Unreal Assignment - creating a game. Dodge ball

here is your weekly update :slight_smile: as i said this week will be on the design document and next weeks update will be about the game and theres gonna be a few suprises that im sure every one will like :slight_smile: here is the design document for my game based of the assignment sheet of how much we needed. if it updates i will update it on here

Section 1: Game Overview
Game Concept
Dodge ball has the player moving around course set up within a warehouse and must attempt to get to the finish whilst dodging tennis ball launchers that fire tennis balls at them whilst being able to deflect them back with a baseball bat.
Feature set
• Warehouse
• Course in the warehouse
• Tennis ball turret
• Camera
• Security system
• Doors
• Player
• Baseball bat
• Safety mat

These are the main feature sets of the game which define the overall core concept of the game as well as other relevant parts which makes up the game as a whole. The warehouse is where the player is and the course set up within the warehouse is essentially the level but the player can explore the warehouse which will be explained later in Section 2. The tennis ball turret is the enemy of the game and the only enemy of the game which will try to stop the player reaching the goal. The camera in the game is used in conjunction with the security system, the player will be able to look at the security system and thanks to unreal the camera will update what it’s seeing in real time to an image that will be placed on the security system which the player can look at. This is so the player can get a preview of the level, doors will be used in the game to reach from one point to another. The player is vital part as without the player there’s no game. The baseball bat is used to stop tennis balls hitting which means the baseball bat is a key part of survival for the game unless the player can do it without needing the baseball bat. Finally the safety mat is where the player must go to in order to finish the level, once they reach there they have finished the level and will move on to the next.
Genre
The genre for Dodge ball is a first person survival game. The game is in first person because it’s much easier to be able to hit the balls back with the baseball bat compared to what it would be in third person. The survival element comes from having to run through the course without being hit and reaching the end.
Target Audience
The overall target audience for my game will be for 15 to 40 year olds. I feel as this should be the target audience because the idea came from paintball and using obstacles/equipment they use within my game in order to create this game idea. As paintball is a famous sport and people from different age groups take part I feel as if this game will appeal to them for the challenge of it and will make them feel like there in a paintball environment whilst adding in the core concept of my game idea.
Game Flow Summary
The player moves through the game by using the w,a,s,d keys and the player interacts with everything in the world with E except for the baseball bat attack which uses the left Click. The player moves at the normal pace of a person and cannot run but can jump a small amount of height.
Look and feel
The look for Warehouse is a new refurbished look whilst the overall course for the game that the player will navigate will be damaged and rundown because it’s using equipment from other paintball courses that are not needed meaning that there will be paintball splatters on the wall and the course area will be wooden.
Artistic/visual style
The visual style will be a realistic high detailed style in terms of how assets look with detail and there overall design like the walls which I will be making which is wooden and will have paint ball splatters on them to show they have been used.
Project Scope
For the demo of the game there’s only one location which is the inside of the warehouse where the player will be in the demo but in a full release the player will be able be indoors and outdoors.
The only weapon within the game will be the baseball bat the player can use to deflect the tennis balls back to avoid being hit.
There will be a security system which updates what it is seeing to an object in real time so the player can look at the layout of each floor.
Cut scenes will be involved within the game. One will be at the start as it zooms in from the outside yard (unaccsessible in the game) inside the warehouse and over the main area building inside the warehouse to the office where the player then spawns. A second one will be triggered by the player once they reach a certain point in the game which is after the observatory room which shows a preview of the main stage area.
Checkpoint system for when the player gets hit they go back to it.
Section 2: Gameplay and Mechanics
Gameplay progression
The player gets around by using the w, a, s, d buttons to move as well as the mouse to control themselves. Each stage has a start and end point in which they must get to the end point from the start by avoiding the tennis balls from the turret. If they get hit they go back to the checkpoint that they unlocked. For the demo level the player will need to go from the office down the stairs to the observatory room which leads to another door that triggers a cut scene once entered through by the player which shows a preview of the setup for the main area of the game. The player gets given back control after that then they must head from the bottom floor to the top where they then need to jump on a red mattress where they will have done the demo.
Mission/challenge structure
The challenge structure in Dodge ball is getting from point a to point b without being hit by the tennis balls and getting sent back to the start or a checkpoint. The player can overcome this slightly with the baseball bat they will have.
Puzzle structure
The puzzle structure of this game is trying to find the correct path within the levels to avoid being hit and getting to the end of the level.
Objectives
The only objective to this game is to navigate around the obstacles set up and avoid the tennis balls launched by the launcher in order to get to the end of the level for each stage
Mechanics
The player interacts with everything in the game by pressing E which is used to open doors for example. The player interacts with their character by using the w a s and d keys for the character movement and the mouse for character movement. The player jumps within the game by using space and the player can use the bat by left clicking on the mouse and that is how the player interacts within the world.
The movement of the player is like that of an average person’s walk speed and the jump height is of a normal persons jump height. This offers a steady pace to the game and doesn’t make it go to fast or take too long to get through the game.
The combat in the game is done by having a baseball bat in which the player can use in the game. The player uses this by left clicking and the character will swing the bat. This is used to deflect tennis balls back in the game.
For the demo of the game the first screen is used as the main menu for the game which allows the player to get to screen 2 which is the level for the demo of the game. Screen 2 is where everything takes place
There’s a checkpoint system within the game that marks the progress and acts as a return point if the player gets hit by a tennis ball.
There is reading elements to the game as the game will involve text on a door to tell the player how to open it and once they have done it then it will be gone forever as they then know how to get through a door. This will also be used to indicate areas and pop up with objectives telling the player what to do.

Images will have to be uploaded later of references and this will most likely be next week along with the project update.