A1: Noir Game

 


Here is my GDD for this project.




Noir - 
a genre of crime film or fiction characterized by cynicism, fatalism, and moral ambiguity.



Noir is a type of a style mostly greyscale in a game or film with occasional lighter colours like red.



Noir is usually used for games/films produced in the 1940's-1950's, mostly used in crime dramas. Commonly referred to as the "classic period".


Noir focuses on dark themes, but has a glint of hope in the back of the plot, usually turning all the dark and depressing plot into a happy ending for every character either way. Which is what happens in all of these Movies/Video Games depending on what the case is.



Noir mostly relies on shadows and outlines to create a scene for a movie or cut scene, taking place in alleyways and other dark uncrowded areas with not many people around to create more effect on the person playing/watching.


Hollow Knight is a perfect example for a Noir game as the colour pallet is mostly black and white throughout the whole game.


The game mostly focuses on the Noir style to make the game look depressing and dull, which usually gets restored back to Neo Noir the more you play and how you do, sometimes games and films don't do this though.



Noir Game Plan


The game is based on exploring an abandoned pirate ship that you play the Ouija Board in a part of the ship, until you accidentally summon spirits of deceased pirates and you have to fend them off while you try find the way out of the ship since the way you entered was blocked off by piles of wood.




Ghost Captain Oversea

- The boss of the game, has different attacks when they notice the player, the deceased captain of the ship.


Crewmates

Wields a Cutlass, has short range and moves moderate speed.

Default enemy. Has a pastel green tint. Can travel through floorboards to sneak up on the player for a more surprise attack if spotted.



Gunners

Enemies that wield a flintlock as a weapon for ranged attack to the player. Has a light red tint. Moves a little faster when player is detected in their AI.




 Fisherman

Wields a throw-able hook, similar to a fishing rod without the string, used to hit the player when its far away. Has a light blue tint. Alerts other enemies to the player within radius to make the game more challenging.



I have made a Trello Board to manage everyone's assigned tasks needed to be done before the assigned due date. This has been altered, as shown further down this page.


I update this board regularly to make sure everyone is on the right task and doesn't get mislead by any tasks.


My Cutlass Model, one of the weapons going to be used to test the game with an enemy. This will be one of the weapons for the enemy but for now it will be used for the player to test combat.



This is a Cannon I made for the Noir game, it is the start of it since it has no wheels yet and it is just a hollow cylinder with a half circle on the end of it, just that some of its front faces got deleted.



This is the final model of the Cannon with the wheels, the wheels are just a smoothed out Cylinder with cubes and another cylinder in the middle to create wheels.






This weeks Scrum Sheet

ScrumSheet Week 1




Flintlock Weapon

This will be one of the ranged enemies weapons used in the game. A basic flintlock made in Maya. It was made from a cylinder and a meshed cube using edgeloops and the scale, movement tool.

For reference this is what the flintlock started as before any meshing out or scaling. 



I found it easier to use a cylinder to create the front of the flintlock since its already the shape of tube that bullets come out of, just using the scale tool to make it fit the size.


 
Now I have created the handle for the flintlock, I used a normal cube then extruded it to make it in the shape of a handle, then smoothed it twice to give it more of a natural look for a flintlock, edge loops were also used.



This is the final product of the flintlock I made in Maya, I have added a trigger and a little piece on top to give it more attention to detail instead of it being really bland, I am really satisfied with how this turned out, also the thing below the trigger is just a smoothed out hollow cylinder.





Crate Prop
This crate will be used as a background object for the noir game, it can also be used as a breakable for items or collectables. It will be one of the main aspects to provide the player with resources so they don't become under prepared when approaching harder stages. 




Week 2 Scrum





Scrum Sheet Week 3





Here is a 1st house design I meshed out in Maya, it may be used as a background prop containing some collectables and an enemy group. There will be other variants but this will be the first one.





Scrum for week 4

Scrum Sheet week 5 




Updated Trello Board

The colours on the panels represent how close the task is to being done, if there is a purple tag, that means the task has been finished.

A few problems our group fell into is taking too much time on one task and not producing more assets for the game, we had resolved this issue by forcing some members to finish their concept art and move onto Maya/Unity. I also had to push out more models due to most of my team not being in to work on the game.


POST MORTEM

I think the modelling of the project went really well all the way to the end, however some members had barely contributed to the development of the game, we didn't get to produce a level.

Something that went bad was the lack of communication and production of the actual level and more models, this had been the biggest problem in this Noir Project with members being unorganised and wasting time.

The final thoughts is that the group progression could have been better if members attended more often, but sadly this was not the case in this situation since members were off regularly

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