Legal And Ethical Documents
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Meeting Minutes – [1]
Meeting Information
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Objective:
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To discuss the courses of action on the project.
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Date:
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21/10/2015
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Location:
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Library
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Time:
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12:00
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Meeting Type:
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Discussion of product
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Called By:
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Afonso
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Facilitator:
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Afonso
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Timekeeper:
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Joe
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Note Taker:
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Afonso/Joe
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Submitted by:
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Afonso
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Approved by:
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Afonso
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Attendees:
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Afonso, Joe
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Agenda Items
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Presenter
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Time Allotted
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1
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Discuss the idea for the product.
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Joe/Afonso
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10 minutes
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2
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Suggest themes, genres etc.
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Afonso
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10 minutes
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3
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Suggest controls and the gameplay
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Joe
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10 minutes
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4
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Decisions
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1
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Afonso and Joe decide the genre, theme and type for the final product
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2
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Afonso and Joe will start working for the final idea
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3
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New Action Items
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Responsible
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Due Date
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1
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Joe will work on sound
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Joe
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22/10/2015
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2
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Afonso will work on Design
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Afonso
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3
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Afonso and Joe will work on Game Flow
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Afonso/Joe
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Other Notes & Information
_________________________________________________________________________
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Meeting Minutes – [2]
Meeting Information
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Objective:
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To discuss where we are up to in the project.
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Date:
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22/10/2015
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Location:
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Library
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Time:
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12:00
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Meeting Type:
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Discussion of product
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Called By:
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Afonso/Joe
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Facilitator:
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Afonso
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Timekeeper:
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Joe
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Note Taker:
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Afonso/Joe
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Submitted by:
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Joe
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Approved by:
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Afonso/Joe
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Attendees:
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Afonso, Joe
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Agenda Items
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Presenter
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Time Allotted
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1
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Suggest ideas for the flow of the game and its ambience.
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Joe/Afonso
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10 minutes
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2
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Suggest and brainstorm ideas as to the style and graphics of the game.
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Afonso
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10 minutes
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3
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Perform the risk assessment on the assessment brief.
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Joe
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10 minutes
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4
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Decisions
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1
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Joe and Afonso will continue working on the tasks given.
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2
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3
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New Action Items
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Responsible
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Due Date
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1
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Continue with assigned tasks.
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Joe/Afonso
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22/10/2015
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2
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3
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_______________________________________________________________________
Other Notes & Information
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The decision has been made that the game will be in the 8-bit style.
Meeting Minutes – [3]
Meeting Information
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Objective:
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To Discuss ideas for a video game
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Date:
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22/10/2015
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Location:
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Library
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Time:
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12:05
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Meeting Type:
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Report/Discussion
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Called By:
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Joe
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Facilitator:
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Joe
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Timekeeper:
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Afonso
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Note Taker:
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Joe/Afonso
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Submitted by:
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Joe
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Approved by:
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Joe
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Attendees:
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Joe, Afonso.
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Agenda Items
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Presenter
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Time Allotted
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1
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Make appropriate changes to completed work (Remove inconsistencies in text and unnecessary information)
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Joe
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10mins
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2
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Suggest small ideas for the final steps of production (Easter eggs etc.)
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Afonso
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10mins
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3
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4
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Decisions
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1
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Afonso and Joe will both review and proof read there completed work.
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2
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Afonso and Joe will both complete any unfinished work.
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3
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New Action Items
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Responsible
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Due Date
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1
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Upload everything to blogger after finalizing each piece and proof reading.
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Joe/Afonso
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2/11/2015
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2
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.
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3
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Other Notes & Information
References and Assests used:
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Summary
Dungeon
Destroyer is an 8-bit rng driven dungeon crawler that is different every time
you start a new game.
Gameplay
The
game is a randomly generated dungeon crawler with a twist aimed at players aged
13 and up. The game has multiple currencies that you can either spend or save
depending on what you want the outcome of the end level to be. The way you
spend these currencies is in stores found around the levels that may or may not
contain upgrades and/or usable items, The stores may even be a trap and contain
an additional level boss so everything is down to luck.
Mindset
The
mindset of the player should be that they feel vulnerable at the start of the
game but everything they pick up or buy makes them stronger in some way be it
health upgrades, Better weapons or more vague upgrades that may require some
experimentation to deduce what they actually do.
Technical
Screens:
1.
Title Screen – The main menu is a dungeon itself that has multiple doors
labelled to get to each option. (Continue, New Game etc.)
1a.
Options – Options include brightness audio levels SFX, Music, Subtitles etc.
2.
Level Select – Each Dungeon is different so all you have to do is start.
3.
Pause Menu – Resume, Options, Sound Bars, Quit.
4.
Game – Hotbar above the player showing life, currency, inventory and power-ups.
5.
Inventory – Shown Above on the hotbar, Shows amount of currency and items
6.
Next Level – In game Teleporter after the level boss.
Controls – Movement: Up, Down, Left,
Right (W,A,S,D) Analog Sticks.
Use
items: Buttons X,Y,B,A/X, Square, Circle, Triangle. Spacebar Q, E.
Or
player button/Key mapping/binding. Shooting: Mouse, Right Analog Stick or
button mapping/Key binding.
Mechanics –
Trajectory of projectiles, Projectile weight, Light casting shadows on
objects.
Every active object must have a shadow that moves relative to the objects
movement this will be achieved by just animating the shadows under the
enemies removing the need to render them, this is achievable and much
easier due to the game being 8-bit.
Themes
Projectiles/Bomb blasts knocking enemies/objects back, This will be
achieved by programming certain in game assets to react in certain ways to
other assets/objects in game.
Level
Design
Each set of dungeons has a specific theme.
Collectible power ups change depending on which
dungeon style you're in.
Secret Rooms (Present in every dungeon level but
hidden)
Mood: Quiet, Serene.
Objects:
Ambient – Bodies, Candles.
Interactive – Chests, Item Pedestals, Doors, Enemies.
Forest Rooms (Early Dungeons)
Mood: Upbeat, Foreboding.
Objects:
Ambient – Worms, Puddles, Rocks, Trees, Branches.
Interactive – Chests, Doors, Enemies, Shopkeepers,
Trapdoors.
Cave Rooms (Early Dungeons)
Mood: Adventurous, Mysterious.
Objects:
Ambient – Rocks, Torch Sconces, Stalagmites.
Interactive – Chests, Doors, Gates, Enemies,
Shopkeepers, Trapdoors,
Castle Rooms (Mid game Dungeons)
Mood: Dark, Strange.
Objects:
Ambient – Cages, Dim Lights (Candles, Beams of light),
Hanging Chains, Skeletons, Suits of Armour.
Interactive – Chests, Doors, Enemies, Shopkeepers,
Trapdoors, Cage doors.
Cellar Rooms (Mid game dungeons)
Mood: Dark Worrying.
Objects:
Ambient – Broken floorboards,
Interactive – Chests, Doors, Enemies, Shopkeepers,
Trapdoors.
Space Rooms (End Game rooms)
Mood: Quaint, Interesting.
Objects:
Ambient –
Interactive – Chests, Doors, Enemies, Shopkeepers,
Trapdoors.
Limbo Rooms (End Game Rooms)
Mood: Eerie, Unknown.
Objects:
Ambient – Spirits/Ghosts, Mist.
Interactive – Chests, Doors, Enemies, Trapdoors.
Game Flow
1. The Player starts in a room that’s
used as the main menu top door is start a new dungeon run, right door is
options.
2. Inside the options room are
moveable objects (rocks) These act as sliders for the various types of volumes.
3. Using these rocks as sliders teaches
the player how to use interactable objects and how to change the volume.
4. Players progress through various rooms of
Randomly selected enemies and items until they reach the boss when the boss is
defeated an item drops with a chance of a secret room being revealed.
5. Entering the top door starts a new
randomly generated dungeon leaving the player to discover all the items and
upgrades through trial and error giving them a sense of achievement when they
remember said objects on there next run of the dungeon.
Development, Risk Assessment and S.W.O.T analysis.
Risk assessment
To avoid risks each persons
work will be easily accessible by another member of the team in case they
cannot work on the project for any reason.
S.W.O.T ANALYSIS
Strengths
·
One of the strengths of this game is there aren’t many
modern dungeon crawling games the style has not been used for a while and it
may be a good move to bring it back.
·
The game is very simplistic and easy to learn due to
it being 8-bit and linear.
·
It has a lot of replay-ability due to the game using
RNG.
Weaknesses
·
There is a high chance the game may not get the
exposure it needs due to it being an indie title.
·
The game is not completely innovative.
Opportunities
·
The game gives an opportunity to bring back the
dungeon crawler genre.
·
Old time fans of the genre will likely receive the
game well.
Threats
·
A threat the game may present is that some people
may lose interest or become frustrated due to the game using RNG to decide the
flow of the game sometimes.
Development
Derived classes/ Component Compositions
(Programming Development)
1. Base
Player
a. Player:
Default. (First Player to use)
b. Player:
Unlockable. (Unlockable players throughout the game)
2. Base
Enemy
a. EnemySoldier.
(Normal soldiers)
b. EnemyGuard.
(Big armoured soldiers) (Guards of any room that contains a Boss Enemy.)
c. EnemySniper.
(Long range weak soldiers that swap to close combat when you get close)
d. EnemyScout. (Faster and stronger Attacks
but weak Defense)
e. EnemyWerewolf.
(Fast and weak attacks but lands multiple hits in quick succession)
3. Base
Object
a. PickupKey
(Opens locked doors and chests)
b.
PickupBomb
c.
PickupPowerUp
4. BaseObstacles
a.
DoorClosed
b.
Rock
5. Base
Intractable
a. IntractableDoor
(Open to pass next room)
b. IntractableChest
(Open chest to receive rewards)
c.
IntractableButton (Press to activate attached object)
Graphics
The
palette of colours we are going to work with is a mixed palette of
mainly Warm colours but we will use Cool colours for aliens or effects
that require dark tones.
The
Graphics Style we want to introduce in the game is Pixelated style, 8-Bit style
(Non-black outlines with limited tints/shades)
Graphics
Needed
1. Enemy Characters
a. Soldier (Idle,
Walk, Attack, Death Animation)
b. Guard (Idle, Walk,
Attack, Death Animation)
c. Sniper (Idle, Camp,
Shoot, Death Animation)
d. Scout (Idle, Run,
Shoot, Death Animation)
e. Werewolf (Idle,
Running, Attacking, Death Animation)
f. Alien
(Idle, Attacking, Running/walking, Death animation)
2. Material/Pixel
a. Grass
b. Stone
c. Wood
d. Water
e. Brick
f. Marble
3. Ambient
a. Tall Grass (Swaying,
Burning)
b. Branches (Intact,
Snapped, Burnt)
c. Dripping Water (Idle pool of
water, Moving Droplets)
d. Insects, Worms,
Rats etc. (Scurrying, Idle,)
e. Candles (Lit,
Extinguished)
f. Toxic waste (stepping
in this causes you to trail bright green footprints for a short time)
4. Other
a. Chests (Closed,
Closed with lock, Open Empty, Open with reward.)
b. Wooden Doors (Open,
Closed)
c. Button (Depressed,
Untouched)
d. Levers (Pulled,
Pushed)
e. Gates (Open,
Closed)
f. Trapdoor (Hidden under
rocks, Open)
g. Metal Door (Open,
Closed, Blown Open)
h. Secret Doors
(Matches background, Must be blown open using a bomb or explosion)
Sound/Music
Sounds Needed
Effects
1. Soft footsteps (Grass, Dirt,)
2. Sharp footsteps (Stone floors, Stone
stairs/steps)
3. Squelching (Mud, Shallow Pools of
water)
4. Explosions (Bombs, Enemies,
environment)
5. Doors (Doors swinging open, Rattling
locks)
6. Weapon SFX: (High pitched lasers,
Lower pitched plasma)
7. Item pick up SFX 8-Bit sort sound
8. Boss kill 8-bit Sound
9. Dungeon transition sound –
Teleportation effect (Sci-fi)
10.
Character death and damage SFX – Cries Yells etc.
11. Health
pick up “Gulp!” noise
12. Boss
attacks Yells, Screeches, Roars etc.
13.
Key pickup (Key dropping on the floor SFX)
14. Purchase from shopkeeper (Pennies rattling
SFX)
15. Bringing up the pause menu (Page turning
SFX)
Music Needed
Ambient Music:
Early dungeons –
Forest, Caves. Upbeat adventurous track.
Boss music:
Foreboding heavy track.
End boss music: Same
as boss music only faster with more background noise.
Late game dungeons:
Caverns, Space Sci-fi track dripping noise in the background.
Examples of styles of
music wanted in game: