The Pause Project partnership Game Proposal Document



Download 113.72 Kb.
Page5/6
Date29.01.2017
Size113.72 Kb.
#12754
1   2   3   4   5   6

Simulation Interface


The product interface is seen to break down into the following three components:

  1. Win form and/or equivalent (e.g. WPF) game editor for customisable content creation.

  2. Player for game related interaction/simulation and machinema.

  3. Shell that contains Player and facilitates modification of related properties.

Each of these elements can be initially outlined as follows. These definitions will evolve as the project progress and further information is collated in respect to product definition and requirement.

Game and/or Simulation Editor


The engine/system should facilitate the creation, management and playback of game play, presented within a contemporary, graphically and aurally rich, 3D gaming environment.

Capability should be provided to facilitate interactive elements and conversation be combined by a non-technical author to create a range of realistic and engaging interaction driven scenarios that can be played back within a real time game-play driven context.


Game and/or Simulation Player


The game player is responsible for the playback of content authored by the game editor and/or builder. The game player aspects of the software will also be responsible for handling artefacts such as environment rendering and animation and audio playback. The player will also be responsible for the handling of user interface with the developed simulations.

Game and/or Simulation Framework


The game/simulation framework is responsible for handling user options and the system set-up related artefacts of the software.

The framework will also handle factors such as the affordance of multilingual capabilities and the saving and loading of user data.


Functionality related notes


  1. This would gift provision for language translation and evaluation/development of content in real time.

  2. Investigation needs to be undertaken to evaluate the potential for expandable content libraries and/or capability for 3D content hosted externally to packaged content pipeline.

  3. Development is to be conducted to facilitate usage on Windows OS hardware that reflects the overarching product technical requirement.

Menu and Screen Descriptions


The following outlines an initial breakdown of all screens to be developed such as: Introduction, Instructions Options and Game-Over etc. A full breakdown of all screen elements will also be provided for each defined screen in the form of a Screen Bible.

Screen Name

Screen Function

Screen Links

Introduction

Options

  • Display

  • Input

  • Audio

  • Language

Play

  • New game

  • Load

  • Continue

  • Scenario

Display Options

  • Full screen or windowed playback

  • Resolution

  • Quality – low, medium, high

  • Options

Input Options

  • Interface configuration

  • Options

Audio Options

  • Music on/off

  • Effects on/off

  • Interface on/off

  • Options

Game Over

  • Feedback

  • Replay

  • Introduction

  • Scenario

High Score

  • Presentation of high-scores if applicable




Pause

  • Scenario

  • Introduction

  • Save

  • Instructions

Instructions

  • Presentation of media to inform the player how to operate the simulation

  • Pause and/or Introduction

Scenario

  • Presentation of 3D simulation

  • Pause

  • Game Over


Game/Simulation World


The game world will consist of three main environments in which interaction will take place. Each environment developed will also be able to facilitate multiplayer related interaction in the form of capability for two participants being able to enter the environment at the same time.

The environments can be outlined as follows:



  1. A Generic Job Centre

  2. A Generic Office and/or Meeting Room

  3. (More information from partners in ref to context needed) – Scenario 4

The environments will be designed to be generic to facilitate multicultural application. Provision may be gifted for multilingual artefacts such as signs, however this should be avoided where possible and universal iconic representations utilised instead.

Each environment should be enhanced via the inclusion of ambient sounds and where relevant an accompanying audio track. In this context audio can be used to emphasise emotion and/or identify activity and points of interest.


Items


Described here are any items and item based mechanisms that a player might collect and/or interact with during gameplay. Information should also detail how such an object might affect scenario and gameplay outcomes and paths for progression. […]

Item

Environment

Notes – location, colour etc





























Table : Scenario One Items


Item

Environment

Notes – location, colour etc





























Table : Scenario Two Items


Item

Environment

Notes – location, colour etc




Generic UK job centre

Two colour theme (magenta and lime green); 5 telephones fixed on desks in private booths; 10-15 computers at standing up “job points” free standing around the room; reception area – a couple of jc staff behind a lectern; automatic doors; painted walls; clock on the wall; nothing visible that is throwable; laminate floor;




















Table : Scenario Three Items


Item

Environment

Notes – location, colour etc




Interview room in office

Fairly bland décor – magnolia walls, deep red carpet, ikea type table and chairs – 3 for interviewers at one end, smaller one for interviewee at the other; motivational pictures on walls; overhead light; atmosphere deceptively welcoming; coffee pot on the go for interviewers with mugs on table, glass of water in place for interviewee;




















Table : Scenario Four Items



Download 113.72 Kb.

Share with your friends:
1   2   3   4   5   6




The database is protected by copyright ©ininet.org 2024
send message

    Main page