TrePeli presents Tomorrow. - University of...
Transcript of TrePeli presents Tomorrow. - University of...
TrePeli presents Tomorrow.
Table of Contents Game Overview .............................................................................................................. 4
Game Concept ............................................................................................................. 4
Genre ........................................................................................................................... 5
Target Audience .......................................................................................................... 5
How the Game is Played ............................................................................................. 5
Look and Feel ............................................................................................................. 5
Gameplay and Mechanics ............................................................................................... 3
Gameplay .................................................................................................................... 3
*Elements + Mechanics .............................................................................................. 8
Game Options ........................................................................................................... 13
Saving and Replaying ............................................................................................... 16
Easter Eggs (and Cheats?) ........................................................................................ 16
Story, Setting and Character ......................................................................................... 16
Story and Narrative ................................................................................................... 16
Game World .............................................................................................................. 16
Characters. ................................................................................................................ 17
Levels ............................................................................................................................ 17
Rewards..................................................................................................................... 17
Levels. ....................................................................................................................... 18
Training Level / Tutorial ........................................................................................... 18
Interface (UI) ................................................................................................................ 18
Visual System. .......................................................................................................... 18
Control System.......................................................................................................... 15
Audio, music, sound effects ...................................................................................... 16
Help System .............................................................................................................. 16
Artificial Intelligence .................................................................................................... 18
Non-combat and Friendly Characters ....................................................................... 16
Support AI -- Player and Collision Detection, .......................................................... 16
Support AI – Wayfinding from Player location to Items .......................................... 18
Technical ....................................................................................................................... 19
Target Hardware ....................................................................................................... 19
Development hardware and software, including Game Engine ................................ 19
Network requirements ............................................................................................... 19
Game Art ....................................................................................................................... 19
Promotion ...................................................................................................................... 19
Licensing ....................................................................................................................... 19
Game Overview
Definitions:
AR – augmented reality
T3 – Tampere3 university community
UI – user interface
UX – user experience
Game Concept
“Tomorrow is unknown.”
Tomorrow serves as a condensed view of how and what we can make of ourselves. Tying
in with Kalevala, the game borrows characters, elements, and items from the Finnish Epic
and uses it to bring out the idea of how history and our current actions can shape the
future.
The objective of the game is to unlock augmented black boxes scattered around the
Tampere3 (T3) university campuses. This is done by finding and combining augmented
items (also scattered around the campuses), and using them to cast spells to open the
boxes. When a box is opened, a piece of history is released from it, which transforms into
a piece of ‘Tomorrow’ (the future) as it floats up into the sky. The pieces form an island
in the sky. When all the pieces have been successfully unlocked, ‘Tomorrow’ is complete
and it descends to the ground in a spectacular AR finale.
Players in this game will go around Tampere3, as individuals or as a team, collecting
items and making all possible combinations they could – ultimately unveiling a singular
component (spells) that could be used to unlock one of the black boxes in Tampere3
compounds.
The game is meant to encourage exploration of the T3 campuses, so game mechanics
make it desirable to combine items from different campuses. This is done be
programmatically keeping track of the origin (spawn point) of all items that compose a
combined item. A certain number of items are spawned at each university (TAMK, TUT,
or UTA) per unit time, depending on the amount of play activity that happens. Items are
then kept in the game world as they are combined to make stronger items. Only one item
can be used at a time on a box, and it is used via a physical movement by the player,
which is determined using the internal hardware data of the device. This is called a spell.
Black boxes are of different levels, so it may be necessary to use multiple spells by
multiple people to unlock a single box. When a box is opened, every player who
contributed to opening that box gets rewarded with a special item.
Genre
Location-based
Augmented Reality
Mobile
Target Audience
Core target: students of Tampere3
Secondary: public of Tampere
Tertiary: everyone
Objectives
Primarily, game intends to use gameplay to invite students to explore their surroundings,
and interact with their environment.
The secondary objective of the project is to provide the opportunity for students to
understand Tampere3s culture and history, and connect with the people that makes up the
Tampere3 community.
How the Game is Played
In this game, the player moves goes from one physical place to another to locate AR
game items that can be combined to make better AR game items using their mobile
device. Items usage is upgraded if they are from different physical locations (i.e. different
campuses). Ultimately, through community effort, these AR game items are used to
unlock/create Tomorrow, locked away in historical black boxes.
Look and Feel
The game graphics overlay reality in a way that is not too imposing to the user. They
should be light, airy, and minimal. A simple, unsaturated, color palette with some bold
splashes create interest while keeping the UI decluttered and allowing the user to remain
involved with their real environment.
The graphics are geometric but not too blocky, with triangles as a primary shape that
defines object depth (keeping the triangles relatively large reduces vertices and
consequently reduces rendering power needed and improves runtime functionality) The
use of bloom shading and light emissive materials soften the edges and create a mystical
feel. Different levels of transparency are also used for this reason and to keep the real
environment in the scene as much as possible. AR items may have some small items
around them (such as grass, for example), to allow lighting to be rendered; this could also
include shadows or small animated lights floating around the primary object. Graphics
similar to https://dribbble.com/shots/1331172-Jeu-Vid-o-Actualit-s, for example.
Graphics should suggest a magical and mysterious layer of reality. Simple yet aesthetic
graphics intrigue the player to explore. Flat design is implemented for most of the UI
elements and lighting is used more for game objects to create a mystical feeling while
playing. UI is designed in a minimal way so that the player can focus on exploring and
not on understanding the UI elements.
Color palettes:
http://www.colorhunt.co/c/78974 (used in demo1)
http://www.colorhunt.co/c/77996 (possible alternative to demo1)
Fonts:
www.myfonts.com/fonts/malwin-huerkey/merkur/regular/ (Title)
Myriad Pro (text)
Game Progression 1. The game detects the closest Tampere3 campus when the player activates their
game and introduces an element (basic form of an item) to give the player a
general idea of gameplay (tutorial), while informing the player about how the act
of combining (correctly) items would disclose the secrets within the Black Boxes
around Tampere. Players who have completed the tutorial are then allowed to
roam freely and play the game as they please.
2. Items are collected and combined with alchemy to form items which can open
Black Boxes.
3. As Black Boxes are opened, objects from within the box (history) form an island
(Tomorrow – a.k.a the future) in the sky, piece by piece. Boxes are opened by
using items to cast spells (in the form of mini-game play or specific movements).
4. Once all the pieces of Tomorrow are all in place, the island in the sky descends to
ground level and player as a collective would be able to capture a glimpse of the
future that they have built.
Main Game Mechanics
The game allows for 2 modes of gameplay for the player to engage in:
The first mode of gameplay focuses on the player collecting items and unlocking all the
spells available. This can be accomplished by the player individually.
The second mode of gameplay invites the player to engage with other players, where
players need to collaborate to unlock all pieces of Tomorrow within the multiple given
time limitations
Collecting items of different rarity from different places around the Tampere university
campuses. This involves finding the items (navigation provides assistance). Items are
placed into an inventory.
Combining items creates items with more strength to open Black Boxes. Rarer items are
have more strength. Combining items from all three schools increases item strength
dramatically.
Casting spells is done by using items in combination with a specific movement to break
the locks of Black Boxes. Boxes are of different difficulty levels, and it may take
multiple tries from a single player or from multiple players to open them. Black Boxes
contain history which is transformed into the future when they are unlocked.
Opening Black Boxes happens when enough spells have been cast, and the variables are.
When a box is opened, all players receive a rare item corresponding to the strength of the
item they used to unlock the box. When the box is opened, the piece of history is
transformed into the future which is a piece of the island of Tomorrow in the sky.
Completing the island of tomorrow happens when all the pieces are unlocked from the
boxes. At this stage the game is over and the island of Tomorrow descends on the T3
community in a spectacular show if mixed reality.
Game play is timed at different levels, providing a challenge from limiting the time to
complete certain tasks.
- Seasons regulate the collective gameplay, so if Tomorrow is not built in one
season, the game resets.
- Pieces of Tomorrow have a lifetime which is shorter than a season, and when
their lifetime expires they transform into Dark Matter (disappear), and they
cannot be used to build tomorrow. In this case, a new piece of history must be
unlocked to create a new piece of the future.
Play Flow
The above chart is a visual representation of the game progression from the player’s
perspective.
The original document can be accessed here:
https://www.lucidchart.com/invitations/accept/40fbfa31-a340-4fc6-bbea-aecf3db99b3b
Also see: https://invis.io/42CWKMCTB
Game elements
Items
Item generation:
There are three ways for items to be generated:
1) by being spawned by the game at T3 university campus (native items)
2) by being combined by players to generate a new item (performing an act of
alchemy / alchemy items)
3) by being given to players for unlocking a black box (reward items).
Item types and properties:
- Native items:
o There are three levels of item, correlated to rarity and strength:
▪ Level one: most abundant; lowest strength
▪ Level two: medium abundance; medium strength
▪ Level three: lowest abundance; highest strength
o Native items have a property which indicates which university they are
spawned in
o Each university can have level one, two, or three items
o Spawns are instantiated via a GPS range for each T3 campus
- Alchemy items:
o Only alchemy items can be used to open boxes
o Valid alchemy items must contain at least 2 different universities’
native items or other alchemy items
o Combining a number of parent (native or other alchemy items) items
gives birth to a new stronger child item
o These items inherit the property values for spawn university from all
parents
▪ Example:
Item-A: {
Level: 2
TAMK:0
TUT:1
UTA:0 }
+ Item-B: {
Level: 1
TAMK:1
TUT:1
UTA:0 }
= Item-C: {
Level: 2
TAMK:1
TUT:2
UTA:0 }
Item-C is the child of parent items Item-A and Item-B.
Item-A is a native level 2 item spawned at TUT (the only
non-zero value of university properties). Item-B is an
alchemy item composed of a native TAMK item and a
native TUT item (both properties have a value of 1). Item-
C has inherited the university values of all its parents
(TAMK==1 and TUT==2) and the level of the highest
parent item (Level==2).
o Other properties might include:
▪ ‘CombinationValue’, which is an indication of how much the
item has been mixed with items from different universities. The
more different T3 universities involved in the life of the item,
the stronger it is. This means that it is desirable to visit
different campuses to combine items.
▪ ‘TotalStrength’, to relate the item to the difficulty of opening
boxes
- Reward items:
o An individual reward to each player involved in opening a box
o Can be combined into alchemy items in the same way that native items
can be
o Inherit a ‘spawn university’ from the location of the box that was
opened
o These items have special characteristics that native items do not have,
and therefore they are desirable
o They must be formed into an alchemy item by combining in order to
be used on a box
o They may include or be related to some historical piece of information
or a rune in Kalevala
Further Details
Items are AR objects that the player can collect by exploring the Tampere 3 campuses,
and further used for alchemy. These items are divided into 3 different types and are only
found in each individual campuses:
• Knowledge / Information – UTA
• Tools – TAMK
• Skills – TUT
• (Easter egg) Finnish language – scattered throughout all 3 campuses
Locating AR items
Player’s camera is triggered
within 1m are of item
Inventory
Items are stored in an inventory when they are found by the player. Once the item is
placed in the inventory, then the player can use them for alchemy.
Number of items in the players inventory at any given time may be limited. The
inventory is linked to the UUID of the player (username, email, etc.).
Player can find out more about
an item or pick an item for
The item page allows the player
to know more about the item
alchemy and how it was obtained
Alchemy from Inventory
Alchemy can only be performed from items already in the inventory.
Players can combine items to
create a new, alchemy item.
Player chooses 2 or 3 items to
mix together and gets a new
item
For an interactive and more elaborate version of how this works, click below:
https://xd.adobe.com/view/e467f01d-3828-42f2-97fb-a562561bc5a2/
Note: Open the comments for instructions
Navigation
Maps serve the purpose of showing the nearest item available to the player.
Player slides left to choose
navigate themselves. Player taps on center button to
start heading towards the item.
Screen turns off until player
reaches 1m of item location.
Guided Navigation to Items
When the player opts to navigate to a certain item with the help of the Guide, they opt in
to a game of chasing + hide-and-seek with the Guide
Player slides right to follow
guide.
Game provides information on
the turns the Guide has taken
(up to 5 - 7)
Player taps on center button to
Screen provides a turn-by-turn
navigation guide and updates
the information as the player
closes in to the item location.
start heading towards the item.
Spells
Spells are the ultimate combination of items that will help players unlock Tomorrow.
• Requires the player to be physically within distance of a Black Box to work
• Player is required to trace patterns shown or make other movements on or with
their phones as part of activating the spell
Black Boxes
There are in total 101 black boxes that are required to be opened, and each within itself,
contains a unique piece of Tomorrow. As with its uniqueness, the black boxes containing
these pieces are of varying levels of difficulty and may require more than one protagonist
to unlock them. From within the black boxes that are opened, pieces from within the box
(history) would rise into the sky to form the island of Tomorrow.
Black Boxes are generally scattered around the Tampere 3 campuses and contain pieces
of Tomorrow. The game starts off with 101 Black Boxes in total, and each Black Box
contains a specific part of Tomorrow.
• Black Boxes require a certain combination of spells to be unlocked:
• ranging from easy to hard, where easy would require one of the easiest
spell to unlock; and hard would require a mix of spells that are easy and
hard to get to unlock
• Black Boxes that are unlocked release a piece of Tomorrow into the world
• Is time capped – The ones that are obtained easier have a shorter time span than
the harder ones.
Unlocking Black Boxes
Each Black Box contains a specific part of Tomorrow, and requires the player to have
acquired a certain spell (or more) to open it.
Player’s camera is triggered
within 1m area of box
The player uses picks the
appropriate spell to use once the
camera locks in on the AR box.
Player draws the pattern as
instructed to contribute to
unlocking of a Black Box
Animation of Black Box
unlocking and Tomorrow
piecing together is triggered,
and players can opt to record
the moment or not.
Players participating in
unlocking the Black Box receive
a reward for unlocking the Black
Box
Tomorrow
Once all the pieces of Tomorrow are all in place, the island in the sky descends to ground
level and player as a collective would be able to capture a glimpse of ‘Tomorrow’ that
they have collectively built.
Saving and Replaying
The game auto-saves every time the player interacts with an item, prioritizing:
1. Obtaining a new item from a new physical location
2. Obtaining a new item from alchemy
The game has a hard time limit set for a game cycle
Easter Eggs (and Cheats?)
Easter Egg - A fourth (and hidden) item line of items is the Finnish language
Story, Setting and Character
Story and Narrative
Black boxes seem to have appeared mysteriously appeared within Tampere3 compounds,
and seems to hold within them mysteries of some sort. They don't seem to be harmful,
but who can tell?
There seems to be other objects / items of the same kind, invisible to the naked eye, but
detected with a special device (program). It is only known that these objects/ items could
be combined to produce something different/new, but till now, no one has yet to fully
unveil what the ultimate combinations would be, and what they could do.
Could there be a relationship between these items and the black boxes?
Game World
The game world corresponds with the player’s physical location, using GPS and indoor
location positioning (how?) to spawn items in relation to the campus life, T3 campuses,
and the Kalevala folklore.
General look and feel of world
Characters and story are based on character(s) and stories in Kalevala. The world is airy
and luminescent, and graphics use light and shadows and vivid colors to pull attention
and create a captivating experience. Motion and AR effectively add feelings of
exploration, mystery, novelty, and wonder for the player.
Characters.
Player - Players will navigate the world as themselves. While currently there is no plan to
integrate avatars, it could be something worth considering for future development.
Guide / Ilmatar – The guide helps the player to establish an understanding of the game
interface, and serves as the go-to person for any queries regarding the game.
Tying in with the Kalevala narrative, the Guide resembles/is also known as Ilmatar, the
virgin spirit of the air in the Finnish epic. She is a woman in white and is surrounded by a
gentle shining aura. While she provides guidance/advices to the player, she defaults to
letting them explore the world by themselves, and only assists when necessary.
-
Other possible characters (worth considering):
Ilmarinen - blacksmith (for alchemy)
https://en.wikipedia.org/wiki/Ilmarinen
Raako - Karelian god of time (for countdown)
Levels
Players can advance by collecting items and creating items and opening boxes. A level
and other rewards correspond to their game play.
Rewards
Personal rewards
These are rewarded when players complete an action in the game such as trying to open a
box. Boxes typically need more than one person to attack it to open it, but each time a
player uses an item(s) to attack a box, they are rewarded.
Personal rewards may also be tied to real-world items, such as overall patches or
orientation credits (for finishing the game for example).
Public rewards
Unlocking boxes requires more than on person’s actions*. When the box is finally
opened, all those players involved receive a visual reward (seeing the box being opened
and piece of history ascending to the sky to form the future) and a game reward
(something they can use in the game).
*Progressive game play setting enables the number of players in the game to influence
how many times a box needs to be attacked to be opened.
Finishing the game
The final reward is when the future “Tomorrow” in the sky is completely built (meaning
all the pieces of history in the boxes have been released. At this point, “Tomorrow”
descends to ground level and humans are submerged into an augmented reality of “the
future” where all background items in the camera other than humans are replaced with
the game universe.
Training Level / Tutorial
A ghost/spirit friend provides guidance when needed.
- new player initiates game
- choose egg (knowledge)
- point to nearest item of that set
- once within range -> trigger AR mode on
- demo how to take things
- demo how to combine things
- demo opening box
- end tutorial -> where to recap
Interface
Screen Flow (Game Architecture)
A graphical description of how each screen is related to every other and a description of
the purpose of each screen.
-
splash screen intro
main menu
map
navigation
inventory
item information
spells available
item collection progress
alchemy
alchemy error
tomorrow collection progress
settings
help
Artificial Intelligence
Support AI – Wayfinding from Player location to Items
Directions from Player location to Item
Distance between Player location and Item
Estimated time required to get from Player location to Item
Amount of turns ()
Technical
Target Hardware
Android mobile devices (phones and tablets)
Development hardware and software, including Game Engine
Game engine
Unity 3d, with Vuforia for AR
Development platform
Android studio
Visual studio or other compatible IDE
Requirements
Java 7 or higher ✓
Domain (?)
Version Control
Git, GitHub
Requirements
Git on system ✓
Unity extension for git
AND/OR git large file extension ✓
OPTIONAL: sourcetree
Network requirements
Game Art
Assets need to be constructed.
Promotion
GitHub pages/Heroku webpage/blog(s)
Licensing
TBD
Appendix
Mockups (Created with Adobe XD)- https://adobe.ly/2uTLnDt (auto-update) /
https://tamk.sharepoint.com/sites/floworks-
365/Summer2017/4_Visit_Tampere3_Game/T3_gp.xd
https://invis.io/42CWKMCTB
Flowchart - https://www.lucidchart.com/invitations/accept/40fbfa31-a340-4fc6-bbea-
aecf3db99b3b