HAUNTED
My game idea is going to be based on my board game I created called 'Haunted'. The game will be a two dimensional top down mystery/horror game where players have to go through rooms to find six chests to win. There will also be enemies who are guarding the rooms and the chests which you will have to kill by shooting the enemies with a pistol supplied. I intend to create a game where when my game is loaded up, I have a random map every time so the game is never the same when you play it through. I will animate all my characters that feature in my final game by using Photoshop, I intend to create my game on Construct 2 and create the audio for my game in audition.
http://www.anchorcast.net/corefighter/ss3.jpg
3 directional
4 directional
This are all the chest pieces which the player has to walk over to activate the chest pick up.
This is the Start/Finish that is in my game where the player will start and you will have to return to this point once you have collected all 6 chest pieces.
My final character and final enemy animation was created in spriter as opposed to my original intention of being created in Photoshop. I created my final character animation and final enemy in spriter because the overall smoothness of the animation is better compared to being created in Photoshop.
Inspiration has been taken from an indie game called white noise where the objectives are similar. Players in this game have to work their way through the map and collect tape players without being killed by a monster. I intend to make my game similar to this as the player will go through the map to collect chests in order to win.
https://www.scirra.com/tutorials/999/random-dungeon-generator-node-basedhttp://www.anchorcast.net/corefighter/ss3.jpg
http://sandbox.yoyogames.com/extras/image/name/san2/370/575370/original/smartlight_s01.jpg
I have used these images as inspiration for the overall look and style of my game. they all work on the same basis and have similar looks.
Experimentation/Demo
as my original board game was a tile based game where players would randomly place tiles, I wanted to have a game where the map would be random every time you played it. I had to take 4 tiles into one animation line, then script them as random floors as an animation. Although this experimentation test for my final game worked, it would work with my game as it would create maps where it was possible to play through.
These are screenshots from a demo where we added a character which had animations and we added a moving platform, a ladder and a teleporter.
Final game
Audio List
Character Walk
Character Walk
Record myself walking.
Record myself tapping on table.
Bullet Shot
bag pop for initial bang.
pen click for sudden impact sound.
dropping something to get a natural impact sound.
pen click for sudden impact sound.
dropping something to get a natural impact sound.
Enemy
Create audio with found objects or by making sound with my mouth.
hissing sound when enemy is alerted to character.
slash when enemy hit character.
Character
Voice of character when hit made by myself.
Sound for when character is hit, impact sound. Hit object or hit self to gather natural sounds.
Background Audio
hissing sound when enemy is alerted to character.
slash when enemy hit character.
Character
Voice of character when hit made by myself.
Sound for when character is hit, impact sound. Hit object or hit self to gather natural sounds.
Background Audio
background theme music which has an eerie feeling to immerse the player into the game of feeling of slight fear as to when the enemies will attack next as you go around the next corner.
Here are the buttons I created for the menus of my game with screenshots of my play and restart screen with the script used for them to work. I created the menus and buttons in Photoshop because this was the best way to create the look I wanted for my final outcome.
Here is my final character and bullet I created in Photoshop. I created this by drawing a plan of my character on paper and transferring it into Photoshop to created for my final game.
I created the bullet for my game by using an image as a reference in order to have a final image for my game.
The animation I created for my character was made in spriter which we have used in the past through demonstrations. I animated my character by moving the shoes and clicking on the timeline of how fast I wanted the animation to be.
This is the sprite sheet that I exported from spriter to be used in construct to create the animation of my character for my final outcome.
Here is my enemy which attacks the player when the enemy is within the line of sight with the player. I created the animation for the character in spriter.
This is the sprite sheet for my enemy that I exported from spriter to be used in construct to create the animation of my enemy for my final outcome.
I create the animations for my enemy and main character in spriter because I felt the animation would be much smoother for my final outcome.
Here is the map I created for my final outcome. I created it as one big map after attempting to script my game load random tiles pieces to create a map. Although I scripted it to create a map for the game to have a randomised map, it would not always give you the opportunity the win the level. therefore I had to find and alternative to this randomised map by creating a map in Photoshop.
These are all the pieces I used in my original board game for my playing cards. As I had graphics already made from my board game, I thought it would be appropriate that my board game and digital game had the same look.
2 directional horizontal
2 directional vertical3 directional
4 directional
This are all the chest pieces which the player has to walk over to activate the chest pick up.
This is the script I created for my final game. This is for the overall gameplay features of the game for it to work. It consists of having information for the player to kill enemies, the player to lose health, bullet collision, picking up chest and returning them back to the beginning.
Evaluation
The overall outcome of my final game has been successful. I
matched my original statement of intent by creating a 2D top down horror game
where the main character in the game has to fight through enemies and collect
chests to win.
My final character and final enemy animation was created in spriter as opposed to my original intention of being created in Photoshop. I created my final character animation and final enemy in spriter because the overall smoothness of the animation is better compared to being created in Photoshop.
The graphics in the game were easy for me to create as I am
confident in using Photoshop, I used the brush tools to paint my character and
enemy. The map created was made in Photoshop using previous tiles I had created
for my original board game.
The creation of my construct game was difficult at times but
I feel I have created a well-polished game. When I encountered difficulties, I looked
at tutorials for assistants to create my final game and as well as expanding my
knowledge for the program for future creation.
I feel I have understood Construct competently and showed a
real understanding for the program. I have encountered problems but I have
researched these problems and found ways to solve them. I also showed understanding
for Audition, Photoshop and Spriter, showing that I am capable of using a
variety of programs to create a final piece. If I had more time I would have
liked to create a well-polished version where the game creates a consistently randomised
playable map. Although that was the only thing I could not create from my
original intention, I feel I have created a high quality game.




































