Game Introduction
- Genre
- Action orientated with educational aspects about the 1916 Easter Rising.
- GamePlay
- The player will be playing as a rebel during the Rising alongside key figures of significance within the Rising. The player will be following a linear story to lead to events that will tell the story of the Rising and educate the player whilst having fun. Challenges will be fighting scenes, obstacles such as jumping from ledge to ledge. Following directions correctly from the commander in charge to get to where the next event will take place.
- Target audience & platforms
- People who wish to LEARN about the 1916 rising. Schools studying the 1916 Rising. Potentially could be a free game playable through the Chrome Browser for schools.
- Look and Feel
- Realistic, smokey, run down, cloudy, darker color scheme.
Story
The story will follow a series of events leading up to the final days of the Rising including the vital scene of the GPO. Everything in this game will be a real event that has happened and has been documented.
The fun of the game will be found when the player comes across an obstacle or must find a way to progress VIA eliminating the enemy or finding an alt route around.
How to Play
Using keyboard and Mouse the player will be able to control the character. Using the Interact button E will allow the player to interact with obstacles within the story.
Technical
The Engine that will be used will be the Unity 3D engine. In terms of visual aspects, these will be the least important. I am aiming for a good foundation of story and game-play.
System Requirements
A basic computer. At least 2GB of RAM and a basic Graphics card will run this game at adequate FPS.
Game Architechture
Artwork (design)
The art of this game needs to be visually striking. The 1916 turned Dublin into a war zone. This needs to be shown to the player. A good way to portray this is to be accurate in the representation of O'Connell Street and ALL other landmarks that will be used. Here is photos that resemble what I am aiming for.
Heads Up Display (HUD)
Having a HUD that will be easy to read and functional is important. By Functional, I mean it responds with what the player is currently HOLDING and what the player's current OBJECTIVE is. A HUD I am wanting to aim to replicate is that of Call of Duty World at War. This HUD is gritty, moody, and fits in with the setting in which COD WAW is set. I could never use a futuristic Sci-Fi HUD for my game as mt game is set in 1916.
see the right bottom and left bottom of Image for the HUD. It fits the time frame in which World at War is set and the mood of the game.
Characters
There are many people I would love to include however, keeping the roster limited in order to boost the detail and overall emphasis each character has on game play is important. These are the characters that will have IMPACT on the game. Each in their own Unique educational way.
The player
Michael Collins
Constance Markievicz
Patrick Pearse
Eamon De Valera
James Connolly
Character 1
The player will play as James O' Reilly. A barman who has a wife and children. He works very hard and lives in Dublin City. He is a tall, slim built man who enjoys football and gambling and drinking. He is 27 years old.
For example see this Picture De Valera:
Level Design
Each level will tell a story of a particular event during the Rising. For the fun side of the game I will have the player evading a maneuvering over and under obstacles to get to the goal of each level.
Each level will have a specific goal to be accomplished. On the way to that goal the player will come across multi pathways to complete the level differently. For example, eliminating the enemy of avoiding the enemy by using higher ground or a different route.
Global Elements
The background of the game will be buildings and houses. The skybox will be a realistic sky however quite dark and cloudy and smokey. There will be NPCs that hide and take cover and props such as tanks and cars.
All items used will be beneficial to the setting of the game.
The scale of the game in the eyes of the player will be very big however the level will be linear so in theory the scale will be small. The detail I will use will exaggerate the scale.
The camera view will be First Person.
Player View
For scale this is an example of the size of elements in the game I aim for.
Development
In development I plan to get at least one major part of the game done with each sit down session I have with Unity.
I plan to use my time at the Mac labs efficiently in designing my levels and making them and the important assets such as the GPO, O'Connell bridge and O'Connell street in good time so I can go further into the look and feel for the game.
Audio & Sound F/x
The Audio must be matching to the setting of the game. As this game is set in 1916 it is important to use music styles of that era. As My game is a realistic rendition of the 1916 Easter Rising the music will not be happy cheerful stereotypical music. It will be slow and influential music preferably with string instruments.
For the UI sounds I plan on using an old Type-Writer sound effect.
Technical Requirements
Using Freesound.org and recording my own music for specific parts of the game will be beneficial as I can exactly produce what I am aiming for. Using an instrument based software will also give me the sound I am going for.
Player Elements
Footsteps, Grunting, Potentially talking, Grabbing, Picking Up, Punching, Opening, Breathing, Crawling, Climbing, Sprinting, Shooting are all sound effects I will use in the game.
Global Elements
Gun shots, Bombing explosions, Planes, Shouting, Screaming, Crying, Doors closing, Birds, Water running, Tanks, Reloading, Voice Lines will be heard when playing the game so the player will feel more Immersed in the experience.
Menu Fx
Type-writer sound effects Over the old influential music the game will use from time to time.
Marketing
The game will be seen as an educational realistic rendition of the 1916 Easter Rising. Suitable for all ages and school children will be able to use it to learn about the Rising.