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Design Influences

Nathan Corcoran edited this page Aug 11, 2022 · 7 revisions

Game Design Influences (Examples from other games, movies, books that could be used)

Beyond a Steel Sky (2020):

A groundbreaking 3D adventure thriller, set in an AI-driven future. Subvert the world, hack the system and solve dark conspiracies to uncover the devastating truth. You play as Robert Foster as he arrives in Union City hoping to rescue a missing child who was kidnapped by a big machine that was seen heading towards the city walls. Robert has a colourful past that lead him to trusting Union City to an AI over 10 years ago and giving it the directive to make the citizens happy. Upon returning to the city, Robert discovers a rich utopian paradise where every citizen's needs and wants are catered to but there's something sinister going on behind the scenes that resulted in the kidnapping of the child. Overall, the story is quite intriguing and it all ends in a satisfying climax.

Beyond a Steel Sky Wiki

Beyond a steel sky is a classic point and click game, objectives appear on the way as the player roams around on the map. This leads him to discovering a a lot of secrets about who's actually operating the Steel skies.

Advantages:

  • Point and click games are simple to build
  • Increases the amount of story part and decreases the effort to make every spirit move in a specific way.
  • Objectives are shown in a hints box
  • Simple controls ease the building process

Disadvantages:

  • Much higher emphasis required on design

Screenshots:

StarCraft (1998):

StarCraft is a military science fiction media franchise created by Chris Metzen and James Phinney and owned by Blizzard Entertainment. The series, set in the beginning of the 26th century, centers on a galactic struggle for dominance among four species—the adaptable and mobile Terrans, the ever-evolving insectoid Zerg, the powerful and enigmatic Protoss, and the godlike Xel'Naga creator race—in a distant part of the Milky Way galaxy known as the Koprulu Sector.

StarCraft Wiki

The central objective of StarCraft is to defeat oponents by overpowering them, usually by destroying all of their buildings. Buildings are destroyed by units; units are trained in and spawn from buildings and thus zero buildings results in a loss: no buildings => no units. Buildings also need resources (minerals, Vespene gas) to be built and run, these resources can be collected from the surrounding area by units or by dedicated mining equipment.

The game used a controlling system (on Computer) very similar to many modern RTS games;

  • menu and UI elements navigated with mouse;
  • units selected with mouse;
  • movement direction determined with mouse;
  • unit actions determined with keyboard.

Pros:

  • high-detail pixel textures
  • simple selection/movement controls
  • tutorial mission
  • changeable difficulty
  • map is largest UI element
  • movement controls are usable on screen window or through UI map
  • menu UI element is labelled
  • menu is easy to navigate

Cons:

  • UI is very simple and can be difficult to navigate on first playthrough
  • window resolution is low for modern screen resolutions
  • no labels on important UI elements

Screenshots

Main Menu:

main_menu

Game Start Menu:

enter_name

Mission Start Menu:
start_mission

Game UI:

  • mission map is located bottom-left
  • currently selected units are located bottom-centre
  • action UI elements are located bottom-right
  • current unit health, current crystal count, and vespene gas level

game_control_ui

Unit Selection:

  • units are selected by holding the left-mouse-button and selecting

unit_selection

Unit Movement:

  • movement direction is selected by clicking the right-mouse-button

unit_movement

Table of Contents

Home

Game

Game Home

Design Influences

Gameplay Features

Style

Story

Friendly Units
Map
City
Buildings
Unit Selections

Spell

Game User Testing: Theme of Unit Selection & Spell System

UI User Testing

Tutorial

Resource Stats Display

Loading Screen Bar

Health Bars
In Game menu
  • Feature
  • User Testing:In Game Menu

Landscape Tile Design

Landscape Tile Design Feedback

Weather Design

Weather Design Feedback

Camera Movement

Enemy design

Enemy Units

Enemy AI

How Animation Works

Map Flooding

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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