will be enforced through the story-line, battle sequences, the vague mortality of the main character, use of a heads-up-display, and general boundaries of the game space.
  17. Our game currently develops the real skills of fast, accurate typing, mouse pointing and clicking, and fast, appropriate key-presses. 
  18. As of now, our game does not currently develop any virtual skills. That's not to say that it cannot or will not, but it is not currently implemented within our game or within our ultimate concept of our game.

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