Deep Field: Strategy and Puzzle Adventure MOD By David Milam Design Challenge: Built upon and inspired by the addictive and fast paced nature of Oasis,

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Presentation transcript:

Deep Field: Strategy and Puzzle Adventure MOD By David Milam Design Challenge: Built upon and inspired by the addictive and fast paced nature of Oasis, Deep Field will enhance a similar game play experience within a 3D environment. 10 minute presentation David Milam IAT 410: Advanced Game Design Title 2D 3D MOD? **note: all visuals are placeholders

Deep Field: Strategy and Puzzle Adventure MOD Persuasive Purpose: Built on top of the successful game mechanics of Oasis except release the fixed 2D playing field. What kind of unique mechanics, dynamics, and aesthetic opportunities can be found within a 3D field? David Milam IAT 410: Advanced Game Design Overview

Target User Description: Casual Gamer, any age that is comfortable with technology. For those who like quick games. Each game will last approximately 5 minutes ore less… that rely on Strategy, Puzzle, and Chance Has a basic understanding of 3D worlds with navigation controls to move position and change viewpoints. David Milam IAT 410: Advanced Game Design User Description …the U.S. market for primarily casual downloadable games will grow to more than US$760 million in 2007.

Features/Functionality David Milam IAT 410: Advanced Game Design Features/Functionality Units- In general the rules are the same(initially) Networks- Relative distances are now dynamic

Storyboard of User experience INTRO-Pre Game: STORY Use the Deep Field Telescope to discover new star regions, find livable planets to colonize, and find friendly alien beings. …But watch out for black holes that will consume your new discoveries ! Show how 3D navigation controls are used: zoom, pan, focus-on, rotate around (Play movie from Maya Start Screen ) David Milam IAT 410: Advanced Game Design Storyboard of User Experience = Bad

Storyboard of User experience David Milam IAT 410: Advanced Game Design Storyboard of User Experience Game Play Like Oasis, The field is randomly generated but not revealed initially The user clicks to uncover that area Multiple Planets that are found can be connected by Gravitational Networks. Gravitational Networks will protect planets if they are too close to black holes. After a specified number of player clicks (to be determined by play testing) the black hole reveals itself and consumes the closest planet. If it is not in a Gravitational network, then further away planets will be consumed a 5b

Theoretical Justifications Educational Generalized scientific understanding that star systems are really 3D arrangements. This may work well within a children's museum setting. Spatial Learning The player will be making a strategic assessment based on their spatial understanding of the field. The player will be in tune with manipulating the game environment and their multiple perspective of it. The player will work with dynamic effects. David Milam IAT 410: Advanced Game Design Justification for Design

Shortcomings of Design Potentially not enough time to make it fun. Not sure if all the navigation and dynamic features can be accomplished. This proposal is (at least initially) duplicating most of the original Oasis game mechanics – and has found a fitting story to suit the new game play elements. 3D controls may be too complicated for some users to the extent they wont find it interesting. David Milam IAT 410: Advanced Game Design Shortcomings --- Expansion - What Else is Possible --- Next Steps What else is possible? Play testing early mock-ups could reveal different unit types or opportunities for dynamic effect interactions that could reconstitute the game play experience. Next Steps? Determine the best game engine-Torque/XNA, other? Work out the scoring system and UI in more detail. Assemble the team, PROGRAMMERS Needed! Get an awesome sound designer.