Questions for GDD

Project: The Last Stand
Role: Game Designer
Completed By: 327.37 Sgt Johannes Natterer Game Designer
Created: 1/15/2016 09:09
Forum: Sprint Discussion
Objective
Please discuss these in the kanban with the team after this agenda starts  and then make any modification to the GDD as needed to make sure these question are answered.



What area support or help do you need with the producer or any other role?

We are going to need the Game Designers to better define the game map in relationship to game play.

Questions:
Is the game field meant to be falter like in an rts or raised like in a shooter?

How big is the map meant to be?

How does that size compare to the different type of mechs, structures, and equipment?

What role do structures and equipment play in relationship to the map?

Are there rules on how close a relic and/or super mech part can spawn in relationship to team bases and to each other?

Are there rules about how and where team bases can spawn?

How much teams are there meant to be per game? And How does that affect map size?

Fog of war? Yah/Nah? If yah, what are the rules for the fog?

Then just general questions/comments for the Game Designers:

The win conditions for the game modes are really unclear.

How big or small can a team be?

How do upgrades purchased though the store affect game play per mode?

How do help ensure enjoyable game play if one time is all souped up on items from the store?

For the Death match mode:

How does a player get tickets?

For the Relic/Artefact [sic] and Super Mech modes:

Can you better define points and the reason for points?

Complete Task
Elapse Time: 3 hr
Questions:
Is the game field meant to be falter like in an rts or raised like in a shooter?

Flat, huge raises in the terrain would look weird with our camera view/angle.


How big is the map meant to be?

Depends on the gametype ( you can see the different sizes), big: something comparable to League of Legends; medium: 66% of big; small: 33% of big.


How does that size compare to the different type of mechs, structures, and equipment?

Comparable to standard RTS (Like warcraft 3)


What role do structures and equipment play in relationship to the map?

Structures and equipment are the objectives of the game, they lead the different mech to specific places, places where fights take place.


Are there rules on how close a relic and/or super mech part can spawn in relationship to team bases and to each other?

There should be rules, but they are not defined now. I think we should always make a symmetric map, this makes it easier to create, balance and is easier for the player.


Are there rules about how and where team bases can spawn?

Not now, a first map concept comes soon.


Fog of war? Yah/Nah? If yah, what are the rules for the fog?
Classical fog (e.g Warcraft 3), you see the whole map but not the units/structures moving on it. You can only see them if either you or one of your allies can see them/is close enough).



Then just general questions/comments for the Game Designers:

The win conditions for the game modes are really unclear.

Added a mail goal, optional goal and end to the modes.


How big or small can a team be?

6 (5 mechs 1 commander) vs 6


How do upgrades purchased through the store affect game play per mode?

The upgrades are the same for every mode, also they should have a high affect on the game.


How do help ensure enjoyable game play if one time is all souped up on items from the store?

The upgrades don't simply improve stats, they all have drawbacks and are meant to adapt to your playstyle. If the player achieves a higher level of upgrades, they don't become better, they become more complex and versatile.

This should give experienced players enough reward to get new upgrades, but doesn't make it too overpowered for new players.


For the Death match mode:

How does a player get tickets?

Removed, just kills count.


For the Relic/Artefact [sic] and Super Mech modes:

Can you better define points and the reason for points?

For Super Mech the points are removed. The points on the Relic just show, how long did which team control the relic. (Maybe kills affect the pionts a little bit, should be tested).


Liaison
16806.02 1stLt Lead James Fleming Game Producer
Johannes was their anything on this agenda that did not make it onto the GDD or is their anything that needs to be discussed?

327.37 Sgt Johannes Natterer Game Designer
Mostly the map itself, these parts are not in the GDD. But I work on these this sprint



16806.02 1stLt Lead James Fleming Game Producer
Ok will you make an agenda for it, I will get it on the next sprint.

Thanks,
James Fleming



Assets
No Public Asset Available


Scrum Sprint 20160115 for The Last Stand

By: 16806.02 1stLt Lead James Fleming Producer

Start Date
End Date

1/15/2016
1/22/2016

20160115 for The Last Stand

Objective

With Anthony motivation last sprint that leaves us with only 6 more screens to finish getting place holders for.  So on this sprint we will wrap that up finally and doing any clean up that needs done. YaY!

Audio will work on sounds for 3d models this sprint as I think we have enough music files to figure out more of a direction with the background music a bit later after we have what has been created imported into the game.

Design will be working on the Command area of the GDD to define it better.

2d Art will be meeting with myself to discuss a layout to the artwork and the layout of it on the side.

Game Tester will be prototyping the GDD to create a video of the concept.

Starting Sprint Team Members:
118.89 Cpl Anthony Michelizzi Game Programmer
13.75 Pfc Gabrielo Banks Human Resource
371.66 SSgt Johannes Natterer Lead Game Designer
412.15 SSgt Nick Cordova Lead Game Programmer
6666.57 1stLt James Fleming Lead Game Producer
134.66 Cpl Robert Cordova Game Sound Effects
387.04 SSgt Matthew Baldwin Lead Game Writer
96.44 Cpl Shayn Toothman Game Sound Effects
360.65 SSgt Sean Judd Lead Game Sound Effects
526.44 GySgt Mel Dawdy Lead Game Artist 2D
268.19 SSgt Kyler Doest Lead Game Tester

I think the way we are handling it will suffice for now.  We all have other responsibility to handle outside of our group and time is of important to us all. 

So for now if an agenda has an issue that needs address we can either reassign the last sprint agenda or create a new one to deal with the problem found during the review period.

As long as we are moving forward we are doing fine even baby steps are still in the right direction and a lot of time we have to define what we need by having a starting point to begin to figure it out.

If our members can get to the change on the same sprint that is great however the 3 to 4 day down time is for the review process and objective to be created so we all stay in sync and keep communication open.

Their is no worries if an agenda takes 2 / 3 sprints to complete as long as we stick together and work as a team to solve our issues we will come out on top.

@Anthony I know you finish your objective early which is very awesome and shows a trait you have that everyone can admire.  But I don't believe in leadership from a distance.  If a person is to lead a group in my opinion he/she should be in the trenches with you.  This being said myself and everyone on this team is given agenda to complete which means we don't focus on monitoring other agenda from members only.  This comes at a cost of a fast response on review.  But when leadership does do review on the down time they are 100% invested in reviewing the content and making better choose about what is next to get on the object list.

Thanks,
James Fleming


@Anthony You right I probably should have just approved it and opened a new task for the get go. That said again I don't think this is big issue. The branches are working has they are suppose to, which give us some breathing room. Please remember that I am volunteer also, and that in a given week there are several other projects I am working on (in addition to my normal day job.) 

@James Honestly, I usually finish my tasks first thing so that leaves most of the sprint for someone to check it and get back to me, and kicking back a project last second definitely doesn't work. Tfs has its own built in compiler online. I don't know if that will work given that we are also using a game engine. Other then that, I can only see reassigning or checking before the last day as viable options.

@Programmers & Team It is true that after reviewing an agenda if it needs fixed most of the time their is just not enough time between reviewing and trying to correct or modify content during one sprint.  I have been looking for a solution to this but as of now the only thing I have come up with is to re-assign the agenda to the next sprint or create a new agenda if the modification is a big one.

If anyone has any idea that might address this please let me know.

Thanks,
James Fleming


@Anthony Yeah given the nature of the project, more heads up is not also ways possible. That said it not huge issue that it's not working. What I think I'll end up going is approving the task, because I think the code related to the task probably fine. Then on the next sprint will open an new task to have you look into the errors. 

@James I have one more sound I'd like to add for the sniper, but I don't think I will be able to finish it today. If you are all right with it, I'd be happy to just submit it in along with whatever the next agenda is.

@Nick. There Is no way I'll be home in time to change anything in tfs to make it work. More heads up would be appreciated in the future if possible.

@James Merging worked.

@Anthony Your branch is throw some errors of me.


Capture

I think it just wants the assets and for some reason tfs did not include them. I kicked the task back to you. 


@James- Flow chart is done to the best of my current ability. If you need any thing modified let me know and I will correct it.I have made a few adjustments to fill it out a bit more.
@Team-The story so far seems pretty slow,I am open to any touch up ideas from anyone on the team.I do realize that this theater,more than any other, is fraught with tutorials,which kills the pace.Obviously other theaters will not have this difficulty.

"Just a thought but any time the game application needs to loop a sound the programmers will be able to do it. At this point I can not think of any time we would want any sound to be looped by the wav file."

Thanks guys.

I think what Robert is getting at, and it's a good point, is that we need to find the loop point of each piece in order for repetitive sounds to sound cohesive and realistic. If not, you get that stuck record sound or the 'TWO WEEKS' lady from Total Recall effect :)

@Audio, on our end let's compile a 'single shot' effect and one that can be looped, when you feel it might be necessary. We'll use common sense for now, that reverb sound on gunfire is a good case in point, and deal with any individual issues as they come up.

@Matthew Yea its good we need to get all the information on it then we can review it as a whole.  But for whats on it its good to go thank you.

Thanks,
James Fleming


@James- got it to work. Do you like how it looks?

@Matthew In the box can you click the red "X" and press delete, after that click the typing button on the toolbar and try again.  I was able to do this and then use the arrow on the tool bar to move the text to center.

Thanks,
James Fleming


@Matthew Thank you for the update.

Thanks,
James Fleming


@Team-Story Flowchart is coming along,Tomorrow or Thursday should have it up. Some changes have been made but shouldn't be to earth shattering except for the writers :)

@Shayn Yes the mech should be static but their will be animation for different things this part has not been layout yet as to what animation will be created other then the default, walking, running etc.

Thanks,
James Fleming


Just wondering, the mechs would be holding the weapons, right? If so, then it wouldn't make any sense for me to record breath noises for weapon sway?

@Anthony In that case you may want to look at the SpaceEscape tutorial in Xenko. It using the left and right arrows plus the spacebar to do things. Also this page will probably be helpful:

http://doc.xenko.com/1.5/manual/audio/audioengine.html 

@Nick, I was just going to look and see if the game engine would play and clear sounds on pressed and also released so he could say press and it play the gunshot, and then release and it would play the sound of him chambering another round

@Anthony Back on task 1006, you had a button that when clicked played a sound. I think it was before you where in TFS, so there is a rar file. 

@Audio Just a thought but any time the game application needs to loop a sound the programmers will be able to do it.  At this point I can not think of any time we would want any sound to be looped by the wav file.

Thanks,
James Fleming


It shouldn't be hard to make a on key down and on key up function to play different sounds. Or even a gui button that plays on pressed and released. I can look a little later and see what I can come up with.

@GameProgrammer 

This might be a wild thought, and forgive me if I sound clueless, but is there any way that we can set a mock weapon function so that we (sound designers) can test our gun sounds? I am trying to figure out if I should make it loopable once the "fire" button is pressed down, then have another sound play once the "fire" button is released(i.e. the tail of the gun sound).

Let me know if this is possible, it would help out tremendously on trying to figure out the timing.

-Thanks!

@Matthew No I want to get the flow chart 100% done before we do anything else.

Thanks,
James Fleming


@James-Do you want me to edit the relevant wikis and so on when I change faction names?
The current outline will likely get some tweaking as it feels a bit stale to me but the general idea behind it will remain intact.Theater 1 will be shorter than many others as I see it as an intro.
Also I have been sick all day so I am a little behind.
@Kyler-ask away,currently scrambling to get a solid and engaging beginning.

@Shayn Let do any sound that is associated with it.

Thanks,
James Fleming


GameProducer James, for my sniper rifle sound agenda, did you just want the actual "firing" sound, or did you also want the reloading "cock" sound or shell casings hitting the floor or something? Also would this be like a modern day kind of sniper rifle, or a more futuristic or sci fi sniper rifle?

yes sir sorry still getting the hang of it
Ky

@Kyler Can you post your questions here for everyone please?

Thanks,
James Fleming


 I need to meet with @Matt and @johnasses to clarify some thing i should be doing with this beta video it would be much appreciated since i'm kinda winging it at the moment and wanted some input on what i'm doing, the more info i get between the two of you the better i can make this beta video.
Ky

Welcome, everyone, to another sprint. As we push forward in our project, the challenges we conquer as a team, absolutely amaze me.  With that being said, lets get started :).

Does anyone have any comments, questions, or concerns about the agenda they are assigned too?  If you need your agenda defined better or you're not sure where to start, please post on the kanban discussion any questions and we can start figuring it out as a team.