• Project plan
• Overview
For my FMP I decided that I would take the role of "Level Designer" and the "product" I would ideally create an RTS (Real-Time Strategy) game. Due to time restriction however I will end up creating a "vertical slice". A vertical slice is where you create a basic version of a product with only the core elements and basic assets, this is usually to show a proof of concept that is designed to be an example of a part the final product. The vertical slice can be used to pitch a project to company lead(s)/project manager(s) and can also be used to show to a potential investor(s) without having to make a full product.
In this pre-production section I'm planning on going over the following sections:
• Ideal product
For this section I will be going over several key points of my Ideal product this will include the story, background and initial gameplay loop as well as my ideal art style for the project. I will then be holding a group discussion on the previously mentioned points alongside my ideas for a multiplayer mode and what options to add to a "settings" menu, I am intending on this feedback to help me gauge the interest in my initial ideas and to provided ideas for any improvements.
I will also be creating a questionnaire for my project, it will show several examples of UI (User interface) elements along with two options for respondents to choose from. I Intend for the results of this questionnaire to reveal what elements people prefer in their UIs and to improve upon the initial designs.
The feedback/results from both the group discussion and the questionnaire will be summarised when during the relevant sections, the following are links to the unedited sound file for the "group discussion" and the questionnaire for the UI images:
Group discussion link: (recorded on the date of 24/05/2005 at the time of 11.15am~12pm, the location being Bake, battle and roll. The participants where James Whitehouse, Hannah Morgan, Simon Patterson, Peter Scicluna and Jake Bertie.)
https://drive.google.com/file/d/1uPXqQW64EmvfxpNkat0V8nQkkppYE2Iu/view?usp=sharing
UI Questionnaire link:
UI Questionnaire results link:
• FMP: Vertical Slice
For this section I will be explaining what a "vertical slice" is and what I intend to produce in my project to accomplish the creation of a vertical slice. I will be referring to the feedback I received from the "Ideal Product" section to inform my decision on various parts of this section, I will be using said feedback in order alongside my initial plans in order to come up with something that would be more inline with the feedback I received.
• Ideal Project
As stated in the overview section this will be about my ideal product. This will be to show a brief example of the main sections that would be present in the ideal version game and will be broken down into the following sections:
• Story
• Background
• Primary gameplay
• Ideal art style
• Main menu
• Single player campaign
• Multiplayer
• Settings
For this section I will have my initial ideas written out. I will then follow this up with a write up of the key points from the group discussion followed by my final thoughts on the section.
• Story
For this game I was planning on having a story based on imagination/Artistic creation, the story itself will be based on the imagination of a child/teen or possibly young adult acting as the narrator. The story itself being the imaginary war between two (or more) opposing factions, this would be through the eyes of the narrator so it would be more of a fantasy story than a realistic one. The game would take place over several worlds that would each have its own themes and opposing factions, this would be framed as separate stories being told by the narrator and have minor interactions between them.
• Group discussion feedback
I spoke to a focus group about the story, I was given the idea that the story itself could be more focused on having the narrator and each world being based on the imagination of the narrator as they grow up and have changes in there life. For instance the narrator having real life issues happening outside the game area as background elements, then having though elements bleed into the game as the narrator is coming to terms with their life and its complications.
• Thoughts on feedback for the story section
The feedback for the story section had some more interesting ideas that expanded on my original ideas, this gave me a lot to think about. The main idea I liked was the one where each level of the game could be based on a separate time in the narrators life as they aged. The idea I got from this feedback was as follows:
The main plot point of the games story would be that there are two stories happening simultaneously, the primary story that is the narrator creating an imaginative story similar to "It takes two" but based around the theme of and impact on their life. This would then be supplemented by a secondary story that would run alongside the main story, this would be what's happening in the "real world", during the current gameplay of the narrators primary story.
For World One - it could be based on the story being told by the narrator when they were a young child, as such they don't really understand what war is, this is because they aren't told much by parents or family at the time. The primary story for this world could be a more imaginative, with a simple feel, this being because the story is supposed to be through the eyes of a child and they haven't really gotten used to telling stories. Whereas the secondary story would be based on the parents having to deal with balancing their homelife and their jobs, one or both parents would be involved in a "war" based job and would have to explain things to their child. The way the stories would intermingle during this stage could be that the child is told stories from their parents about work, then they decide to make up their own stories by playing with their toys to simulate their idea of war.
World Two - would be based on the narrator being a teen, they have not only learned more about the idea of war from their school/education but they have also been given more information and stories from their parents. This would impact the primary story of this world by making it more complex and thought out, with more grounded plots and less randomness. As for the secondary story for this world, it would probably involve the fact a war could have broken out and one of the parents is involved in it. This would mean that both the other parent and the narrator would have to come to terms with this idea, and the stories would cross over to emphasise this.
Further worlds would then follow this route of the narrator being a little older than last time and having to deal with issues surrounding their life and coming to terms with it through their story telling. The final world being where the narrator has grown up and has a family of their own.
• Background
The background for the game is that you are the main character in the imaginary conflict(s) being set up between two (or more) factions of a war, the games "wars" would be themed on a specific style/genre that would be unique to each world the game has. Alongside the imaginary world being given to you by the narrator, there would also be hints to the real world such as the gameplay/world being on a large table in a lounge/kitchen, this would be to give the impression that game is a "table top roleplay fantasy game" in universe. The whole reason for the "real world" elements is to sell the fact the game isn't real even in the universe the game is set in, there would also be hidden information to learn more about the games world.
• Group feedback
In the group discussion we had, we discussed the games "Tiny Tina's Wonderlands" and "It takes 2" where they have real world elements that interact with and are used as obstacles in the "imagination area" of the game. They gave the idea that real world elements could be worked into the games background such as tables, drinks and people/pets, that can do things that alter the games story and functionality. For example, removing items/units or altering the layout of the map could be made into important story elements later in the game. They also gave me several other things to look into that had similar concepts as my idea such as "micro machines", "small soldiers", "toys" and "This war of mine".
• Thoughts on feedback for the background section
As I explained in the group discussion for the story section, the narrator would be coming up with a story to help come to terms with what is going on in their life and the character you would play would be the main focus of these stories. Seeing as the group seem to like the idea of both the imaginative world and real world elements combining to help with the story, I would be keeping these ideas for the final product as it is thematically relevant.
• Primary gameplay
The primary gameplay will consist of a small introduction animation for the level as the narrator explains things, you will then take control of a small base and/or a selection of units and you will then be tasked with completing certain objectives for the level to be completed. As stated in "Background" I would have the level of the game take place in different worlds that would each have its own gimmicks introduced to change the gameplay.
• Group feedback
From the feedback there was several key elements that were recommended to me as follows:
• Multiple genres for the world's
I was told that having different genres in the same game might have a reduced potential audience, seeing as some people might not like certain genres and therefore might be put off the game. So they recommended to make sure the different army's have a similar playstyle as not to make learning the game too difficult, this could be achieved by making them have similar mechanics for each different in-game army.
• gameplay based additions
The discussion also came up with the idea that the earlier worlds could have a more simplistic gameplay to give the impression that the narrator is new to telling stories, more mechanics could be added in later worlds in an attempt to show the narrator evolving and getting better at telling stories.
• Thoughts on feedback for the Primary gameplay section
The group discussion on this section did bring up some interesting points about how important having consistency between level and worlds would be, but they also said that having the different themes would be useful. I will keep this in mind when making the gameplay loop by making the different levels based on the mechanics of the previous ones with a few additions and changes. This would make it easier to know what to do while still making the worlds feel a little different.
• Ideal Art style
• Overview
My ideal art style for the game would have to be Claymation for the backgrounds and buildings and Papercraft for the units, this would be to reinforce the idea the game is supposed to be about creation and imagination. The below image has several examples of both art styles, the reason I choose these was for their simplistic look yet have potential for interesting designs.
• Group feedback
During the group discussion they came up with the idea of having the art style based around the narrator being a young child that grows up throughout the course of the game and having the art style change based on the items that the narrator would have had at the time, examples as follows:
• The real world items and the room could be cell shaded like borderlands/Tiny Tina's Wonderlands to give it a different feel to the fantasy parts of the game. These items would be present through the entire game alongside the actual worlds style(s)
• The first world of the game could be based on a small child playing with Lego like blocks, the models would be more basic in style and like someone is moving pieces a little sloppily, therefore the animation isn't great.
• The second world could be something like Meccano/Knex style models, the models would have more detail and better animation style then the first world.
So the idea would be that each level would have art and animation based on what toys, materials and other miscellaneous items the narrator would have access to during that period of their life.
• Thoughts on feedback for the Primary gameplay section
Referring to the feedback provided from the group discussion, I liked the idea that instead of using just paper and clay for the art style I could use a mixture of the toys, materials and real world elements that would be available to the narrator during each world. I also liked the idea that they gave about making the animation look as if if being moved as actual pieces in a board game, then having the animation improve over the course of the game.
• UI Layout
• Overview
Because my project heavily involves the use of UI elements in its functionality, I thought making a questionnaire to get some peer feedback would be ideal. The questionnaire will contain examples of the main menu as well as two examples of interfaces to be used in the single player campaign. The results of which will be shown below along with the relevant examples and initial sketches, followed by the feedback gotten from the questionnaire.
• Main menu examples
Most games in the RTS genre typically have very similar styles and layouts for their main menus, usually consisting of a menu of options and some form of background image. The following are a few examples of the main menus of several games in the genre that I used as the inspiration for my initial example sketches:
• Main menu sketches
The following images are what I created for examples of potential layouts for my main menu, I used the above images as references to create the following sketches. The aim of these sketches was to see if people preferred a more simple main menu design (left) or one with more detail (right).
• Questionnaire feedback review
Going by the feedback for the main menu questions, there wasn't a clear favourite between the two sketches as it was four votes for sketch 1 (left image above) and 6 for sketch 2 (right image above) and the feedback gleamed from the written responses was also very mixed. The responses for sketch 1 was that it was cleaner, less busy and easier to read, as well as being less distracting. But the responses for sketch 2 said it was more creative, thematic and looked better. So my takeaway from this is that people both want an easy to read and clean UI, but also with some level of creativity and detail.
• Single player campaign
For games in this genre, they tend to primarily focus on a single player campaign, this itself usually has several different UIs, each being used in different areas. For my product I would need a level select and an in-game interface for use in the games actual levels and to make sure the questionnaire was simple I opted to split these in to there own sections being "Level select" and "in-game interface".
• Level select/progression menu
For most RTS games they will have some form of level select/level progression screen, my idea would be to group my levels into worlds. These worlds would have their own themes and unlocks, there would be between 3~5 worlds that would consist of between 10~20 levels. So I decided to look up examples of similar layouts in other games, then use them as inspiration for my examples.
• Level select sketches
Like I did for the main menu, I created a couple sketches based on some images (below) using a couple of examples from pre existing games. (above) Just like in that section, i also put these into the questionnaire, the review of the feedback is below.
• Questionnaire feedback review
For this section the results from the two choices ended up being a perfect split and therefore I had to make my choice solely off the reason for each one. The feedback for why each person choose their option gave the following information:
• For the ones that chose "sketch 1" (left image above) the reasons given was that is was less cluttered, more simplistic and easier to read as well as being interesting to each of the levels aesthetic.
• As for the people who chose "sketch 2". (right image above) the reason given for that choice included the fact it provided more information on the level, it was more unique and had a good looking design.
So from the above I realised that the the ideal layout would need to be simplified but also have some way of conveying the relevant information in a straightforward way. So the final layout would have to be a combination of the above two examples.
• In-game interface
Similar to the main menu example, the layout for the in-game interface doesn't deviate much between similar games in this genre. The more important information for the user to know about is usually the available buildings, units, currency and power, so these are usually the core focus of the interface. So just like the last two sections i found some examples of in-game UIs and used them as inspiration for the final initial designs.
• In-game interface sketches
Following the sketches I created using the above examples of in-game interfaces, I realised while looking that there was only really two layouts styles that are used often, which are either on the side or the bottom of the screen. So for my examples I decided to make one example picture for each style, this was to see if the side or bottom oriented layouts would be more preferred by the audience.
• Questionnaire feedback review
The feedback votes on the in-game interface were a very close split with only one vote difference, this being in favour of Sketch 1. (left image above) The feedback for Sketch 1 was mainly about ease of use, taking up less space and being a more common layout. As for sketch 2. (right image above) the feedback focused more on the fact it gave a wider view of the battlefield (the window where the game takes place) and has all the information in one place.
From this I realised that what people seemed to prefer when it came to this kind of UI was ease of use with all information being easily available. The feedback about the location of the UI was more then mixed though, so having a way to choose the location would probably be something to look into.
• Multi-player mode
The Multi-player mode will be based on the single player levels, but it wouldn't have its own worlds. The gameplay would be similar to a single player level, the main difference being that you will be up against another player instead of an AI opponent. There are several things I would have to implement including the following:
• Matchmaking
This would be a system that would allow players to look for other players that are also wanting to partake in a multiplayer game, either directly or through random connection.
• Chat/Reaction wheel
A chat based system this would allow players to talk to each other, this might be to hard to moderate so having a way to send a set list of reaction gif(s)/emojis might be a better alternative.
• End battle statistics
Being given the statistics after a multi-player game can be useful for players to see how they did, it could also be used as an effective tool for game balancing.
• Group feedback
During the group discussion we talked about a multiplayer games, the discussion came around to the idea of chat/emotes and the main focus was that it would probably be full of negative comments and need some kind of a filter. There was also the feedback that emotes are less then ideal, as most of them didn't like the point behind the idea as they are distracting. The group recommended that having a set selection of pre created commands/comments, so people can interact with each other but avoid negative comments/harassment issues.
Local multiplayer (Co-Op) was also recommended, but due to the style of the game having a split screen would cause issues with the gameplay as it would show both players information on their opponents that they shouldn't be privileged to. So to get around that, using a LAN connection option and "friends only" online option in combination to the matchmaking feature.
• Settings menu
The settings menu would be a basic menu that would potentially consist of the following options:
• Controller layout
This would show what the controls for the game are, it could also have the option for customising the controls to better suit the user.
• Brightness/contrast settings
This would make it so the user could make the game easer to see on their screen, this would also be usual to add option for colour blind users.
• Sound settings
This could allow users to alter the volume of various things in game such as music, sounds effects and speech to their liking.
The idea of a setting menu and what would be expected of one was also asked during the group discussion for multiplayer mode, the following were the responses.
• Group feedback
The group feedback stated that they would like to have the option to control the brightness of the screen, as some of them didn't like the idea of not being able to see certain things on the screen, they also brought up the colour blindness option as an accessibility feature. There was also talk about having a difficulty option, this would be so that the player could tailor the difficulty to their liking.
• Feedback conclusion
The feedback I collected from both the group discussion and the questionnaire, I realised getting useful information was much easier from the discussion then it was the questionnaire. The main reason being that I could ask follow-up question's during the conversation whereas all questions for the questionnaire had to be thought of in advance. Not only was it nice to be able to ask follow-up questions during the group discussion, it was also interesting to be able to get input from the group for improving on the ideas as apposed to just answering the questions themselves.
• FMP: Vertical Slice
• Overview
As shown in the above sections I have a rough idea about what I would like my project to look like and a basic idea on how the gameplay would function, I have also run this by a focus group and a survey to see what people preferred and if they had other options to add. Due to the limited time for the FMP, it would not be possible for a single person to complete an entire game in that time frame. So I have taken the idea for my ideal game along with the feedback provided above to come up with the following list of features I would like to implement into my FMP:
• Main menu
• A In-game user interface
• A single level
For the goals of this project I have decided against creating any multiplayer elements or a level select menu. The reason for this being that I'm only creating one level so the level select isn't needed and I don't have the time or resources to implement or test multiplayer components. Taking into account that the three options I have chosen themselves would take a while to implement and test, I believe with the work I have chosen to add to the product I have given myself just enough work to improve my skills but not enough to be too difficult .
• Implementation
In order to create this project I will be mainly using the program "unreal engine", this is because I intend to use their blueprint feature to help create my functions and layout of my level. To do this I will be using several forums and tutorials in order to learn the relevant information about Unreal as and when needed, what forums or tutorials I will be using will be listed were relevant.
• Main menu
As stated in the ideal game I would need a main menu, but for the purpose of the FMP project I will be making a basic version consisting of the following:
• A start button
This will send the player to the first (and only level) for the FMP.
• A Controls button
This would show a list of the controls for the game, for the FMP the only option will be a pre-set layout for a mouse and keyboard.
• An Exit button
This would just close the game once pressed.
In order to make the main menu, I intend on using the following resources in order to implement the main menu feature into my project.
• Unreal engine forum
https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/UMG/HowTo/CreateMainMenu/
• YouTube tutorial(s)
• User interface
For the FMP I will be creating a user interface, this will be visible on screen during gameplay of the level I will be creating for the project. This will contain the following features for the user to interact with alongside some information that would be important:
• Currency counter
There will be a section where the player can see their current currency amount, so its easy to know if you can buy something.
• Energy bar
This will show the current energy amount and how much is being used, there will be potential penalties for having less energy then needed.
• List of buildings
This will contain a list of available buildings that the player can place in the world, this will be by selecting it in the menu and placing it in the level.
• A list of Units
This will like the buildings list and have a selection of units that can be produced, but unlike buildings they would spawn automatically once ready at specific buildings.
• A play area/Location to place assets
This will be a basic area where the player will be able to move the camera around, place various assets and interact with and/or avoid various obstacles.
As stated in the main menu section, I had a questionnaire where I showed a couple of potential user interface layouts, so the layout of my FMP User Interface will be based on the following image:
As for implementing a in-game user interface, I found the following resources to help with that:
• Unreal engine forum
• YouTube tutorial(s)
• A single level
For the FMP I will be creating a basic level, this will consist of a basic flat plane/surface with some various obstructions. There are several things that will need to be taken into account for this section , these are:
• Surface area.
Making a flat plane for the player to place assets on and to interact with units, there would also be obstacles and targets placed on this plane for the player to interact with.
• In game cursor
The in game cursor would be used to select user interface option as well as placing assets in the environment/level, you would also use the cursor to tell units where to go.
• An asset placement mechanic
There would have to be a way for the User interface to interact with the level, allowing for the player to make a selection in the UI and be able to place the selection on the level.
There are several ways to implement these ideas, I have found the following resources in my initial research that would help me achieve these desired results:
• Unreal engine forum
• YouTube tutorial(s)
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Mood board A
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Mood board B
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Mood board C
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Mood board D
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