Tuesday, October 1, 2013

Homework 8

Is the space in your game discrete or continuous?
Both, in some respect. The levels are continuous, but the space between separate levels is discrete.

How many dimensions does your space have? 
The space is three-dimensional.

What are the boundaries of your space? 
The space in my game is bounded by the interior walls of an office space.

How many verbs do your players (characters) have? What are they? 
The user will have three verbs: type (on the keyboard), click, and mouse.

How many objects can each verb act on? What are these objects? 
Typing will be able to interact widely with most objects in the player's environment. That is, typing will serve as the "action button" that allows the player to act upon things nearby. For players not in a possible keyboard-only mode, mousing and clicking will be responsible for interacting the player's guns with virtual enemies.

How many ways can players achieve their goals?
The key events will be fairly linear, with really only one series of events that will progress levels. However, for "completionist" type players, there will be extra/bonus items to be collected or discovered.

How many subjects do the players control? What are these subjects? 
The player controls only one subject, a first person character.

How do side effects change constraints?
Certain actions (particularly plot-progressing or level-progressing action, like completing a hacking mission) will change constraints by allowing the player character to move further through or to the next level.

What are the operative actions in your game? 
Look up/down/left/right, shoot, interact (action command), switch equipment.

What are the resultant actions in your game? Unlock, recieve data, recieve commands, open, fail level.

What actions would you like your players to do that they cannot presently do? (based on your current knowledge of Blender)
I'm actually pretty happy with what the player is expected to be able to do in the game. More accurately, what I would like is more time to be able to create more possible interactions and easter eggs.

What is the ultimate goal of your game? 
To successfully hack through the enemy's building, retrieve data, and defeat the big bad guy at the end.

Are there short and long term goals? What are they? 
Most levels have a short-term goal to get through the level and hack through security/retrieve secure data in a limited amount of time.
The long term goal, then, will be to reach the end and gun down the bad guy, while successfully collecting all needed information from hacking during the journey up to him.

How do you plan to make the game goals known and understood by the player? 
The player character has a boss NPC who will theoretically be giving the player instructions. Also, my team is tentatively discussing a possible intro story sequence.

What are the foundational rules of your game? 
Foundational rules in the game include time remaining, possible health meter, equipment collected, current level, and progress in a level.

How are these rules enforced? 
These will all be enforced by the computer logic.

Does your game develop real skills? What are they? It is intended to help develop typing ability.

Does your game develop virtual skills? What are they?
It may develop virtual point-and-shoot skills with the gun system.


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