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PHASE FOUR

The Beginning of the End

The final and defining stage of the semester, Phase Four seemingly came out of nowhere and pushed us on the path of decision making and game development. Having calculated the votes of the previous phase's presentation and our own intentions, we continued forward with the game we had already planned with sticking - Wide Awake. The name, of course, is a placeholder for now, until we manage to come up with a more captivating title that best expresses the essential experience.

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For the duration of four curriculum weeks plus three weeks of holidays, the end goal of this phase was to construct a suitable Game Project Proposal (GPP), tailored to the vision that we have for our game and its experience. While it should be informative of the game content, we were provided with the artistic freedom to define the boundaries and frames in which we placed this information.

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Throughout this time period, our team mostly set out to design and focus on areas of their own, preparing ourselves for the inevitable workload that was bound to fall onto our shoulders within Semester 2. While Josh focused on perfecting his programming skills and polishing the Unity prototype we had already had in order to have a suitable foundation to build the game of, Lewis focused on developing modelling skills throughout a series of Blender tutorials in order to be able to cover the necessary artistic and visual parts of the development. This had left me with the informative and research duties, as well as general game design responsibilities including game mechanics and level design. Having already constructed the previous presentation for the 3 game ideas, I've also taken onto the responsibility to construct the GPP content, while Lewis arranged the formatting and the visual design. 

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With this in mind, we gathered to discuss any valuable and important decisions in regards to the game, in order to provide feedback to each other's ideas and move forward with our development. Moving into Semester 2, we'll remain with the roles that we had already distributed, as I will be additionally taking over user testing and marketing. The important aspect, however, remains that we are a team, therefore while we might be separated into certain areas of expertise, we are still all included into each other's work and the decision-making when it comes to the game. 

Phase Four: Bio

OVERVIEW

  • Phase 4 Purpose:
    1. Select 1 idea out of the 3
    2. Create a rich Game Project Proposal, tailored to the experience
    3. It can take any format and should be visually rich
    4. Player test as much as possible in order to define and perfect the prototype
    5. Presenting the idea once again on Friday the 10th of January
    6. Make sure the GPP is designed, rather than being standard
    7. Presenting exactly what you're making, how everything is connected and what would be the final product. Pitching the vision
    8. However, it is not a GDD. Don't be worried about having unfinished aspects
    9. It needs to be packaged appropriately for the game's feel/mood. "Big picture", but clear and consolidated
    10. Break down Semester 2 into weeks, pointing out how you envision the process to go and walk back from it
    11. Spell out your roles in order to define everyone's activities

  • Next Steps:
    1. "Think about which visuals suit your skillsets. The last idea seems interesting, but needs more thought"
    2. "The third idea could be interesting point-and-click"
    3. Where do we go next?
        - the third idea - 3D Endless Runner
        - further ideation
        - decide on the art style
        - create another prototype, possibly a level/vertical slice
        - start the GPP
        - test out the prototype on other people and make the needed adjustments
    4. "Incorporate the first two ideas into the third":
        - make a certain manoeuvre in order to keep control of the dream (game mechanic)
        - stick with the PlayStation 1 art style and keep the environment "believable" rather than an "acid trip"
        - the "awakening bar" is now represented through visual and sound cues (gameplay)
        - actions monitored by the dream
        - outwit the dream with your mind and special powers
        - REM sleep and the different stages of dreaming are represented in the level design 
        - clock representing progression through the dream
        - the dream gets harder as you progress and you learn how to cope with it. The "story" is about someone who's struggling to sleep because of an underwhelming amount of thoughts/dreams

  • Initial schedule:
    â—‹ Week 10 (02.12-06.12):
        - Nailing down the concept, brainstorming and perfecting the idea
    â—‹ Week 11 (09.12-13.12):
        -Testing, building, prototyping, refining
    â—‹ Week X (16.12-20.12):
        - Collecting all the pieces for the GPP and discussing the design
    â—‹ Week Y (23.12-27.12):
        - Christmas Period
    â—‹ Week Z (30.12-03.01):
        - New Year's Period
    â—‹ Week 12 (06.01-10.01):
        - Monday - Begin construction of the GPP
        - Tuesday - Optional module hand-in
        - Wednesday - Begin the presentation
        - Thursday - Wrapping up the presentation and GPP
        - Friday - Presentation day 
    â—‹ Week 13 (13.01-17.01):
        - Monday-Thursday -Individual blog work
        - Friday - Hand-in

  • Personal to-do list:
    1. Things to research:
        - Endless runner games (Bound, Vib-Ribbon, Sayonara Wild Hearts, Fotonica, Sonic Runners, Space Harrier, Temple Run)
        - Player interest (EG sensors, player motivation, target audience, game strategies)
    2. GPP:
        - Figure out what is needed for the document and think about possible design choices
        - Create a basic document for everyone to include their work in
        - Think about a possible and appropriate way to present the work

Phase Four: Text

Iteration 1

  • Level Design:
        - The game consists of a single "level" with optimal difficulty, which a player can complete if they are skilled enough.

    If a player fails, they get to start over, but the track will be changed to a higher difficulty. The player will be provided with a special power, however, in order to go through this new track

        - Considering that we've changed or, rather, narrowed down how we see the progression of the game through completing checkpoints, there's no point in increasing the difficulty of a track and hinting/providing the player with new powers/abilities

    Alternatively, this actions of rinse & repeat could be interpreted in such a way that it allows the player to better grasp their newfound abilities in the track by applying it several times, instead of once after a checkpoint

  • Consider:
        - Think about giving context about why you're completing the track
        - Wackiness vs. Mundane
        - A narrative motive to give the player the goal to continue the game
        - Different visual representation of the superpowers
        - Digging through earth + swimming
        - Flying + driving a car on a rollercoaster + zip-lining
        - Reason to not want to fail

Phase Four: Text
Level Design.png
Phase Four: Image

Iteration 2

  • Time Mechanic:
    Instead of having 4 levels altogether, the number of times a player can go back into the dreaming world depends on their ability to quickly put the character back to sleep. Obviously, someone might lose two hours doing that, while another will take 30 minutes. Therefore, the difficulty will scale accordingly, and instead of changing every 25% as the player further comes back, it might be worth changing it to 15%. This means that the maximum difficulty a player can reach is 90%. The time change mechanic might be changed as well, and instead of it changing in 30 minutes, it does so in 15 minutes in order to prolong the gameplay.

    The above needs to be further researched in order to identify the appropriate calculations and mechanics for the player's engagement. 

  • Superpower (lucid dream) mechanics:
    1. Flight - this could be represented through various similar visual mechanics, for example, riding a car on a rollercoaster or flying a zip-line. Having stumbled upon that initially, the player will be prepared to use the actual ability when the time comes, i.e tasked with jumping over a chasm. Naturally, the player will chaotically start pressing the buttons of the controller in order to intuitively fly over or extend their jump, which is when the special power would kick in.

    Perhaps, in the first instances when the player is experiencing the flying car/rollercoaster/zip-line, they are guided into the controllers they ought to use, in order for the key combination to come naturally when the actual flight is required.

    To avoid the player flying all the time, there might be some special obstacles or the "flight power" runs out like the gas of a car. 

    2. Burrowing - the same might go for this as it does for flight. Likewise, this ability allows the player to shift through the surroundings in a way that would normally be impossible in real life.

    Initially, it might be represented through swimming in water/sea/ocean, where the player dives into the different surface in order to continue onward. Alternatively, they might have to dig their way through the ground, although I can see that being a bit on the nose and too silly (although that might be exactly what we want).

    The actual mechanic would be represented by the player diving into the earth and bypassing any on-the-surface obstacles. In order to avoid the player being underground 24/7, they might be able to do so only for a particular amount of time, akin to when they do to hold their breath underwater.

Phase Four: Text
Swinging Pendulum
Pendulum Lengths
Phase Four: Gallery

Iteration 3

  • Wake Up Mechanic:
    This mechanic comprises of the player being able to put their character to sleep. They must do so as soon as possible, because else they'll lose too much time.

    In order to do so the "going back to sleep" mechanic might be something as simple as a swinging metronome, where the player has to press a button at a particular time in order to progress further. In the beginning, the ticking is considerably fast and as the player successfully matches their buttons with the mechanism, it slows down. The final point is it stopping, and the player being submerged back into the dream.

  • Replayability:
    1. Why does the player play through the track?
    The track represents the healthy course of an 8-hour sleep. The player is put into the shoes of a character that is trying to get as much sleep as possible in order to continue with their daily life. For one reason or another, their dreams are riddled with obstacles and an environment that is constantly trying to wake the player up and divert them from their healthy track.

    While this game is meant to be played for fun and entertainment, it bears two underlying messages in its mechanics and gameplay. The first and more obvious one is the necessity of sleep and the self-expression of dreams. While each and every one of us is tasked with different obligations, it is important to have that one time of the day when we simply relax and take care of our mental state.

    On the other hand, it is an allegoric representation of lifetime dreams, the goals that we are trying to pursue and accomplish. This is the "endless" run that we undertake in order to reach the final point, full of complications and challenges on the way, which define and shape up the value of our achievements. And even in that relentless run, we ought to take a step back when we fail and recollect ourselves. This is vital to continue forward.

    As far as gameplay mechanics go, this is represented through a better score as the player gets better at overcoming the obstacles of the dream. Perhaps, instead of having a ranking/point system, the player gets to see the results of their score at the end of the sleeping cycle in a simple animation. It would be as simple as showcasing the character's face in its different health stages. For example, if the player has done particularly bad, the character's expression is extremely tired with bags under their eyes and bearing overall features of exhaustion. Vice versa, if the player has done well, the character will look healthy and overall positive to take on their day.

    Alternatively, the player could be able to collect a number of symbols throughout their run, which they could then register into their journal. This feeds into the dream interpretation mechanic of the Dream Doctor game idea, and allows the player to continue playing the game over in order to unlock all meanings. Of course, in order to be able to achieve that, we'll have to create a large storage of dream symbols and their different interpretations, and the game might seem like a Freud's/Jung's book.

    2. What is the (end) goal that drives the player forward?
    The aim for the player is to do good in the run and learn from the mistakes they have previously made. Through the visual environment and the feeling given away from the mechanics, the aim is to place the player into a fast-paced environment, which they are tasked with tackling. The resurfacing mention of time and its depletion prods the player to be decisive and orderly in this chaotic game pace, which they can further improve on through their control over the dream. If the player continues to do bad over and over again, this will obviously reflect on the surroundings of the dream and the well-being of the character.

    This constant struggle for control, and the mixture of order and chaos stimulates the player to accept their surroundings for what they are and manage them to the best of their abilities. 

    On top of that, the changing environment that differs from one point to another ought to keep the player interested and curious about the possibilities they can explore. Nothing will ever be exactly the same from one point to another, and the differing playstyles are there to tailor the experience uniquely to each player. Therefore, everyone is going to have a different experience altogether, but they will all be bound by the pace of the environment. 

Phase Four: Text

Iteration 4

  • Dream Construction:
    Different dreams might be represented throughout different days. This, however, might just be represented in the waking up mechanic, because a person never (almost never) continues with their previous dream after waking up in the middle of the night.

    Hence, the different zones and types of dreams might just be portrayed in the consequent dream variations of "one day".

    Additionally, need to think of a smoother transition between the waking up and falling back asleep. At the moment, it seems rather disjointed as if it is two different games.

    Also, the end goal/reward might be lacking a bit at the moment. The player needs to be more vividly engaged and intrigued to continue playing. What is the reward once they complete the game? What pushes them to repeat? Perhaps, go back to the dream interpretation idea. 

  • Notes:
    A personal task would be to dedicate more time and appropriately schedule my time, in order to provide as many resources as possible for the completion of the project.

    Considering that I am going to be responsible for the planning, documenting and presenting the project to other people, I need to iron out the willpower and dedication. This is vital in order to complete the project successfully and on time.

    I should continue the research of game mechanics and their implementation into our game. Additionally, research into how to keep the player interest and present the GPP in a captivating way.

    So far, everyone has been in a good place with the game, with only myself being swallowed by doubt and worry. The others are preparing themselves and testing out the skills that need to be ready for when the construction of the game actually comes. Therefore, Lewis is continuing his work on 3D modelling and Joshua - coding. This has kind of left me in a position where I feel like I'm not doing enough work. That comes especially when I compare myself to other teams and the work that they have. But I've been encouraged to continue what I'm doing, as it seems to have contributed a lot in the establishment of the game. 

Phase Four: Text

Iteration 5

  • How to Sleep and further chapters in the book The Art of Game Design: A Book of Lenses:
    Depiction of the subconscious mind and advice how to tap into it for inspiration - might be something to further look into for the story creation

  • The Silent Partner:
    - can't talk, or at least chooses not to. Not in words, anyway. Tends to communicate through imagery and emotions
    - is impulsive. tends not to plan ahead, tends to live in the moment
    - is emotional. Gets swept up in whatever you're feeling, the subconscious seems to feel things more deeply and more powerfully than the conscious mind
    - is playful. It has a constant curiosity and loves worldplay and pranks
    - is irrational. Not bound by logic and rationality, the subconscious comes up with ideas that often make no sense

  • Subconscious Tips:
    1. Pay Attention
        - If you get in the habit of ignoring it, it is going to stop making suggestions
        - If you get in the habit of listening to it, seriously considering its ideas, and thanking it when you get a good one, it will start to offer more and better suggestions
        - Pay attention to thoughts, feelings, emotions and dreams.

    2. Record Your Ideas
        - Writing down ideas allows the mind to free itself from memory data and focus more on other aspects
        - It makes the mind feel clean and open, as opposed to cluttered and cramped

    3. Manage Its Appetites (Judiciously)
        - Some thoughts and appetites are best left curbed
        - Too strong appetites leave for the subconscious' obsession about them
        - Work things out, and come up with compromises that will keep your subconscious satisfied so it can spend its time coming up with genius ideas

    4. Sleep
        - Works as sorting, filling, and reorganising mechanism
        - The subconscious takes naps when you haven't had enough sleep
        - The subconscious is wide awake and active during dreams

    5. Don't Push Too Hard
        - The subconscious works in the background while you move on other things
        - When it finds the answer, it will give it to you
        - Concentration or straining seems to slow the process down

  • Consider:
    - Prototype as soon as possible. An idea for a paper prototype might be a map where a player might move forward with each tick of a metronome (like every 5 seconds). The game designer is the AI, while the player is the playtester. The aim of the playtester would be to get to the end of the grid map as soon as possible, while the designer (AI) puts in obstacles on the way. If the player hits an obstacle, the map is dotted in black spaces OR the player starts over while the AI gets to act every 4 seconds and so forth, until they can act every 1 second if the player fails too many times

  • A fleeting idea:
    What if instead of a predetermined set of abilities, the player gets to input whatever they'd like to use as a special power? This could be achieved after filling in some special bar, for example, and the power is then expended according to it. The bar doesn't have to technically be a bar, as this interaction could be portrayed through a visual or sound cue(s).

    The downside of this is that there might be too many options for the player to use, leading to some complicated coding and time invested that we might not have. A way to counter that would be to limit what the player can input while giving them the illusion that anything is possible. For example, we might have ten abilities which are rooted in the code, but if the player tries to do something else, it would simply be impossible. Maybe the abilities are separated in difficulty segments, where lower difficulties require a lower expenditure of the ability bar. For example, flying is easier than stopping time. 

    The other concern is how that would be implemented. Would it be through a text input that the player might have access to, or is it through controller mechanics? The latter is kind of already what we're going for, and we might simply expand on that idea and come up with an enormous amount of combinations. This, however, adds a lot of difficulties, albeit is an interesting idea.

    Is this mechanic novel enough?

Phase Four: Text

Games Project Proposal

  • Initial Ideas:
    1. Create a meditational video that includes ASMR or other techniques in order to ease in the customer into the dream world, while utilising the information of the factual GPP

    2. Write it like a dream journal with a first person's point of view, as if it was done through the character's/gameworld perspective (include dates and time and the experience that the character goes through within the game)

    3. Divide into different sections (date, dream title, where was it, with whom, atmosphere/weather, how I felt in my dream, how I feel now, describe it with one word, dream symbols/signs, interpretation, draw it)

    4. Do it digitally on Photoshop, having previously divided the sections of the GPP among each other

    5. Make it as a presentation and consider which key points of the GPP should be included in it

  • Final Construction:
    1. The GPP takes the format of an informative dream book/journal, designed to teach the reader how to get a better night of sleep.
    2. The book starts with an introduction and then follows with the pattern of the GPP
    3. Each page of the book mentions a sleeping problem and ways to solve it
    4. Instead of mentioning other games as games, mention them as books
    5. It includes a section of personal notes for each section.
    6. The second page is goals and what you hope to achieve
    7. Index at the end of the book = critical analysis/research
    8. Game mechanics with all envisioned assets are mentioned throughout the following pages:
         - Page 3 - how to stay in control
         - Page 4 - waking up and getting back to sleep
         - Page 5 - how your dreams are going to change when you go back to sleep
         - Page 6 - dream content
    9. Page 7 -Semester 2 plan sneak peek for the next book
    10. Page 8 - Design Appendix = how we made the book
    11. Page 9 - Critical Analysis/Index
    12. Page 10 - Sticker page

  • Presentation Script:
    1. Wide Awake: A Guide to a Good Night's Sleep:
         - introduction to the game idea (3D endless runner, built on Unity, level construction)
         - talk about the story/concept (inspired by the concepts of dreaming, heavily influenced by "dream mechanics" [talk about what exactly - lucid dreaming, sleep paralysis, etc.])
         - talk about the environment, from the art style to role in the game
         - mention the end goal and replayability

    2. Talk through the team layout:
         - roles
         - responsibilities
         - work plan/calendar (Google Sprints)
         - future plans and layout

    3. Mention the already existing work:
         - Unity prototype
         - the considered paper prototype
         - the planned out level design

    4. Explain the format of the GPP and how/why it was chosen:
         - dream journal inspiration
         - a guidebook for the actual character of the game (the player)

Phase Four: Text
Phase Four: Text

PHASE CONCLUSION

Where Do We Go Next

Despite taking a little bit over a month, this phase passed way too quickly. Thankfully, it served its purpose as a preparatory stage for the game creation in Semester 2. 

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Drawing the needed conclusions from it, I can say that there are a few things that I definitely need to improve, the first one being time management. Since the flow of the team's schedule will have to be managed and constructed, I'll have to work extra hard to keep both myself and my teammates in the loop. While we have created time calendars and planned out schedules, we didn't seem to go about sticking to them and adjusted the plans according to the moment that we found ourselves in. To have a more structured approach, we'll have to create a stricter calendar with definite deadlines in order to boost the team's productivity.

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The second aspect I am most likely lacking is documentation. While I am fully capable of coming up with ideas on the go and discuss needed parameters for our game, I don't seem to be able to find the appropriate venue to record my work. I've previously followed a diary format to map out each that, but that didn't work out for me as I soon forgot or neglected to write in it. This time around, I tried to always write down everything happening in one journal or another, but at the end of the day, I can see how that is scarce compared to the documentation my peers have. In order to overcome that obstacle, I am going to try out auditory recordings and a possible text-to-speech digital recording. It is more easily accessible and allows for on-the-spot records, which is the format I usually work in.

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The third area partially feeds into the two above, albeit it focuses solely on research. While I try to keep my ideas and knowledge varied, it would be helpful to stick to a concise pattern to allow for that information to be better backed up by credible sources. Even if I am not a fan of this approach.

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The final detail that I must pay more attention to is visualisation, considering that the picture in my mind might not always transcribe directly on paper or be explained in a conversation. Being able to showcase what you exactly mean is necessary for any designer, therefore I must improve onto finding ways to visually express my thoughts. I am not very confident in my drawing capabilities, therefore I believe I should take onto an alternative route. Perhaps, through collaging and moodboarding.


In conclusion, however, I believe we've managed to create an entertaining game idea from a compelling subject, and I am confident we will be able to provide a better vision of it in the upcoming semester.

Phase Four: Bio

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