Unit 1: Pre-Production
three colors in video: R.G.B (Red, Blue and Green).
A = Alpha channel (Transparent) Opaque.
F.M.V = Full Motion Video.
100% opaque = solid 0% opaque = transparent.
C.M.Y.K = Cyan, Magenta, Yellow, Key (Black).
viewing NOT watching
(Analyzing)
(Reading)
layers motion blur for realism.
blur can be directional.
light source gives shadows for more realism.
spot, point, volume to name a few types of light.
example with this is monster hunter 4 ultimate.

layers:
the first layer would be the background. it has no contact with the rest of the layers.
the second would be the ground that other layers would be on top of, this is because within the game (with exception to loading zones to change area), it has invisible walls and if you can glitch though you can see the alpha channel.
the third layer is the dragon like enemy, this has the most interactions with the other layers. layers 4, 5, 6 to be exact.
the next layers can be interchangeable, as they are the player modals themselves. they have full contact with the third layer and the seventh layers.
the seventh layer is the circles of purple smoke. this has little interaction with the third layer and causes layers 4, 5 and 6 to gain a certain effect and a certain animation within it.
also with layers 4, 5 and 6, they have different assortments of weapons armor and animations for them both. layer 3 consists of having multiple enemies not just the dragon in the picture.
the colors of all the layers have RGB red, blue and yellow.
lighting is not as basic as other games but is still basic with just having a basic volume light and shadows.
An RPG game much like Final Fantasy with different classes with different purposes and stats, but with a survival system where you still need to eat, drink and sleep. It would be open world with Monsters roaming the land. When a character is attacked by an enemy, instead of the health instantly being taken away, the life counter would tick down to the heath you were taken down to.
my contribution was the original idea of the concept of the game in the first place. the drawing was done by another one of my teammates: Harry and the skills were done by the other teammate: Billy.
My contribution towards the presentation will be explaining the User Interface and the concept art of the game itself. my other teammates will be explaining the skill tree and damage and resistance systems.
The UI (user interface)
blogger is the portfolio
create a powerpoint and a 1000 word essay.
the powerpoint.
shows an original slide background to show the game
shows the game story, setting, character(s) and the difficulty with examples in the background.
what the world would look like
shows the playstyle
the gear in the game determining the character
shows class-system, the NPCs and morality
how classes look
depending on good bad and evil.
game platforms
platforms that are availible
platforms that the game can't be one
software of the game, what are you gonna use?
examples of similer games.
the finance set up
the personnel is shown and what they do
example of a similar company
contributors
what specialists do you need.
the location
what's the cost of the office
the total cost
the sources of finance
what are you gonna get this money
post demo funding, alpha and beta testing.
the 1000 word essay.
based on the powerpoint
use the same headings
explanation of the game
only a paragraph on the explanation
gone straight into talking about cost
intro to the game
then shift to the overall cost
distribution of cost from the powerpoint
how much is going to what part of the development
SHOW EXAMPLES OF A SIMILAR GAME, THE COSTINGS AND SHOW IT IN A GRAPH.
use things from the powerpoint.
key words
Equipment
personnel (staff)
contributors (self-employed)
travel
think of how personnel get there and back
time
deadlines for the team
start date
end date
pre-production
production
post-production
show the life cycle
investment
break it down
where is the money coming from
PEGI the age rating prove with the examples
explain T.I.G.A.
deadline for the essay 17/10/18
no college 10/10/18
Essay, PowerPoint and blogger page have been Uploaded. They hopefully show what my game is about with detail.
A = Alpha channel (Transparent) Opaque.
F.M.V = Full Motion Video.
100% opaque = solid 0% opaque = transparent.
C.M.Y.K = Cyan, Magenta, Yellow, Key (Black).
viewing NOT watching
(Analyzing)
(Reading)
layers motion blur for realism.
blur can be directional.
light source gives shadows for more realism.
spot, point, volume to name a few types of light.
example with this is monster hunter 4 ultimate.

layers:
the first layer would be the background. it has no contact with the rest of the layers.
the second would be the ground that other layers would be on top of, this is because within the game (with exception to loading zones to change area), it has invisible walls and if you can glitch though you can see the alpha channel.
the third layer is the dragon like enemy, this has the most interactions with the other layers. layers 4, 5, 6 to be exact.
the next layers can be interchangeable, as they are the player modals themselves. they have full contact with the third layer and the seventh layers.
the seventh layer is the circles of purple smoke. this has little interaction with the third layer and causes layers 4, 5 and 6 to gain a certain effect and a certain animation within it.
also with layers 4, 5 and 6, they have different assortments of weapons armor and animations for them both. layer 3 consists of having multiple enemies not just the dragon in the picture.
the colors of all the layers have RGB red, blue and yellow.
lighting is not as basic as other games but is still basic with just having a basic volume light and shadows.
An RPG game much like Final Fantasy with different classes with different purposes and stats, but with a survival system where you still need to eat, drink and sleep. It would be open world with Monsters roaming the land. When a character is attacked by an enemy, instead of the health instantly being taken away, the life counter would tick down to the heath you were taken down to.
Class:
In the character creation, there will be a part where you choose 3 attributes depending on your playstyle. This then creates a class to tutor to those attributes. This means each new class and each new game will be different depending on the attributes chosen.
In the character creation, there will be a part where you choose 3 attributes depending on your playstyle. This then creates a class to tutor to those attributes. This means each new class and each new game will be different depending on the attributes chosen.
Race strengths and
weaknesses:
The different enemies there will be will have different
constructions. Each character and enemy will be weak and strong depending on
their traits (e.g. - Human weak to fire but strong against acid, a fire dragon
is resistant to fire.)
my contribution was the original idea of the concept of the game in the first place. the drawing was done by another one of my teammates: Harry and the skills were done by the other teammate: Billy.
My contribution towards the presentation will be explaining the User Interface and the concept art of the game itself. my other teammates will be explaining the skill tree and damage and resistance systems.
The UI (user interface)
Our
UI will have the selection of abilities at the bottom of the screen in the center and to the right of them will be your Menu options such as your
inventory, map, shop, character options, skills, social, guild, dungeons and
raids. These will open up separate windows where players can do as they wish in
those menus. Above the skills bar will
be your Resource and Health bars. In the top right you will have the mini map.
And then in the top left you will have your target and it will have their
health and resource bars as well.
Gameplay And UI
the layout of the gameplay itself this is work in progress art, meaning it can be change and is not the final version of the art.
video to prove that we did work:
blogger is the portfolio
create a powerpoint and a 1000 word essay.
the powerpoint.
shows an original slide background to show the game
shows the game story, setting, character(s) and the difficulty with examples in the background.
what the world would look like
shows the playstyle
the gear in the game determining the character
shows class-system, the NPCs and morality
how classes look
depending on good bad and evil.
game platforms
platforms that are availible
platforms that the game can't be one
software of the game, what are you gonna use?
examples of similer games.
the finance set up
the personnel is shown and what they do
example of a similar company
contributors
what specialists do you need.
the location
what's the cost of the office
the total cost
the sources of finance
what are you gonna get this money
post demo funding, alpha and beta testing.
the 1000 word essay.
based on the powerpoint
use the same headings
explanation of the game
only a paragraph on the explanation
gone straight into talking about cost
intro to the game
then shift to the overall cost
distribution of cost from the powerpoint
how much is going to what part of the development
SHOW EXAMPLES OF A SIMILAR GAME, THE COSTINGS AND SHOW IT IN A GRAPH.
use things from the powerpoint.
key words
Equipment
personnel (staff)
contributors (self-employed)
travel
think of how personnel get there and back
time
deadlines for the team
start date
end date
pre-production
production
post-production
show the life cycle
investment
break it down
where is the money coming from
PEGI the age rating prove with the examples
explain T.I.G.A.
deadline for the essay 17/10/18
no college 10/10/18
Essay, PowerPoint and blogger page have been Uploaded. They hopefully show what my game is about with detail.


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