INTERFACE DESIGN//PRESENTATION Interface Design Prototypes.Crime
concept statement.game mechanics.walkthrough.game elements.controls.presentation detail
THE INSTITUTION KIb230.A:01 // steven.sanshwe // 06325998 // TUTE5
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001//CONCEPT GAME TITLE: The Institution THEME: Crime CORE VALUES Crime and Consequence GAME WORLD: Top down, 2D and 3D game open world/ sandbox environment. TARGET AUDIENCE: Players familiar with the Grand Theft Auto, Sandbox Crime Genre CONSOLE: PC (*.exe)
THE INSTITUTION is an open world crime game where the player exists as an avatar in a top-down sandbox environment. The game is similar to an earlier incarnation of the Grand Theft Auto series, and draws many influences from Grand Theft Auto 2 and aims to go one step further by factoring consequence into the game mechanic. The Institution allows the player to commit a number of offences including assault and battery, narcotics, robbery, murder, auto theft, traffic violations and criminal mischief; however every crime has a consequence which is ultimately jail. There are three stages of play within the game:
1. The player can control the avatar to commit a number of previously mentioned crimes within the city until he is eventually and inevitably apprehended. 2. This leads to a trial where the avatar is convicted of the crimes committed by the player. A criminal record detailing the offences is used to calculate the jail term which becomes a multiple of 25 (life sentence). Depending on the crimes the avatar can have multiple life sentences. 3. The avatar will proceed to spend the rest of his sentence in jail serving a sentence which is reflected in semi-real-time calculated as one day is equivalent to five years in The Institution. From this point onwards whenever the player revisits the game his avatar will be in jail and at the mercy of external forces. This game mechanic is aimed at gamers familiar with open world crime genre, but highlights the issue of consequence as a result of criminal activity; a theme which is overlooked by many of these games.
GAME MECHANIC
The game begins within an opening cinamatic, each cropped picture represents a piece of video footage. The footage identifies the underlying ‘crime’ theme and evokes a feel for the cityscape environment of the game world. A narrative could also be incorporated tying the video pieces together.
WALKTHROUGH
1. player loads game 2. has the option to progress to the main menu by pressing any key
CONTROLS
any key can be used to progress
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002//MENU WALKTHROUGH
1. player arrives at menu screen 2. has the option to start a new game 3. has the option to continue with a current game, this option brings up a save game window with screenshots of autosaved games.
GAME MECHANIC
The menu page enables the player to start a new game or load into an existing game. Menu images will change and vary; during the jail sequence the menu image will display jail related background images.
1 2
3
CONTROLS
player can use mouse, keyboard arrows, WASD keys, or touch on option to select. ESC: Access this ingame menu
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003//OPEN WORLD ENVIRONMENT
f
GAME MECHANIC
WALKTHROUGH
CONTROLS//WALKING
CONTROLS//VEHICLE
Once the player is in the open world environment, the avatar is at liberty to freely explore and interact with the environment.
WASD: forward/back/turn left and right MOUSE: Direction Character is facing MOUSE 1: fire weapon/short range interaction MOUSE 2/SHIFT: Direct Object Interaction (people, cars, etc)
ELEMENTS// HUD KEY
b
a
c d
1. player loads game 2. Interacts with the environment
WASD: forward/back/turn left and right MOUSE 1: fire weapon MOUSE 2/SHIFT: Exit Vehicle
e
a. HEAT: the heat reflects the number and seriousness of crimes commited. The heat level determines the effectiveness of police units, the higher the heat level the higher the probability of being caught. Heat level can only increase over the course of the game. b. WEAPON/ITEM: this displays the currently selected weapon/item and the amount of ammunition available. Ammo and weapons can be obtained by robbing people on the streets. c. MONEY: displays the amount of cash available to you. Cash can be obtained by robbing people and selling drugs. Cash can be used to purchase additional drugs and some weapons and ammo. d. HEALTH: displays the amount of health availalbe. Health decreases from wreckless driving, gun shot wounds, fights etc. Health continues to decrease until the player dies at which point the game is over. Health can be regenerated by purchasing hot dogs from street vendors. e. DRUGS: displays the amount of drugs in the player’s inventory. The player can carry a maximum of 5 bags of drugs which can be obtained from drop locations around the city. f. FOV: The player can freely move within this designated area, when the player begins to move from this area the camera proceeds to follow. This prevents the avatar from constantly being centred and making the avatar appear static.
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004//CRIMINAL OFFENCES ELEMENTS// CRIME LIST c
b
d
e
a
f
GAME MECHANIC
WALKTHROUGH
CONTROLS//WALKING WASD: forward/back/turn left and right MOUSE: Direction Character is facing MOUSE 1: fire weapon/short range interaction MOUSE 2/SHIFT: Direct Object Interaction (people, cars, etc)
CONTROLS//VEHICLE
Once the player is in the open world environment, the avatar is at liberty to freely explore and interact with the environment.
1. player loads game 2. Interacts with the environment
WASD: forward/back/turn left and right MOUSE 1: fire weapon MOUSE 2/SHIFT: Exit Vehicle
a. NARCOTICS: The player can pickup drugs at random drop points and sell drugs to non-playable characters (NPC) which are highlighted by a white glow in exchange for money. b. ROBBERY: can be achieved by walking close to another NPC and pressing the interact button. Items such as weapons, ammo, money and drugs can be obtained by this method. c. MURDER: NPC can be killed by a variety of methods, eg. hit and run, gun fire, drug overdose. d. AUTO THEFT: using the interact key the player can steal most vehicles. e. TRAFFIC VIOLATION: if a player runs a red light or is captured on video disobeying the road rules a traffic violation is registered. f. CRIMINAL MISCHIEF: this is a miscalaneous category which covers a variety of offences such as refusing to stop for policing, and causing general havoc in the game environment.
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005//DETECTION AND ALERT SYSTEM ELEMENTS//ALERT SYSTEM d e f a
b
c
GAME MECHANIC
WALKTHROUGH
CONTROLS//WALKING
CONTROLS//VEHICLE
Commiting crimes within the ‘alert’ range of NPCs, Police and security cameras will increase ‘heat’. The player can view the alert range of objects when the avatar remains stationary, when movement resumes alert ranges disappear. This acts as an observation mechanic. WASD: forward/back/turn left and right MOUSE: Direction Character is facing MOUSE 1: fire weapon/short range interaction MOUSE 2/SHIFT: Direct Object Interaction (people, cars, etc)
1. 2. 3. 4.
player stops movement. alert ranges become visible player resumes movement alert ranges become invisible
WASD: forward/back/turn left and right MOUSE 1: fire weapon MOUSE 2/SHIFT: Exit Vehicle
a. NPC ALERT GREEN: NPCs with a green alert have a minimal alert rating, which relates to a 5-10% probability of increasing Heat when a crime is commited within their range. b. NPC ALERT ORANGE: NPCs with an orange alert have a medium alert rating, which relates to a 25-40% probability of increasing Heat when a crime is commited within their range. c. NPC ALERT RED: NPCs with a red alert have a high alert rating, which relates to a 60-75% probability of increasing Heat when a crime is commited within their range. d. POLICE/SQUAD CARS: Have a 100% probability of increasing heat, however they have a visibility range limited to peripherial vision. e. SECURITY CAMERAS: Have a medium alert rating, with a 30-50% probability of increasing heat. This is because security cameras also have a peripherial visibility limit, however due to the undisclosed cover the avatar is unable to determine which location the camera is focused on. f. CAUGHT: when the player is surrounded and subdued by police this stage of the game is over.
f
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006//CRIMINAL RECORD ELEMENTS// KEY
a
b
GAME MECHANIC
After being apprehended the player is taken to the ‘criminal record’ stage where a tally of offences is calculated and an a sentence is given. Once the sentence has been passed a seal of approval is stamped on the screen.
CONTROLS
any key to advance
c
WALKTHROUGH
1. player arrives at screen 2. tally of each offence is recorded 3. life sentence bar increases, each full bar represents 25 years 4. once sentence is passed seal of approval appears
a. OFFENCE LIST: • Assault and battery: +1 year • Narcotics: +3 years • Robbery: +1 year • Murder: +10 years • Auto Theft: +1 year • Traffic Violation: +0.25 years • Criminal Mischief: +0.25 years b. LIFE SENTENCE BAR: The life sentence bar represents a 25 year sentence. It fills up progressively as the offence list increases and adds to the sentence. c. LIFE SENTENCE MULTIPLIER: When the sentence bar is full, a full 25 year sentence has been reached. When this happens more than once a life sentence multiplier is engaged and measures the number of life sentences passed. d. DEPARTMENT OF JUSTICE STAMP: When the sentence has been finalised, a Department of Justice Stamp renders the sentence official.
d
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007//THE INSTITUTION a
b
GAME MECHANIC c
Once the avatar is sent to prison the player is only able to observe the avatar and the external forces which influence the avatar. External forces include other inmates, guards and living conditions, these factors are reflected in the health guage. The prison sentence is semi-real time with 5 years relating to a time period of 24 real-time hours. The player is unable to continue play until this sentence has been completed.
ELEMENTS//HUD KEY
WALKTHROUGH
1. player is sentenced to prison 2. can only observe his avatar in the prison environment and become subject to external forces.
CONTROLS
ESC: Access menu to quit the game.
a. SENTENCE BAR: Is a progress bar mapping the avatar’s progress within the jail term b. DAY COUNTER: identifies the number of days spent within the prison c. HEALTH METER: identifies the health level of the avatar, can reflect psychological and physical condition. The health meter can deteriorate but the avatar will not die within the prison.
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THE INSTITUTION
FRIENDLY.FIRE.STUDIO
THE INSTITUTION
FRIENDLY.FIRE.STUDIO
008//PRESENTATION
A full graphic landscape booklet was selected as the medium for presenting the game concept. This medium was chosen as it provides an effective and efficient solution to presenting this game concept in a succinct and logical flow. Each screen shot is able to be accompanied by a full game mechanic explanation, walkthrough, control layout and an explanation of onscreen elements. The booklet can be printed, digitally sent, as well as digitally published through issuu. com enabling greater access to a variety of clients.
DeviantART//Floor tile 2// http://matriax.deviantart.com/art/floor-tile-2-5092527 DeviantART//Floor tile 3// http://matriax.deviantart.com/art/floor-tile-3-5092567 DeviantART//floor tile 4//http://matriax.deviantart.com/art/floor-tile-4-5092592 DeviantART//Pencil Pack 1// http://gonkski.deviantart.com/art/Pencil-Pack-1-117338055 DeviantART//Tile Ruin// http://nv-stock.deviantart.com/art/NV-Stock-TileRuin2-3601031
FRIENDLY.FIRE.STUDIO
Flickr//NYPD// http://www.flickr.com/photos/shootingbrooklyn/3388047512/ Flickr//DSCF0803// http://www.flickr.com/photos/swruler/102636389/ Flickr//New York City Skyline// http://www.flickr.com/photos/hdport/3353155935/ Flickr//MIDTOWN TAXI CRASH// http://www.flickr.com/photos/punxutawneyphil/3324183992/ Flickr//New York City Taxi// http://www.flickr.com/photos/tmab2003/3180940701/sizes/o/ Flickr//Irezumi//http://www.flickr.com/photos/sushicam/2216555236/ Flickr//Mott Street//http://www.flickr.com/photos/christiansvaneskolding/128788607/ Flickr//Desert Eagle .44//http://www.flickr.com/photos/barjack/116500749/ Flickr//NY207//http://www.flickr.com/photos/augschburger/232515426/ Flickr//NY: Empire state building//http://www.flickr.com/photos/wallyg/152451964/ Flickr//Drug Co.// http://www.flickr.com/photos/noahshelley/162411138/ Flickr//Bars//http://www.flickr.com/photos/foreverdigital/1004203086/ Flickr//Courtroom//http://www.flickr.com/photos/tidewatermuse/2441513887/ GTA2 SKIN//COMI.X// http://www.gta-downloads.com/database.php?act=file&id=4573 GTA2 SKIN//Jaguar E.Type// http://www.gta-downloads.com/database.php?act=file&id=71 GTA2 SKIN//Ideal Police Car// http://www.gta-downloads.com/database.php?act=file&id=4329 GTA2 SKIN//Honda Civic// http://www.gta-downloads.com/database.php?act=file&id=4389 GTA2 SKIN//New Mini// http://www.gta-downloads.com/database.php?act=file&id=93 GTA2 SKIN//Boulix 65// http://www.gta-downloads.com/database.php?act=file&id=4438 GTA2 SKIN//Retro// http://www.gta-downloads.com/database.php?act=file&id=4576 GTA2 SKIN//Russell Limited MK3// http://www.gta-downloads.com/database.php?act=file&id=96 GTA//Price Down Font// http://www.gta-sanandreas.com/downloads/ MISC//GTA2 edition// http://www.thatvideogameblog.com/2008/05/20/games-you-should-still-be-playing-gta-ii-edition/ MISC//LAW AND ORDER// http://www.nbcuniversalstore.com/img/product/cat07/00006342-047201.jpg MISC//USDOJ// http://www.usdoj.gov/atr/public/press_releases/1993/211653.gif