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Target Audience:

As of my target audience, it will include a mixture of both primary and secondary audiences.

For my primary audiences it would be appealing mainly towards 13-18 year olds as its a game that has some sort of violence but its not extreme. The primary audience would appeal to those who are interested in Sci-Fi genres that also consists of stealth. Allot of people leaving secondary to then going into college would have a better understanding than to those who are in secondary but the more experienced they are with stealth themed games, the better their knowledge will be in stealth games. This can also show inspiration of when they were younger playing hide and seek or any other interactive fun hobbies. 

My primary audience will also consist of people who not only into Sci-Fi but also other type genre games that could consist of first person shooter games and from those games, they would also have some sort of stealth gameplay at some point.

Lastly as of genders, the most dominant gender would be male. Reason being is that the gameplay and atmosphere feels more targeted towards male audiences rather than female. Not only that but male gamers as a whole are more dominant than females and females tend to enjoy more story based adventure games unlike male gamers, they tend to play any genres. The detail and gameplay will always catch the male audiences attention more than the females would however, there isn't a specific target audience when it comes to gender but more male audiences would enjoy these types of games than females.

As of my secondary audiences, these would heavily draw attention towards adults at 19-30. Reasoning to why it appeals to that age group is because, older ages would have the most experience when playing games and it is something that can also be nostalgic and more specifically, towards the interest of the genre and theme. They may have also grew up playing certain hobbies when they were younger such as hide and seek which consists of being stealthy and trying to not get caught from the seeker which can give them a nostalgic feeling. They may also think back to other stealth games they've played and enjoyed and would like to play another similar stealth game also.

Overall I intend to attract the audiences to those who are heavily into games that have puzzle games and also makes them think but also making it intense if possible. Reason why I think making it intense can make it more appealing is that they will set themselves to complete a game that seems easy but allot is going on at once so allot of thinking must be done. An example of a different range of target audience is another game called "Outlast". It compares very similarly to my concept game when being stealthy as in that game, the protagonist must find a way out of the place same as with my game but mine is more to do with Sci-Fi whereas with "Outlast" it is a horror game mainly focusing on more mature audiences and to those who can take jump scares or would like to experience a scary and intense game. Overall the target audience would be similar.

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Inspiration and influence:

As it comes to inspirations of producers/ artists/ designers working today that have influenced me of my work are those who produce engaging and eye catching ideas of designs in games and how it all functions and what is needed to make it engaging.

Game Designers perspective on stealth games on what they think is best:

Article link: click here

A designer that I have found that has influenced me to produce a stealth game of my own is a guy called Kevin Wong and has organized events for MEGA, USC’s premiere games community, participated in three Global Game Jams, competed in the 2014 Dare to be Digital International Game making Competition, and SA’s game studies classes at USC. As a designer him self he has talked about stealth games and what the core joy is needed to have in a stealth game.

Cognitive states:

At the heart of the stealth game, Kevin mentions that the "stealth game is a simple game loop between two cognitive states". Those cognitive states consists of the following

Sneaking: In which the player is undetected and is doing the games objective whilst without being detected by the enemy.

Fleeing: In which the player has been detected by the enemy and now is trying to survive until a trigger has been accord in which the event returns back to the sneaking state.

This core, sneaking-fleeing loop is also supported by a number of multiple subsystems and properties which help allow that high degree of emergence.

It consists of:

The Multiplicity of Grunts

Overpowered Player Character

Level Design that privileges traversal.

Grunts:

Enemies in stealth games fulfil a very different purpose, and operate alongside the levels that they populate to create puzzlelike traversal challenges. Typical enemies use an "aggro-circle" system, where if an object falling within the guards line of sight in which it will threat the guard, but if a player enters its line of sight, then it will trigger the "fleeing" state.

Whereas when it comes to action games, Kevin mentions that the action games typically the individual enemies tend to pose little threat and are also designed to use a combination of enemy types in order to encounter a certain style of combat. Overall stealth games are distinct from other action games in that their enemies pose a very different type of challenge than their counterparts.

Alternatively, players can use camouflage to blend in with their environment, making each guard’s vision-line much smaller.

The AI also have three AI-States in which operate alongside the larger game state.

These states are:

Idle: It is where it is unaware and patrolling the area making this a sneaking state only.

Searching: It is where the enemy is unaware of the player and is also investigating any sound or distraction. This is a sneaking and fleeing state.

Alert: It is where the enemy is hunting down the player. This is a fleeing state only.

Player advantages:

Players have a number of advantages which allows them to overcome enemies.

Mobility

Hiding

Intelligence

Gadgets

 

In games like Batman and Dishonoured, players are given abilities that afford greater mobility, permitting access to parts of the level that guards cannot reach. Blinking onto the rafters or grappling up onto a gargoyle grants players a vertical advantage core to many of the more advanced strategies to their respective games. Using these advantages, this would help the player to make quick and easy escapes and even do hit and run attacks.

Example of a game that has inspired me:

 

Article link: click here

A game that has inspired me is a game called Invisible Inc in which has given me ideas on what I should do and what I could add. The game is a tactical stealth video game in which you incorporate elements of roguelike gameplay. What I mean by roguelike is a subgenre of role-playing video games. The player acts as the remote operator for an espionage agency that has come under attack from multinational corporations, and directs agents in covert missions, acquiring resources and support in order to enable relocation of the agency's computer system to a safe haven within a limited amount of time.

An article in which I have found talks about more about the studio's latest stealth game and how Shacknews spoke to a programmer/ technical designer James Lantz. They talk about the games design, its randomly-generated stages, and also the studios approach to stealth.

Feedback:

The use of feedback from the community helped them achieve

certain big changes from the 9 month early access. This is

something that I can implement into my game by receiving

feedback from teachers and peers to see what other ideas I

could change to make it stand out more ect.

How it started:

The game started out more of a combat game with allot

of weapons, hit percentage changes, critical hits, health

points and so on. This was in fact overwhelming their

whole stealth theme which they then started to remove

a lot of those random features and replaced them with

dependable options in which you could use to plan

around and mix in with your sneaking. This will help

relate back to when I'll be creating my own game by

how I may run into features that may be useless in my game. Their change of plans on the options led to focusing more on comprehensive stealth experience than about odds and randomness.

Example screen shot for borrowing an idea from this game:

In this screen shot the camera view is a birds eye view type

angle with the roof of the game cut off to see the inside of the

building. This is something that I would like to implement towards

my idea when it comes to playing with a certain camera angle.

The use of interactive objects is a game mechanic that I would

like to use similarly on how it is used here.

 

 

 

 

Another stealth example of a game that has inspired me:

 

Article link: Click here

Video link: Click here

Behind the scenes link: Click here

Another game that has inspired me is a game called Alien: Isolation which is a first person shooter game which is a survival horror game and also an emphasis of stealth. In this game the player is required to avoid and outsmart a single Alien creature with tools such as a motion tracker and flamethrower whilst exploring the space station and completing objectives. The objectives consists of activating computers to collecting certain items or reaching a specific area in the game.

How it all started:

The team consisted a group of hardcore Alien fans which turned out to also be game developers in the process of creating the game. The creative director mentions how they wanted to create a game about survival and not about killing but more of a cat-and-mouse feeling where you weren't being hunted you had to use moment-to-moment decision making in order to survive. He also mentions how they had a really strong vision for what they wanted to try and achieve which was having a direct relationship between the player and the alien.

Right early on that they did was creating a little mood piece of a short couple minutes by recreating it from the first film of the aliens film where you could walk around and explore. At the end of their little mood piece the alien towered over the player which descended from the ceiling which helped capture to what they are trying to achieve. Their first job was to deconstruct that universe for that first movie and create something that was true in spirit to the original and relying on the source material in order to set the design continuity, Polaroid's, and props. The world they wanted to also achieve is something that felt very credible which is where the movie plays allot of the sci-fi aspects. 

Early on in their thinking stages the creative director described it as "quite daunting" reason being is that they had he idea what they wanted to achieve but they weren't sure on how they wanted to approach it. The use of atmospheric feel helps to create tension towards the player even when standing still.

 

Props:

They were also going for a 1970's design where technology isn't what will save you as it very mundane and everyday which is something that felt important to them to make it fill true in essence to the past feel with the use of clunky/ chunky push-button technology. They also decided to not use any reference that was created after 1979. They would have needed to create a new kind of chair or any kind of prop where they would look at any reference material from that era. For example the hacking tool which resembles more of a Col War technology which the comes with challenges and risk and questions.

 

 

 

 

Example screen shot:

In this screen shot, we see a game mechanic being used where the player is having to hide from the NPC which in this case the Alien roaming around the place. The game mechanic that's been used is by the use of stealth by hiding behind objects and walls ect. This is a game mechanic that I would like to include in my own game where the player must be stealth and to net get detected by the NPC whilst roaming around the map.

What influenced me at a younger age:

At a young age I was heavily into games and I would constantly play on my console every time I got back home from school and I would play for hours and hours none stop. For instance there are games that I wasn't supposed to play however, I still did for instance COD BO1 and BO2, GTA 5 and Assassin's Creed, Happy Wars, Just Cause 2, and all sorts. Black ops has influenced me by its first person shooter and how addictive and well made the game is especially Black Ops 2 and how the COD games have developed drastically over the years. COD also consists of some scenario of stealth from campaign to multiplayer in which relates back to my idea of having armed enemies roaming around whilst the player sneaks passed them. GTA 5 is also a good example when it comes to stealth missions as it relates to more about stealing the goods and by passing the guards etc. by sneaking in or eliminating the enemies without being caught. Games overall is something that I've been very passionate about since at a younger age and it something I would like to use and start to create small games of my own and develop further in the future. 

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Appropriate media to be used:

For the beginning of my project I'll be researching and testing before hand on what works and what wouldn't work for my chosen idea. I have started to research in depth what types of assets will be useful to texturize my specific objects such as the walls and floors and also finding specific assets that suit the whole Sc-Fi genre.

I have so far found a few that I like and have been experimenting them in Unity and seeing what I could use in order to create an idea of what I would like to build. Here is a screenshot of my downloaded assets from Unity store:

These assets consists of Sci-Fi pre made textures with additional pre made Sci-Fi doors and walls.

Not only I've been looking into the materials I'll be using in Unity but also how I'll be I'm going to make this function. My plan is to create a Sci-fi plus stealth themed game in which I'll be getting help from a tutorial Unity did a while back. Their tutorial consists of everything that a small stealth game should consist of such as the players movements, how the AI's react, alarm setting off when the player has been noticed, objectives, and the use of aesthetic designs.

(Link)

And lastly from researching on what I would like to create and seeing what is needed to be implemented in the tutorial, I have decided to create my own Sci-fi looking game with my own aesthetic designs with additional an extra map for a mini boss. The tutorial will be there to help me produce a fully functioning stealth game with my own style of gameplay. The objects will be made all by my self using a software that is called Blender where you'll be able to create whatever object you would like to create.

Tutorials that I've found that are useful when creating objects in Blender and applying textures are as follows:

How to turn an image into a mesh: Link

How to add textures to your created object: Link

How to transfer blender work into Unity: Link

The next part of my research I managed to find is by interacting with a button that a player has to do when activating the trap to eliminate the boss. The button will be only "pressed" when the player gets close enough to the collider which will help the claw of the crane to drop objects and those objects will eliminate the mini boss instantly. The claw will be done in Blender and also animated to make sure it works as I want it to.

Links:

Kill enemy upon collision with object.

Collider box for the button to interact with the claw.

Blender tutorial on how to create a simple and animated claw.

After all of that, I'll then proceed on starting to mess around in Unity with the objects and textures that I've downloaded in the asset store and start figuring out how I would like to make the game look with the layout I'll choose.

I have already made a start on creating my first self made object in Blender that will be used as aesthetics in my game and also a creation of an idea of the layout of my map that I've managed to create using the textures and objects provided from Unity. There will be two map levels, first one being more of an understanding on how the game works and what the objective is. The second level of the map will be different consisting a mini boss which will be in a scrap metal area.

Blender work on my first object:

Unity map work that I've managed to create so far: (Link)

I'll be also carrying on with the rest of my Blender designs in order so that I can then implement and finish my design of the first map and proceed on more on the technical part on how the game will function. I'll also try and receive feedback from my peers or supervisor on seeing what they think of the design and functionality of the game. This is a way I can then use to improvise my whole game on what I could then implement from someone else's perspective.

Once I finish my first map with all the functionality, I'll then proceed in making my second map and start adding the same features towards the second small map with additional mini boss and an interactive trap.

Lastly when approaching near the end of my project, the game will have multiple tests to make sure there are no issues when playing. I'll also make sure I get a few feedback from people to see what they think of the game and letting them to have a go at the game.

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Action research:

Unity asset store:

The game engine I'll be using is Unity because, it is a game engine that I've had some practice using it in the past and even created my self a small parkour game on Unity a few years ago.
Unity isn't easy if you've never used it before. However, Unity itself isn't hard to learn the basics and to create a mini game. The engine can be used

to create three-dimensional, two-dimensional, virtual

reality, and augmented reality games, as well as

simulations and other experiences.
So far I've been re searching allot on YouTube on

ways I could implement into my final project on

Unity.


For instance you can download assets on the Unity asset store website. This helps us for those who needs certain objects and can then be downloaded into the project rather spending more time creating it yourself.

Player animation: Link

For the player animation, this is a vital process if the game play is going to be done at a top-down view when playing and when playing, you'll see the players animation. The process of this mechanic that 've found is a tutorial in which it shows a step by step on how it can be created and functioned correctly. This is where the player controls come in after the player animation is built.

 

 

Player controls: Link

For the player movement, I'll be learning how to create my very own stealth mechanic for the players mechanic such as crouching and the basic movements such as walking, running, idle and turning left and right. The video consists of a tutorial on how to create a fully functioning player control step by step. The video also explains what each part does in the process of making it happen.

Player health: Link

Players health is a must for the type of idea I am going for which can consist of the player dying when spotted and hunted down by the armed AI's roaming around the place. Players health makes it so that the enemies will have a chance of killing the player whilst without the health, the player would be invincible and making a stealth game not a stealth game. The tutorial I found carefully shows how it is scripted and how it functions.

Lighting and alarm lights: Link and Link

Lighting in any game is what creates a perfect feel for its specific genre and location. Lighting can help feel the game alive with its use of detail to tell the player what type of location it is. The alarm lights is a great way to attention of detail whenever the player is detected which then activates red alarm lights around the map. The tutorial explains nicely in detail and in steps on how it is created and how it is used.

CCTV Camera: Link

Having a camera that is fully operational in a stealth themed game makes the player feel more pressured when having to figure out a different way around it without being detected. This makes it a challenge as there is something in their way of what the player wanted to do. The tutorial goes through in depth on how it is created and something that is a must for any stealth game.

Laser grids: Link

Having laser grids is another part of a challenge for the player to overcome and to think of ways to get passed it without being detected. This is something that comes up allot in any stealth themed games in order to make you think when bypassing the obstacle. The tutorial on how it is created shows a step by step on how it is created in detail.

Camera movement: Link

Camera movement is vital for any game and especially how my game will be a top-down view whilst following the player around smoothly. The smoother the camera is, the better the gameplay for yourself to experience which is where in this tutorial I found it very helpful to follow along and is something I'll for sure be including during the making of my project.

Collectable key: Link

The key is going to be the main objective throughout the game where the player must collect the key card before managing to proceed towards the locked door. The key card will also have an animation of the card floating on a spot until it is collected. In this tutorial we see how it is constructed into a working piece with a good step by step guide.

Single door animation: Link

The single door animation is going to be a useful small detail towards the game by making the player having to walk near the door and opening the door it self without having to press any buttons to open the door. The tutorial shows how it is created step by step and this is something that can also show a Sci-fi feel of its futurism.

AI animation: Link

Having enemy AI's included in a stealth game is what creates a stealth game because, the AI are those who are hunting the player down and without them then it wouldn't work as a stealth game. The tutorial goes into depth on how it is created with a helpful step by step guide.

Enemy sight and hearing: Link

The enemy must also be able to react to it's sight of view and also the hearing. This is so that the enemy can then go towards the last seen location of the player and hunt the player down around the area. The tutorial goes into depth on how this mechanism works and gives me a better understanding whilst showing me a simple graph on how it functions and reacts.

Enemy animation: Link

The enemy animation applies similarly to the players animation but instead making it control it it self with the set of specific coding that was applied to it. The tutorial also goes in depth on what is needed to be done and how it functions.

Enemy shooting: Link

For my stealth game idea, the enemy AI is going to have to be armed in order to kill the player if seen. The AI will have an animation for when it is shooting and when it isn't. The tutorial goes more in depth on how it functions and how it is animated.

Blender downloaded images technique: Link

Blender is going to play a key part for my game project with it comes to aesthetic designs. The objects are going to be mostly created done by me on Blender with a useful tip in creating an object from an image into a 3D. The tutorial shows how you can bring out a 2D image into a 3D and then resizing it and anything that can be possible to be done by your liking.

Kill enemy upon collision with object: Link

For this the boss that will be included in my map will consist of a trap that can be used. Once used it will drop on top of the boss and the when the object touches the boss, it will automatically kill the boss once collided with the collider on the object. In the tutorial it shows how it can be used but instead of the player dying from the collider of the enemy, the enemy which will be the boss will die from colliding with the object of the trap.

Collider box to interact with the button for the trap: Link

For this tutorial it is useful for when the player interacts with the button by pressing it by putting its whole body into the button which will then make the trap to activate. The tutorial is showing a different example with a door however, I'll be using that idea and making it into an interactive button for the trap.

Animation for the trap: Link

The trap is going to be a claw type machine that will open and let go of its scrap metal that it was holding in which will drop down and eliminate the boss. In Blender I'll be creating the animation for it on how the claw will open up and also design its looks rather than how basic it looks on the tutorial. The tutorial will cover all of the information that I'll be needing to make this function.

Trap plan B: Link

For this trap idea is going to be a none animated trap which will use a "magnet" but in reality there is going to be a platform underneath the block in order to make it look like the magnet is doing all of it. This is because, I have been researching ways on how I can make a trigger to make the magnet to switch off however, I had no luck and had a different way of doing it and it will work like a charm if my first idea of the trap doesn't work. In this tutorial he shows how you can create a collider for the object and once the player walks into it, the collider reacts and disappears with the object which destroys the object.

Gravity for the object: Link

For this it is really vital for my trap to work with the gravity so that the object can fall and hit the mini boss. Without the gravity, the object will stay in one spot. The video is a very simple tutorial and will do the job perfectly.

 

Getting the AI to chase and attack the player: Link

For this tutorial, it is going to help myself to achieve an AI to punch the player and making the player to de spawn or add additional animations attached to it for the player to animate a death animation when colliding with the collider.

Death barrier collider: Link

For this tutorial, I would like the player to respawn as soon as they enter the death barrier collider which will be used for doing parkour jumps. When falling, you'll respawn. The tutorial will help show me how it is done step by step and will for sure be included in the game.

Fractured models: Link

For this tutorial, I would like the player to have a death animation in which once collided with the collider of the AI's fist, the player will be shattered into pieces creating a cool effect. The tutorial will allow me to create my very own fractured object of my own step by step.

Spawn effect for the fractured model: Link

For this tutorial, I'll be using it to help me achieve a spawn affect when the player disappears from a collider, the fractured variant will appear instead. This tutorial will allow me to follow the steps very easily and is something that can be done very easily.

Death particles + sound: Link

For this tutorial, it is going to be added towards the player when it has been destroyed and shattered into pieces. The additional particle effects of smoke for instance will allow me to make it look more fascinating and then adding additional sound of a metal robot sound will also make it engaging for the player. The tutorial shows a in depth explanations of the step by step process and how it is created in order for it to function.

Top down camera view: Link

For this tutorial, this is going to help me achieve the specific camera angle I would like to use for my game which will be a top down view allowing the player to see inside of the rooms and also the surroundings. The tutorial helps me give a better understanding by what code does what in the script and how it is created.

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List a range of events/exhibitions/galleries/films you have visited, or intend visiting:

In the past I use to attend these classes outside of school where you'll learn how to programme and also learn how to create your very own game on unity. I manged to create my self a mini parkour adventure game on unity where it consists of you completing jumps to get to the next stage and also picking a key up for that specific level. This has however, given me more interest when it comes to making games my self and for my FMP I'm going to try and show off as much of my skills as possible to achieve high.

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Sources (Harvard referencing):

Source 1: (KEY FEATURES OF STEALTH GAMES)

Gamasutra.com. 2021. Key features of Stealth games. [online] Available at: <https://gamasutra.com/blogs/LudovicServat/20200826/368806/Key_features_of_Stealth_games.php>.

Source 2: (BUILDING A BETTER SCI-FI GAME)

Game Informer. 2021. Building A Better Sci-Fi Game. [online] Available at: <https://www.gameinformer.com/b/features/archive/2011/02/25/building-a-better-sci-fi-game.aspx>.

Source 3: (Sci-fi Video Games - Why Science Fiction Games Rule - Nerd's Magazine)

Foster, P., 2021. Sci-fi Video Games - Why Science Fiction Games Rule - Nerd's Magazine. [online] Nerd's Magazine. Available at: <https://nerdsmagazine.com/sci-fi-video-games-why-science-fiction-games-rule/>.

Source 4: (WHAT MAKES A GOOD STEALTH GAME)

The Odyssey Online. 2021. What Makes A Good Stealth Game. [online] Available at: <https://www.theodysseyonline.com/what-makes-good-stealth-games>.

Source 5: (The Fundamentals of Stealth Gameplay - GameAcademy.com)

Crump, T. and Crump, T., 2021. The Fundamentals of Stealth Gameplay - GameAcademy.com. [online] GameAcademy.com. Available at: <https://www.gameacademy.com/fundamentals-stealth-gameplay/>.

Evaluate sources and their use/ relevance:

Source 1: (KEY FEATURES OF STEALTH GAMES)

Gamasutra.com. 2021. Key features of Stealth games. [online] Available at: <https://gamasutra.com/blogs/LudovicServat/20200826/368806/Key_features_of_Stealth_games.php>.

In this article, it talks about what key features are needed in stealth games and the process on how it works. The features that are mentioned in the article doesn't need everything to be added in a stealth game but features in which can help. The balance of power consists of 3 different ways to create dynamics such as the "Advantage to the player", "Advantage to the Surveillance", and "Advantage to the Player's Choice". 

Starting off with the "Advantage to the player". The skills that they process are used to help access any objective. They are often disadvantaged when confronting several opponents but can handle any lonely surveillance. The player have a wide range of options in order to operate and feel at ease and empowered to act according to their needs and desires.

The second balance of power is the "Advantage to the Surveillance". The player is put in a context where the skills possessed will not let them to face it. As well as once the surveillance catches the player, you'll not be able to avoid the defeat in which the player will progress using the detail of objectives.

And thirdly the use of "Advantage to the Player's Choice". It all depends on the game however, in this article they use an example from a game called "Dishonored" where the player can pass accesses that are watched by the surveillance by using stealth, or by directly using force which can cause detection.

A game has to offer some type of condition to allow a stealth approach. The game has to offer conditions, places, accesses, with very little risks, favourable to furtivity, that can be used as hideouts, vantage points, windows of intervention, or escape ways that may contain useful items or objectives. Depending on the conditions and configurations offered, the game distributes information in a detailed or limited way. This distribution gives enough tools (ex: radar, aerial view, thermal vision…) to acquire enough information about the way to proceed which is vital for any stealth game. Whereas with limited distribution this will offer a partial knowledge of the situation and how you'll proceed it. In other terms the information is incomplete, cut, hidden and every detail matters to progress without suffering serious consequences. Doing this will make the player's mind to doubt themselves and also participate in their need of being stealthy. Also, in contrast, large empty spaces give the feeling of being alone but very exposed to the surveillance perception which amplifies doubts about risks taken. So overall their challenge is to proceed carefully with limited amount of information.

The surveillance is another key feature that is mentioned in this article which involves in the AI being in charge if detecting the player and catching them. Indications about the surveillance status show how and to what extent it gets involved in the search of intruders. Then, the player knows how much they need to be careful in order to avoid it. The AI will use a feature called the perception which helps to detect the player that is exposed and in range. It consists of many abilities such as, cone of vision, noise detection distance, ect... and can also see in the dark if set. The routine that's been set for the surveillance will act depending on the routines to the situations such as guarding a specific part of the outpost. This is also done by telling it how to behave such as turning back around and walk where it came from to turn a light off. These routines help what task is executed. Using repeatable behaviours will allow the player to memorise and adapt to avoid encountering them.

In this article the player are called as "Intruders" in which the player has to find and reach a certain objective. The player can use stealth to approach certain factors to avoid any types of risks to not get caught by the surveillance. By doing stealthily, escaping negative impacts, or neutralizing surveillance without alerting other opponents, the player can feel the power and impunity of being elusive. Observing the situation helps the intruder to gather any useful information in order to by pass and overcome to reach their goal. This can also help give the intruder a better understanding of what routes the surveillance take, the risks and to know what place can be used to stealth. Observing stealthily increases the feeling of accessing confidential information.

The gameplay will experience players to do a loop of tasks to progress step by step. Such as collect information's, locate the goal of the step, evaluate the risks to reach the goal, and locate a window of intervention.

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Source 2: (BUILDING A BETTER SCI-FI GAME)

Game Informer. 2021. Building A Better Sci-Fi Game. [online] Available at: <https://www.gameinformer.com/b/features/archive/2011/02/25/building-a-better-sci-fi-game.aspx>.

In this article, it talks about how to build a better sci-fi game such as the designs which is a key factor to make a sci-fi game to stand out. There has been an abundance of sci-fi games which have also played an important role in the industry. The most valuable attribute that a sci-fi story should always have is its creativity that the fiction can support. When you're dealing with outer space, no sci-fi gadget is too impractical and no alien too ridiculous. The article mentions that franchises such as Halo and Resistance lack creativity, but more to do with their design choices were felt more driven by necessity, with aliens broken down into familiar enemy types, and weapons that conform to common gameplay mechanics. The game shouldn't just be with creative elements, but it should celebrate its creativity.

Making a game that the developers will always have as their top priority is to make the game to play well, so that it can be then made any improvements upon it when crafting an out of this world adventure. In order to capture the attention of detail of sci-fi, then expressing your sci-fi knowledge is a way to have fun with your imagination of fiction idea. Seemingly impractical design choices can spark interesting histories and politics for your aliens and worlds. It's better to be campy and interesting than too serious and boring.

When it comes to sci-fi, it may consists of ultra-powerful weapons and alien figures but in order to embrace the fantasy that defines this genre is by exploring the unknown. An example that the article uses which is a reference to Star War, "When Luke stares wistfully at Tatooine's setting suns", this is a way to show that he isn't just thinking about his boring life by what ship upgrades and so on he can do. But a way on how to experience something that is far better than his current life. In a way, that's the same reason many of us play video games, but somehow sci-fi games always seem to muck up their sense of exploration and discovery.

Virtually every sci-fi game on the market tasks players with the same mission: Save the planet/galaxy/universe from certain doom! Which becomes repetitive. A great example that the article uses is a game that isn't sci-fi but more of its capability of why it brings a tone of attention which is Minecraft. Minecraft is where you are given your very own unique world, and gameplay strikes a perfect mix between exploration and survival. Gathering recourses makes it fun and rewarding for us as players. And then adding additional rudimentary tools that allow you to create structures. If a sci-fi game were able to translate something like Minecraft's essence into discovering and colonizing alien worlds, it wouldn't need action-packed set pieces or a plot that places the universe in peril.

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Source 3: (Sci-fi Video Games - Why Science Fiction Games Rule - Nerd's Magazine)

Foster, P., 2021. Sci-fi Video Games - Why Science Fiction Games Rule - Nerd's Magazine. [online] Nerd's Magazine. Available at: <https://nerdsmagazine.com/sci-fi-video-games-why-science-fiction-games-rule/>.

In this article, it talks in depth on how sci-fi as a game and how this has made it so appealing for players to play sci-fi genre games. Video game industry are showing no signs of slowing down for nearly half a century. Many new games are giving us the highest levels of realism however, sci-fi genre games is where the boundaries are pushed further when it comes to sci-fi games. The use of sci-fi genre games have been used by developers to craft intriguing and iconic stories. Such as fighting off aliens invasion, or humanity's relationship with technology and robotic augmentations, and the morality of actions in intense situations. There hasn't been a shortage of inspiration in the science fiction realm. From adaptations of Hollywood blockbusters like Star Wars to some massive sci-fi gaming franchises like Halo, this just goes to show how outer space is a way to produce a load of ideas for game developer who want something new.

Sci-fi games were introduced back in the 1970s in arcade games and most well known game was in fact "Space Invaders" which was an amazing starting point for the sci-fi genre of the gaming industry. Space themes have branched out to feature in many different types of video games. Sci-fi has also come to being one of the most on-trend gaming genres. From the likes of the Islands of Nyne battle royale game to the stunning Stormland virtual reality game, all of these titles show that science fiction rules the modern gaming realm. 

Science fiction games produce and help developers to come up with a fascinating depictions of what our future could hold. From the beautifully depicted post-apocalyptic landscapes of Horizon Zero Dawn to the nightmarish bloodbaths of the Doom franchise, in which shows that there isn't any limits for the game developers on what their imaginations can be.

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Source 4: (WHAT MAKES A GOOD STEALTH GAME)

The Odyssey Online. 2021. What Makes A Good Stealth Game. [online] Available at: <https://www.theodysseyonline.com/what-makes-good-stealth-games>.

In this article, it talks about ways on how a good stealth game is created and what elements is needed to accomplish it. Detection system is arguably the most important mechanism in a stealth game according to the article. A detection system must be clear and consistent otherwise if it wasn't consistent and the detection isn't clear, then the player would struggle to plan around it still get detected making the player feel cheated on instead of the player screwing up. A game example that has a bad detection system that the article used is called Styx: Master of Shadows.

In Styx, the enemies would immediately open fire upon detection, which feels more like aim bot instead of being hunted by the enemy. Some enemies can see through shadows and some can't, and the only way to find out is through trial and error. An enemy calling in reinforcements is another way that is necessary for a good stealth game for the detection system. In Styx, once the enemy does detect the player, the enemy does recoil slightly and calls out his AI friends before he attacks. This is a great way for the player to give him some options. One of the options could be an assassination kill to try and kill the guard before he tells his friends or get a head start by finding a place to hide.

When player get detected in many stealth games, they tend to make the player run and hide for a while till the AI's have stopped hunting the player down. This is normal in any stealth game as this is what mainly everyone would do in a situation like that. According to the article, from a gameplay view, it isn't as great because, you are forcing the player to sit at a location waiting until the AI's stop looking for the player and then having to do it again to try to not get detected isn't the greatest idea. Stealth games need their AI to continue the process a human would when finding an intruder.

Humans, after finding an intruder and losing them, will either search for that person in the immediate area or to secure other means of entry. In game terms this means that wherever the player was last seen, the AI will need to have the other AI's to look around the last seen area.

Final factor a stealth game should have is having failures to be recoverable. This is a way to not make the player having to restart the whole level if screwed up in which they'll have a way to recover the situation without needing to fully restart or reload the level. Hive Mind Syndrome is what makes someone very annoyed and as a result having to rage and put the game down instead of satisfaction. For instance the articles example "You accidentally let one guard see you and now every guard in the whole complex knows exactly where you are." This is what you'll call a Hive Mind Syndrome.

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Source 5: (The Fundamentals of Stealth Gameplay - GameAcademy.com)

Crump, T. and Crump, T., 2021. The Fundamentals of Stealth Gameplay - GameAcademy.com. [online] GameAcademy.com. Available at: <https://www.gameacademy.com/fundamentals-stealth-gameplay/>.

In this article, it talks about ways on creating a good stealth game and what this article thinks is the best way to pursue it. The game has to make sense for the protagonist in the game. For instance in this article, they've used characters such as Sam Fisher, Solid Snake and Garrett. These characters use stealth in which uses for their advantage, at least  in the world of each respective series, these three men are incapable of surviving rounds of bullets, dozens of stabs with a blade, etc. Metal Gear Solid on the other hand, once you get shot a couple of times, you'll die and have yo start the mission all over again. Saying this these types of characters that cannot survive from bullets, stabs or anything else that kills them have to do their part which is to stay hidden and pick their moments to attack when necessary and progress further into their objective.

Overall this makes sense if it is around a stealth based game whilst every character isn't invincible and having to make each respective character to take their time, sneak around, and progress towards their objectives. However, games such as Halo is a whole different story as being stealthy in this game wont make sense as it consists of Master Chief destroying an entire armies by himself.

For indie games, if you want to use stealth as the theme of the game then you must ensure there's a reason for it. This is so that the player never has to think to themselves in which the stealth elements do not makes sense. The characters should have some kind of weakness and making it difficult/ next to impossible for the character to be able to run and gun his/ her way through an area without dying. This will make sure you are on the right track on your development of a proper stealth game.

Movement is a key factor in stealth games and is something that needs to makes sense for the player. Movement does differ from one stealth title to another. The environment is something that is very beneficial for a stealth game which links back to the player movement. The environment of your game must align perfectly with how your character moves. The two elements need to operate simultaneously in perfect harmony.

Other specific elements such as Cover, visibility, blending in, and what types of tools/ gadgets will the player use and need. This all covers the basics of what makes a stealth game work. Overall, it’s a tricky genre to develop, but in the end, it can be a lot of fun, too.

Gibbs cycle

19th March 2021

Description:

Adding extensive research towards the aspects of my game development and ideas on how I'll like to produce it and how in detail what will be added.

Feelings:

I am keen when it comes to creating games as its something that I really enjoy doing and it satisfies me when completed.

Evaluation:

So far throughout my extensive research and development, I have encountered a few problems when it comes to creating a fully functioning mechanic in Unity however, I have still made slight changes in order to what needed to work just as how I wanted it to.

Analysis:

Testing out the mechanics on a sperate project allowed me to experiment further in order to not make my project to corrupt for safety reasons and once ready, it will then be imported towards my main project.

Conclusion:

Watching a tutorial that's quite outdated puts me at a slight disadvantage however, this gives me more ideas on how I can encounter those situations.

Action Plan:

My action plan is to carry on testing with the game mechanics for the player and once completed to my liking, I'll move onto other mechanics.

23rd March 2021:

What was good and bad about the experience:

My experience has been successful and I have been following along my schedule and I've been able to produce a good amount of work throughout the week. The game is developing slowly but is on track. The only bad thing I've had is the amount of problems I've been having when it comes to coding and trying to find a more up to date coding.

What went well:

What went well is that my game is slowly developing on the right direction and how most of the working mechanics have been very successful in what I want the finished product to look like.

What didn’t go so well:

What didn't go so well would be how some scripts wouldn't function as well as I thought it would which makes me having to research more and more until I find a functioning and up to date script.

What did you and other people contribute to the situation (positively or negatively):

When it comes to people contributing to the situation, it has been positive as I was able to then manage to get the certain mechanics to work.

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