Posted in MA Indie Game Development

GDD720 Week 1

 

 

As excited as I was to start this new term, and after how stressful the last one was, I’m ready for another round!

 

 

 

 

New project

A couple of weeks ago, I was rewatching some old episodes of the Space 1999 tv series by ITC and Gerry / Sylvia Anderson, and the story from one of the early shows seemed quite interesting as an excuse to test a few technical aspects of making games that I want to face in this project.

So here we are on a vast space station settled on the moon’s surface, and somehow, an alien creature managed to infiltrate the base.

This creature is fighting for survival: unfortunately, it needs to absorb energy to stay alive, and the Moon-base has quite a few tempting radiation sources, from small devices to a large nuclear plant.

This creature is not planning to harm any human in the facility, but everyone who stands in its way will pay the consequences since, like a moth to the light, our monster has to reach the reactor and have a well-deserved feast.

1. What is the scope of this game?

I’m planning to produce a level of the Moon-base using a 2D procedural generator algorithm.

For the first prototype, both the Creature and the Nuclear reactor will be in the same map.

The map will contain several rooms and diversions. Small energy sources (a microwave oven, a lamp, etc) will  keep the alien alive until it reaches the final goal. As the alien also loses energy very fast, it will need to move forward around the map to search for more energy to acquire.

I never attempted to code procedural generate dungeons, so this is going to be an interesting challenge.

The second challenge is to add some enemies with IA. They will be the habitants of the base, mostly trained astronauts and soldiers that will kill the invader on the spot, so it is not a matter of the creature simply ingesting uranium in its path, there’s also a stealth component.

Additionally, humans could set traps to isolate or destroy the creature.

2. How many hours do you think it would take to produce or source each element of the game?

I have some previous experience on development but never on this kind of game, so I’ll be prudent with my time estimations, roughly 120 hours.

3. Which parts would you produce yourself, and where can you use pre made assets?

Except the sound I could do everything by myself, but for this project I’ll use some 2D basic art from sci-fi top down assets for the backgrounds and levels, as well as some preliminary character design and animation.

Sound editing, if necessary, will be also handle by me using free samples and 3rd party libraries.

 

Game Criteria

  • Game Mechanics

The player will be the alien, trying to avoid the human foes as much as possible and reach the nuclear plant before is too late.

  • Genre

This is a 2D top down rogue-like stealth game with pixel art graphics.

  • Player Fantasy

Being a weird life form with no human values or motivations, but in a very bad mood specially when hungry for more rads to survive the day.

  • Platform and Controls

The player will use the keyboard to move around the base and some special keys to absorb energy, hide and fight humans. PC, Mac   and WebGL versions.

  •  Spatial Abstraction

The game is played into a two dimensional environment from a top-down view. Depth is going to be created with the use of perspective, lightning and object layering.

  • Avatar

The player controls an alien form in a very vague shape, similar to a an energy Yeti monster. Over the curse of the game the player will acquire some abilities -depending on the radioactive reserves- as fight or surpass obstacles.

  • Camera Perspective

The camera follows the character from a top – down view.

  • Goals and Scores

The main goal is not to die.  Short-term goals are to absorb small energy sources and avoid suffering damage from the Moon base inhabitants. Ultimate goal is to reach the main reactor and to scape back to the space.
The score will be shown as an Energy Level  and Damage Level.

  • Progression and Variety

The Moon Base is massive, composed of several levels and sub levels. Each will present different puzzles, obstacles, and traps to avoid or evade.  Different sections and architecture will provide visual appeal while several classes of opponents (astronauts, mechanics, soldiers, security forces, etc.) will assure variety of actions.

  • Tension and Rest

Each level will provide a different player experience as stealth, combat, puzzle solving, resting and eventually freedom.

  • Obstacles and Penalties

The first levels will be the easiest ones by simply avoiding the base population seeking new radiation sources to obtain. As the game goes on, the difficulty level will arise, including bobby traps, puzzle-solving, and some combat when stealth is no longer an option. The last level, containing the main reactor is heavily secured by human forces. Alternative routes should be discovered in order to reach it.

  • Resources 

As explained, the strange creature needs energy to survive. Each new source of radiation (in any frequency) will help to live longer and scape the facility via the main reactor.

  • Decisions 

The player decides which directions to take, when to hide or when to attack, but he has to take into consideration that the creature he controls is obsessed by reaching the biggest source of energy in the complex, that’s it the main nuclear reactor. Like a moth to the flame.

  • Simulation and Chance

Some objects will be strategically placed to assure the player’s survival at least in the first levels. Then most of energy sources (food) will be set randomly in the environment -procedurally generated- and the amount of damage on the creature will be controlled by the enemy’s IA. Connection between rooms will also be algorithmically created.

  • Storytelling 

The story will unfold during the gameplay by the intervention of NPC characters scripted appearances on-screen during crucial moments. 

  • Art Direction and Style

The 16 bit palette for the pixel art will match the 1970’s flavour of the Space 1999 TV show within the limits of not infringing copyrights, but with a strong emphasis on colours, design and technology from that show. In that way, the game will be an ‘homage’ to this program without any direct reference. 

  • Animation and Visual FX 

Hand made animation will be used for the sprites (characters and backgrounds), 3D animations will be used as a base for the more mechanical stuff (doors, elevators, spinning objects, etc).Special shaders will be created or imported from 3rd party libraries to spice the visuals. 2D real time lightning will be also applied.

  • Sound Design

Some epic tracks will be included on a moodier, space atmospheric soundtrack with some frenzy passages to urge the player to move on. Most of this will be achieved using 3rd party compositions and free or paid sound FX. 

 

Space 1999 (c) ITC Entertainment

Space 1999 (c) ITC Entertainment

This is a work in progress, more to come soon!

 

List of figures

Fig 1. Space 1999 (c) ITC Entertainment

References