Documente Academic
Documente Profesional
Documente Cultură
Contents
1.
Introduction
2.
Source of Inspiration
3.
Scope
3.1.
Game Vision
3.2.
Core actions
3.3.
Explanation of Gameplay
Visualisations of Core Actions
Description of Gameplay
3.4.
List of features
3.5.
Priorities
4.
4.
Prototyping
5.
Structure
5.1.
Levels/Waves/Puzzles
5.2.
Goals
5.3.
6.
Progression
Implementation of Experiments
6.1.
6.2.
6.3.
7.
8.
9.
Reflection
References
Appendix A: Paper prototype rules
Appendix B: How to play/Walkthrough of Experiments
Table of Figures
Figure 1 System 1 Object Diagram
Figure 2 System 2 Object Diagram
Figure 3 System 3 Object Diagram
1. Introduction
This report will outline the designing of a 2D game within a program named Stencyl. Various stages will be
displayed, such as the multiple systems that will be involved along with core mechanics and gameplay. In
addition, this document will contain prototypes and an analysis of how the game was implemented. This in turn
will be followed up by testing and editing until a period of reflection is appropriate.
2. Source of Inspiration
RPG Games such as Dragon Age, Final Fantasy and Dragon Quest are the main sources of inspiration as the game
will also revolve around a similar theme. Utilising Hp/Mp systems and combat mechanics will make the
implemented game appear and act in a similar manner to the sources of inspiration. Pokmon and other mon
games also provided a basis as each of them still revolves around using a party of characters to defeat an
opposing group of characters.
One key element which is included in various objects are the use of portals. The portals within the game will
transport you to various areas infested with monsters to be defeated by the collection of party members.
3. Scope
3.1. Game Vision
The game revolves around a 2D system which will enable the player to control a sprite to traverse the
maps which at times, enemies will be encountered. The scene then transitions to a combat scene
where party members (Up to 4) attempt to defeat the enemies utilising skills and attacks and a few
other choice commands.
The plot behind the game is that various portals to the demonic realms are opening across the land. By
defeating the enemies at the edge of the portals, the party is able to close the portals. The player needs
to find a way to close all the portals and find out why it is occurring.
Brief Description
Mouse Controlled
Menu Driven
Interfaces
Movement of
Player
Utilising the WASD / Arrow Keys to move the player in the relevant
direction.
Equipping of Skills,
Weapons and
Armour
Collecting Quest
Items as
Variables/Boolean
s
Upon finding the related item, the variable is altered so when they exceed
a certain amount, you have completed the quest and receive the reward.
Collecting can be done by colliding with the object.
Manipulating
Terrain
change their route. The portals which contain combat encounters vanish
once defeated and the player is then able to move through them.
Description of Gameplay
Contained within different areas are portals. Each portal can be interacted with by touching the portal. This
triggers a combat encounter which gives specific rewards for doing so.
In Area 1, move the player character to the NPC outside the closest house. Upon collision, a message will be
displayed, stating that there are various demons which need to be slayed. After talking to the other
residents, (1 displays their terror of the demon while the other asks for several of a Quest Item to heal other
mercenaries) collide with the portal which will stand at the exit for the town. This triggers a combat
encounter.
Upon completing the battle, go back to the first NPC who will reward you and fully heal your party members.
Then through the exit at the bottom of the screen, the scene will transition through to the second area.
Explore the area fully, interacting with the strange vines to gain the Quest Items for the alchemist NPC and
closing the 3 portals. Then move through the exit at the bottom left of the level. This is the end of level 1.
One notable feature of this level, is that as it is level 1, the enemy parties are forced to contain only 1 or 2
party members.
Area 1 contains the following NPCs
HP/MP Bars One HP and MP bar will be used to display the health/mana of a character so
the player can see it visually as well as numerically
Dialogue By utilising a message box, Text will be drawn over it to represent dialogue
Turn Based Combat This the main part of the game which is vital for the game to be played.
Equip-able Weapons Allows equipment to be attached to certain characters and for those
characters to receive the related upgrade in their stats, Strength and Magic.
Selectable Skills Allows skills to be utilised during battle and to be upgraded/bought outside
of combat.
EXP Gain This is used to level up characters or their skills, increasing their stats at specific
points.
Gold This can be used to purchase upgrades for characters and is collected from monster
encounters and quest rewards.
Level Transitions Allows the player actor to transition to a different scene to continue the
game.
3.5. Priorities
Feature Name
Type of Feature
Priority for
Experimentation
HP/MP Bars
Structure
High
Gameplay
High
Dialogue
Gameplay
Medium
Equip-Able Weapons
Gameplay
Medium
Selectable Skills
Gameplay
Medium
EXP Gain
Structure
Low
Gold
Structure
Low
Level Transitions
Structure
High
Fiel, J. and Scattergood, M. (2005). Beginning game level design. Boston, MA:
Thomson Course Technology.
P. 10 - 14
Moore, M. (2011).
Basics of game design
. Boca Raton: A K Peters/CRC Press.
P.77 - 127
Sources Concept / Theory & Key Relevant points
Using a Random Encounter Table allows more variety in encounters. In addition to the enemies appearing in
the encounter, the designer can also assign experience points and gold (P.77)
To resolve combat, the algorithm should clearly outline a step by step process for completing the action (P.
95)
Contained within those pages are concepts about RPG games such as the Monster Encounter Tables which
detail how random monster encounters are utilised and generated. In addition, information about combat
mechanic, damage, skills and calculations are displayed.
Application to your Analysis
With my new knowledge of Monster Encounter Tables, I begin to look at games of a similar genre and analyse
their percentages of monsters occurring. They restrict the different combination of enemies to very few thus
limiting the randomness of the battles and allowing more steps to be taken between each battle whilst still
maintaining the area theme.
Laramee, F. (2002).
Game Design Perpectives
. Charles River Media.
P.96 - 103
5.
4. Prototyping
5. Structure
5.1. Levels/Waves/Puzzles
The game will consist of multiple levels which will contain different areas. Each level will consist of one town area
and one environment. Monsters will increase not only in power but also the distances to find quest items will be
increased.
5.2. Goals
Various goals are contained within the game, mainly navigating to the next area after eliminating as many of the
demon portals as possible. Various sub-quests may require you to explore the level more deeply and find the
required item to solve the quest.
5.3. Progression
The player characters will gain new abilities and improved stats as the game progresses.
6. Implementation of Experiments
6.1. Describe your process
Each time a piece of code or behaviour was attached to an actor/scene, a test of the game was
immediately run to check if the code worked. Although long and arduous, in the long run this allowed
me to spot errors quickly before they become lost in a web of coding.
Problem
Solution
Implemented
High
Implemented
High
High
Error #1034
Implemented
Implemented
High
Unfortunately this
was not the solution
but I found instead
that the movement
of the player actor
was via setting its
position rather than
changing the speed
of the actor
High
No instances of
rotate were found
nor reloading or
clearing code made
any differences. In
the end, a new
project had to be
made and everything
copied across. This
solved the problem.
High
Irish, D. (2005).
The game producer's handbook
. Boston, MA: Thomson
Course Technology.
P. 15-19
Sources Concept / Theory & Key Relevant points
Calls for the software to be developed in relatively compact, finite increments. (P. 16)
This section outlines software production methods which are the various methods utilised by game
developers/designers to produce games. The source outlines not only the speed of the various methods but
also how each method is performed.
Application to your Analysis
Through utilising a similar method to the stated increments to completion method, I slowly implemented the
code of the game whilst carefully checking at every opportunity to see if the code worked within the game by
repeatedly testing the game. This enabled me to catch any problems and swiftly solve them.
Schell, J. (2008).
The art of game design
. Amsterdam: Elsevier/Morgan
Kaufmann.
P.137 - 139
Sources Concept / Theory & Key Relevant points
A very important decision about game attributes and their states is who is aware of which ones. (P.137)
This source states that certain attributes and information needs to be withheld from the player otherwise the
game would be too predictable and thus the outcome would be obvious. It is important to withhold certain
pieces of information.
Application to your Analysis
By not displaying the enemy stats, it adds unpredictability to the damage they are able to deal along with
preventing the player from perfectly counting how many hits their character can survive. However,
information about the player is displayed on the screen.
9. Reflection
The program Stencyl proved to be more difficult to use than anticipated and numerous errors which I had not
foreseen occurred. However, the next time I create a project utilising Stencyl or similar game designing software,
I will increase the amount of time allocated to using the program so as to allow for the troublesome errors that
occur. Unfortunately, I was unable to implement the equipment system which would be included if I had a chance
to further improve the game. During the process, I have also learnt the various components of a RPG game which
will be valuable for creating games in the future.
References
Adams, E. and Rollings, A. (2010).
Fundamentals of game design
. Berkeley, CA: New Riders.
Fiel, J. and Scattergood, M. (2005). Beginning game level design. Boston, MA: Thomson Course Technology.
Irish, D. (2005).
The game producer's handbook
. Boston, MA: Thomson Course Technology.
Laramee, F. (2002).
Game Design Perpectives
. Charles River Media.
Moore, M. (2011).
Basics of game design
. Boca Raton: A K Peters/CRC Press
Schell, J. (2008).
The art of game design
. Amsterdam: Elsevier/Morgan Kaufmann.
BioWare, 2009,
Dragon Age: Origins,
Console Xbox 360, Electronic Arts, Redword City, California, U.S
Game Freak, 1996,
Pokemon: Red Version
, Console Game Boy, Nintendo, Kyoto, Japan
Square Enix, 1987,
Final Fantasy,
Console Playstation, Square Enix, Shinjuku, Tokyo, Japan
Square Enix, 2009,
Dragon Quest IX: Sentinels of the Starry Skies
, Console Nintendo DS, Shinjuku, Tokyo, Japan
Utilise WASD to move the player character. When the player collides with an actor, a message will be displayed,
as if the actor was speaking to you.
In Area 1, move the player character to the NPC outside the closest house. Upon collision, a message will be
displayed, stating that there are various demons which need to be slayed. After talking to the other residents, (1
displays their terror of the demon while the other asks for several of a Quest Item to heal other mercenaries)
collide with the portal which will stand at the exit for the town. This triggers a combat encounter.
During the combat scene, click the action, then target and then confirm to attack an enemy of your choice.
Upon completing the battle, go back to the first NPC who will reward you and fully heal your party members.
Then through the exit at the bottom of the screen, the scene will transition through to the second area. Explore
the area fully, interacting with the strange vines to gain the Quest Items for the alchemist NPC and closing the 3
portals. Then move through the exit at the bottom left of the level. This is the end of level 1.
Unfortunately, the combat system does not work as it freezes if it gets to an opponents turn for no known
reason.