Week 3
Abstract Our learning objectives for the week were:
Post 1: Planning
As part of the project planning and team leadership aspects I had taken on, I set up a weekly meeting to run Sprint Retrospectives and Sprint Planning sessions.
I also did a lot of organisation of the confluence space, setting up areas for each team member. The structure looked like this:
Assignments
Presentation
Assignment brief 1
Assignment brief 2
Team Management
Team Charter
Project Roadmap
Golden hours
Blog pages
Meeting notes
Game Design Documentation
UX
Game Narrative
World setting
Story setting
Character setting
Nomenclature
Development
Art
Market Analysis
In addition, I worked on my Sprint tickets and started looking at the story setting, character setting and Nomenclature.
Post 2: Nomenclature
I had a bit of a brainstorm and was left with a few open questions that needed answering for it to make a cohesive story:
What abilities will the player gain over time, and in what order?
How do these abilities work with enemy abilities to create interesting combat scenarios for the player?
Why do characters gain abilities globally, and how does gaining more abilities inform the protagonist's adventure?
Does the protagonist gain an ability every time they realise something about their journey, so the player and the character grow together?
Who are you fighting?
I knew I couldn't answer these alone, but we discussed a few things as a team to tried and nail down the concept which had to be finalised this week:
Gameplay mechanics
2D isometric
Protatgisit Melle and combat
Antatagonist Melle only
Build some ML agents interact with the character
Score system can power-up
Kill 'X' amount to enemies to proceed
Gradual difficulty shift, based on previous behaviour
Who are the bad guys, define characters
Kill the boss to get a blueprint and collect the parts, and then you can deploy that enemy bot to assist.
Companion name (spark) - Grumby and sarcastic, dark humour.
Happy with bodies that he likes.
The job was a world builder.
I'd made a loose start on the world structure by looking at current world jobs (International Labour Office, 2012) and tried to tier them in our new Rentism/post-scarcity society.
I created the following list of character types:
Grade 1 Managers
Chief executives, senior officials and legislators
Administrative and commercial managers
Production and specialised services managers
Grade 2
Hospitality, retail and other services managers
Professional
Science and engineering professionals
Health professionals
Breeder and conception professionals
Teaching professionals
Business and administration professionals
Information and communications technology professionals
Legal, social and cultural professionals
Technicians and associate professionals
Science and engineering associate professionals
Health associate professionals
Business and administration associate professionals
Legal, social, cultural and related associate professionals
Information and communications technicians
Grade 3
Clerical support workers
General and keyboard clerks
Customer services clerks
Numerical and material recording clerks
Other clerical support workers
Service and sales workers
Personal service workers
Sales workers
Personal care workers
Protective services workers
Grade 4
Skilled agricultural, forestry and fishery workers
Market-oriented skilled agricultural workers
Market-oriented skilled forestry, fishery and hunting workers
Subsistence farmers, fishers, hunters and gatherers
Craft and related trades workers
Building and related trades workers, excluding electricians
Metal, machinery and related trades workers
Handicraft and printing workers
Electrical and electronic trades workers
Food processing, woodworking, garment and other craft and related trades workers
Plant and machine operators and assemblers
Stationary plant and machine operators
Assemblers
Drivers and mobile plant operators
Grade 5
Elementary occupations
Cleaners and helpers
Agricultural, forestry and fishery labourers
Labourers in mining, construction, manufacturing and transport
Food preparation assistants
Street and related sales and service workers
Refuse workers and other elementary workers
From that I decied I created a table of the type of characters that would exist in the game:
Friendlies
Name | Type | Personality | Ability |
Human | Main playable | ||
Chip | Companion | ||
Breeder (vulnerable person) | Relies on the main character | ||
Data Scientist (best friend) | Advice and support character | ||
Teacher (mentor/voice of reason) | Main character can undoubtedly trust |
Based on John Yorke and other games' best practices, I also created someone who relies on the main character and is vulnerable, someone the main character can look to for advice and support and someone the character can undoubtedly trust.
Enemies
Name | Type | Personality | Abilities |
Cleaner | Bot / Basic enemy | ||
Gardener | Bot / Basic enemy | ||
Driver | Bot / Basic enemy | ||
Food vendor | Bot / Basic enemy | ||
Market stall person | Person / Mid level enemy | ||
Coffee Shop worker | Person / Mid level enemy | ||
Personal shopper | Person / Mid level enemy | ||
Hotel concierge | Person / End of level boss | ||
Doctor | Person / End of level boss | ||
Store Manager | Person / End of level boss | ||
Accountant | Person / End of level boss | ||
Chief executive | Person / Final boss |
The idea around these character groupings is that all basic jobs are fulfilled with automation and robotics. Humans take jobs that require soft skills, requiring a creative eye and a level of care.
I then stopped there and pulled the ticket into the next sprint as I wanted input from the rest of the team.
References
International Labour Office (2012). International Standard Classifi cation of Occupations. [online] . Available at: https://www.ilo.org/public/english/bureau/stat/isco/docs/publication08.pdf [Accessed 8 Mar. 2020].
Meeting 1: Sprint Retro and Sprint planning
15/06/2021 In the first third of the meeting, we went over the status of our tickets and presented our progress. We'd been keeping each other up to date in regards to ideas within Discord, so none of it was a surprise.
I'd gone through where I was in terms of the story, built out several characters, created an antagonist and discussed the need to work on the character details more—arranging a workshop for 17 Jun 2021.
The main meeting and talking points were:
Item | Notes |
General thoughts | We need to work on the character details more, arrange a workshop at 13:00 on 17 Jun 2021 |
Sprint Retro |
|
Sprint Planning |
|
The main meeting notes can be found here.
Tutor Meeting 1: Development log and ways of working
16/06/2021 We had our first tutor meeting to clarify a few things regarding our development log and ways of working. I discussed the project planning I had done and my attempts to keep us on track.
We went into a bit of detail about the First draft of the deck and whether it would be enough for the mid-module submission.
The way I had drafted it was:
Concept
Features
Dialogue
Graphics
Soundtrack
Marketing
Target Market
Markt size
Technology
ML
Roadmap
Prototype
Team
I'd done it this way based on previous experience and a requirement to tell a story that flows well enough to convince investors.
We also loosely discussed terms of assigning roles on who would talk about which parts of the pitch document.
I asked about Market sizing and the total available market for a rogue-lite game.
Giovanni sent across some reading material and sources to better understand the business proposition of creating a game. I found it difficult to find resources on budget sizes for a lot of Independent launched games.
Giovanni said try not to look or compare ourselves to outlier games and look at newly-released games in that genre and see how they have progressed in the last 6-12 months.
Meeting 2: A Character nomenclature
17/06/2021 I met with Dan and Luke, went through the project plan, and tried to nail down some artwork deliverables. Creating a backlog of most of their items.
Artwork deliverables
Base character animations
Enemy animation
NPC animations
Character key art
Environments
objects/props
vending machines
street lights
crates
vehicles
tileset
In-game Brand stuff
UI art
hud
dialogue
menus
start screen
dead screen
pause
loading screen
I then went through my ideas about the story and character, and we decided on the team name. Asking them to create a logo.
I went through my reasoning around picking a high elevation city and that Yerevan was one of the world's oldest continuously inhabited cities. We looked at Yerevan and Ashgabat (a local city) and built on the idea that economic borders had merged, and we should Mash-up of both locations.
I went through the nomenclature table I had created, and we started filling out the details:
Personality discussion
Type of person
Abilities decided
Main
Enemy
Fighting style
Story discussion - Forgotten what he did, feels burdened about it like Control
This then led to the game mechanics and story pace. I created some names for the NPC characters and left it open for voting
Last updated