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Emotional Goals

Shanshan edited this page Aug 18, 2021 · 59 revisions

Overview

Emotional goals, are what you want users to feel while they use your software / play your game.

Context

When the players are affected by the goal – During stage x, when near win condition.
What the players feel – Increased pressure (measured using y).
Why the players feel this – Due to tougher enemies attacking their base.

General Emotional Goals

1:

When: Beginning of Game
What: Lonely, Panic
Why: Because when the game first starts, players are told that there is a virus outbreak and separation from their families, and the streets are cluttered. Players will face separation from family/friends and need to survive alone in extreme conditions, which will make players feel lonely and panic.

2:

When: During the game. The game gets harder with time.
What: Tense/Stress --the game creates an atmosphere of tension
Why: The player must finish the task as soon as possible, he can not make mistake, or he dies. Stress from needing to complete an objective, anxiety over running away in a time limit, etc.

3:

When: When the player completes the game------game theme
What: Reflection
Why: The theme of the game is to create a doomsday environment to arouse people's self reflection, so as to cherish the present life.

Specific Emotional Goals

1:

When: player lack low HP
What: uncomfortable/nervous/irritable
why: they are afraid of making mistakes ----they are afraid of death

2:

When: When the player dies
What: Upset/annoying
Why: He might need to play from the start

3:

When: When the player fails a mission
What: restless
Why: He may have lost the opportunity to acquire certain equipment

4:

When: Player gets the buffs
What: Sense of security
Why: In the process of playing the game, some of the items scattered in the map have a gain effect, players can pick them up to strengthen themselves, players will feel a sense of security.

5:

When: Player get the debuffs
What: Unsafe
Why: In the process of playing the game, some of the obstacles/objects that will appear on the map have a mitigating effect, and players can encounter them to weaken their status, and players will feel unsafe.

6:

When: When the player completes the game, the player will realize the value of food and reduce the amount of food wasted.
What: Reflection
Why: In games, the absence of food means death and defeat

7:

When: player is told that they need to defeat the boss in order to find the family
What: Stressed
Why: Because the boss is as the most powerful role in the game, players need to prepare many items and get weapons to defeat this boss, so players will feel the pressure.

8:

When: After the player defeats the boss
What: Satisfaction,Happy
Why: When the player defeats the boss, the player will feel very satisfied when he defeats the strongest character and will be able to see his family immediately, the player will feel very happy.

Is this true? Do we need a boss?

9:

When: After the game --after they finished setting up tasks & Missions.
What: feel relief
Why: Due to the plot of the game, the player has to control the character to maintain life by collecting food, oxygen and taking transportation to avoid the attack from the aliens, besides facing all of these extreme situations, the player also needs to solve the problem he meets during the game. After the player controls the character to finish these tasks and arrived home finally, the player will feel relaxed and happy.

10:

When: collecting some items
What: feel happiness, satisfaction, and of course the sense of security
Why: when they collecting some items which can save their life after they finished a stage of the adventure, they might feel happiness, satisfaction, and of course a sense of security.

11:

When: facing the alien attack
What: they might feel nervous and pressure
Why: being attack means the possibility of death

12:

When: they get a rare achievement at a sudden
What: excited and wants to share with others
Why: a rare achievement means its needs time and luck to get

13:

When: Wasting too much time on the progress of escaping from the aliens
What: feel tired
Why: it will cost too much time on escaping and still might lose the game

14:

When: the player gains some kind of negative status
What: intensity
Why: the health value will be consumed within a certain period of time after the player gains a specific debuff, the player needs to find an item that can restore life within the specified time, otherwise they will lose their life and restart the game

15:

When: Players gain weapons
What: Surprised, Safe
Why: If the players don’t have any weapon, they cannot fight against the boss. Now with weapons, they are able to defeat the boss

16:

When: Players find the family
What: Happy, Satisfied
Why: The player’s goal in the game is to find the family

17:

When: The night comes
What: Unsafe, Worried
Why: At night, the sky turns dark and dangerous objects increase. Players are more alert to their surroundings to ensure their own safety

18:

When: Daybreak
What: Relieved, Determined
Why: After changing from night to day, the danger is slightly reduced. Players breathe a sigh of relief, but they still need to be alert for danger

19:

When: Heavy rain
What: Dangerous, harder to control
Why: During the heavy rain, it is getting harder to control the persona. Players may need to take more precautions while playing the game.

20:

When: The game may getting harder as the mark goes up.
What: About the tense/stress, the game dynamically applies more tension to the player
Why: The player has to get more experienced during the game and avoid making mistakes.

Gameplay

Home

Main Character

πŸ‘Ύ Obstacle/Enemy

Food & Water

Pickable Items

Game achievements

Game Design

Emotional Goals

Game Story

Influences

Style

Pixel Grid Resolution

Camera Angle and The Player's Perspective

Features Design

Achievements Screen

Achievements Trophies and Cards

Music Selection GUI

πŸ‘Ύ Obstacle/Enemy

 Monster Manual
 Obstacles/Enemies
  - Alien Plants
  - Variation thorns
  - Falling Meteorites
  - FaceHugger
  - AlienMonkey
 Spaceship & Map Entry
 Particle effect

Buffs

Debuffs

Buffs and Debuffs manual

Game Instruction

[code for debuff animations](code for debuff animations)

Infinite loop game system

Main Menu Screen

New Setting Screen

Hunger and Thirst

Goals and Objectives

HUD User Interface

Inventory System

Item Bar System

Scoring System

Props store

BGM design

Sound Effect design

Main game interface

Invisible ceiling

New terrain sprint 4

New game over screen sprint 4

Code Guidelines

Main Character Movement, Interactions and Animations - Code Guidelines

Item Pickup

ItemBar & Recycle system

Main Menu Button Code

Game Instructions Code

πŸ‘Ύ Obstacle/Enemy

 Obstacle/Enemy
 Monster Manual
 Spaceship Boss
 Particle effects
 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

Main Character Testing

Buffs and Debuffs Testing

Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

Game Engine Help

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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