Genre
Role play-like game. RPGs have been shown to be suitable for the construction of narrative driven, reflective learning scenarios. The game is mostly played in a first-person, or behind the avatar perspective.
It is rationalised that the developed application whilst based on the RPG definition will realistically also fall under the construct and/or definition of interactive simulation.
Camera
An overwhelming response from the partner consortium in reflection of WP2/WP3 has detailed the requirement for the simulations to be presented in primarily in the First person perspective commonly known as FPS (First Person Shooter) and/or FPC (First Person Camera).
This FPC mode will be accompanied via an optional Third Person Camera (TPC) mode so that a user can choose between the two for general environment navigation affording differing visual evaluation and viewpoint of the environment as required.
A mix of FPC and TPC and fixed position (FP) cameras are to be used to frame any created cut scene and key environmental events. It is likely that in the majority of these occurrences that user navigation control will temporarily be disabled and a FP camera will be used to focus on activated machinima.
Upon completion of the machinema control will then be returned to the player.
All simulation input should be operable via Keyboard and Mouse input. The primary and recommended control hardware for the game/simulation is that of an Xbox 360 control pad.
Action
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Keyboard
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Mouse
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Control Pad
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Menu Up
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Up Cursor
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Hover Selection
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D Pad Up / Left Stick +Y
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Menu Down
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Down Cursor
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Hover Selection
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D Pad Down / Left Stick -Y
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Menu Select
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Space Bar
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Left Click
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A Button
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Menu Back
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Esc
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Hover Selection / L Click
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B Button
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Avatar FWD
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Up Cursor
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Left Stick +Y
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Avatar BCK
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Down Cursor
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Left Stick -Y
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Avatar Strafe Left
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Left Cursor
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Left Stick -X
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Avatar Strafe Right
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Right Cursor
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Left Stick +X
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Camera Up
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Up Cursor
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Right Stick +Y
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Camera Down
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Down Cursor
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Right Stick -Y
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Camera Turn Left
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Left Cursor
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Right Stick -X
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Camera Turn Right
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Right Cursor
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Right Stick +X
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Table : Envisaged Hardware Mappings
Suggested initial control mappings are outlined in table 3 however it is envisaged that these may change during prototype development. Ideally all system input should be configurable via the playback framework developed for hosting the partner created content.
Saving and Loading
Collated user requirement data has indicated need for facility for externally transferable save files to be developed that would enable users to return to the simulation and continue from a relevant position to where they last exited the simulation.
This capability would also allow for a user to continue their session at a different location if required, a reflection of the potential environmental usage context (e.g. within a library and/or equivalent institution).
It is envisaged at this stage of development that such facility would be gifted in the form of an xml save data file that would contain artefacts such as:
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Username and Role
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Progression identifier
Currently it has not been determined if any user performance data such as period and/or number of sessions are required to be logged.
To cut down on what could be perceived as cheating (but also potential capability for a user to change his/her mind) it is envisaged that the simulation will automatically save progress at Check-Points within simulation playback. These points will then be used to gift provision for re-entry to the simulation in a manner that ensures that a scene cannot be misconstrued.
A user should be gifted the ability to load from file at the beginning of a session and at any time within playback. If a user opts to manually save their progress the save will automatically round to the nearest completed checkpoint and reflect decision weightings up until that point.
Saving will not be possible during playback of a machinima cut scene.
A potential requirement of the project is the affordance of capability for save data to be collected during the playback of the multiplayer mode.
In this scenario it is envisaged that the inputted conversational data from multiple characters will be logged in text format with an id that reflects the user’s character and conversational interaction in the form of a script element.
These scripts can then be used by content developers to formulate the basis for potential future scenarios and/or future game related activity.
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