review and design doc
I did enjoy working with some of my teammates and learning so many new skills to develop games in unreal engine and my art skills improved massively as I did not enjoy art before this project.
I enjoyed many parts of the project but as I look back there is many things I would change like the team and I think that is a good lesion to learn at the end of the game I would not take the role of producer again I'm afraid that part was not so enjoyable. Due to some lack of consistent fully contributing members across the board we ended up missing key goals and tasks that needed to be done like a trailer with no completed game and no contact to fix certain problems like character visibility and movement I was left with no choice but to not include a trailer
At the start of the project we created a design document as a team planning what we wanted the game to look like but we did not reach the goals we recached for maybe we were too optimistic . Here it is:
Stalk
Game Design Document
Introduction
This document specifies the design for the game “Stalk”. This game involves the student developers Dan Hagerty Smith, James Fitzgerald, Andy Chang, Conor Hurley and Thomas Griffin. Suggestions that are subject to change will be highlighted in bold like this
References
Software used to develop our game.
Website we use to design our pixel drawings.
Target System
Stalk will target PCs via Steam and Web-game
Steam
This is to help our game to be seen by a big target audience.
Web-game
This is to help with accessibility to wider audience.
Concept
The aim of Stalk is to produce a fun, addictive, competitive fast paced, thrilling game which uses a pixel graphics method.
Setting
This game is set in a factory.
Game Structure
The game will contain a random selection between 4 maps. This will give the players a sense of a randomness to the maps, and more competitive players to learn the maps. Each map will have the same style but different prefabs. The maps will follow a 3x3 structure with doors to each room. The center of the maps will be the same across all of them and will be known as a danger zone for the survivor.
Players
The game will be playable by 2 players across an internet connection.
Action
The Survivor will be chased by the Killer through the factory. The Killer will have 4 perks to choose from to alter their style of play. The Survivor will be able to pick up items randomly dropped throughout the map. Each with their own abilities.
Objective
The Survivor and Killer have different tasks during the game. The game is timed and 2 rounds are played. First the game is found between players and then one of the players will be selected to be the Killer and the other is selected to be the Survivor. After the first round is over, the roles swap.
If the Killer (Player 1) wins round one, the Survivor (Player 2) wins after Round 2 if:
The Killer (Player 2) catch the Survivor (Player 1) in less time than they (Player 2) were caught in Round 1.
If the Survivor (Player 2) wins round one, the Killer (Player 1) wins after Round 2 if:
They escape faster than The Survivor (Player 2) in Round 1.
This is so the game cannot end in a draw.
The objective of the Killer:
The Killer must use their selected perk to gain an advantage to hunt down the survivor.
They have a small vision radius so they have to enforce special tactics and careful planning and reactions to catch the survivor.
They have points of interest where they know the survivor goes called tasks.
The objective of the Survivor:
The survivor must complete 5 tasks out of the 7 tasks scattered across the map before the exit doors are accessible.
The Survivor must run, hide and escape the Killer at all costs as they only have one life.
The Survivor may pick up items to use, randomly generated throughout the map to their advantage.
Graphics
The game will be a pixel drawn, top-down game style. The map will be a 3x3 design with objects scattered around.
Survivor UI:
Tasks will be electronic generators highlighted in yellow when they have to be completed and will lose the highlighted yellow when they are completed
The tasks 3 visuals with objectives to complete in order to progress the game as the survivor.
Killer UI:
The Killer will have 4 different perks to choose from at the start of the game while the survivor gets a 20 second head start.
Object types
The game will have items available to pick up for the survivor:
- Sunglasses
- Boots
- Pepper Spray
- Stun Grenade
- Map
The Killer will have 4 perks to choose from which will alter their gameplay:
- Charge
- Cleaver
- Sense
- Brutality
- Destroy
Front End
The game will have a simple menu and a leaderboard of fastest times as well as a rank system to encourage players to play against higher level players.
The Killer will have a UI to select a perk at the “hiding phase”
The Team
- Dan Hagerty Smith
- Conor Hurley
- James Fitzgerald
- Andy Chang
- Thomas Griffin
game dev project
Game dev diary from the producer of a college project
Status | Released |
Author | Team Scaletta |
Genre | Survival |
More posts
- powerpoint2 days ago
- published game2 days ago
- project director2 days ago
- map creation2 days ago
- Survivor Sprite18 days ago
- Intro67 days ago
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