Friday, 3 October 2014

LO2: Illustrations of the game environment/Characters







LO2: Control system/Game rules
















There will be no HUD in the game.

The user can not move forward or backwards, as this would mean they could easily achieve high scores.

There will be few pins in the first level as the level's purpose is to make the user familiar with the game.

The game is first person.

When the user successfully hits the pin(s) the level will finish.

The level will not end until the user hits the pin(s).

The ball is allowed to bounce.

In the first level, the user is allowed to use as many throws as needed.

LO2: Target Audience

The target audience of Space Bowling are people between the ages of 8 - 25 who have some disposable income.

Eric is a 19 year old boy who studies criminology at Sheffield University. He lives in student accommodation with two of his closest friends who also study the same subject. Eric has a part time job where he works as a waiter at a posh restaurant, therefore Eric is an ABC1 as he is has quite a large disposable income. Eric is an avid gamer and has played video games ever since he was 6 years old. His favourite games series are Grand Theft Auto and Saints Row as he is extremely amused by action games as they are fast paced and exciting. Eric enjoys playing games on his iPad that he bought with the money his part time job. Eric plays football for his local team, and whilst waiting at the bus stop he enjoys playing games such as Angry Birds and 8ball pool to pass the time.

LO2: Production plan


LO2: Asset list


Friday, 26 September 2014

LO1: Identifying assets

I will create a level for my game, this will have a playable character (the astronaut) an interactive object (bowling ball), an interactive static a

LO1: Equipment needed

Adobe Photoshop CS6:
Needed for designing the game menu, logo and level designs. The software is fairly easy to use but depends on your experience/knowledge of the software. The main use of the software would be for creating the concept art which would then be re created in Maya or Mudbox. This software will be used at the start of the production process.

Unity:
Unity will be used after all the planning of the game is finished. Unity is a game creation system written in C++ and C#. This software is used to create games for multiple platforms. All the assets created in software such as Maya and Mudbox would be placed in this software and merged together. This software may be difficult to use as I have no experience using it.

Flash CS6:
Adobe Flash CS6 is a software platform used for creating vector graphics and animation games, these games are usually 2D platformers. This software may not be used as Unreal seems like a much better and efficient option to create the game.

Unreal Engine:
The unreal engine will be used to put together all the assets and used to create the final product. Some assets might be made in this software however the main use of it would be creating the blue prints so the game works as we planned. The software may be difficult to use as I have no experience with this software.

Maya:
Is a key software, this will be used to create the assets previously drawn out in photoshop. The assets such as NPC, PC and backgrounds will be created in this software. The software will be used early in the production of the game and seems fairly easy to use.

Mud box:
Is a key software, this will be used to create the assets previously drawn out in photoshop. The assets such as NPC, PC and backgrounds will be created in this software. The software will be used early in the production of the game and seems fairly easy to use.