Professional Documents
Culture Documents
in Information Technology
By:
Baylosis Marimar O.
Rueles, Rhealyn B.
2020
1
Chapter 1
Introduction
Background of Study
All over the world, playing games is fun and exciting, it helps people
relief from stress and unwind from our stressful works. Many of us spend
their vacant or most of their time in playing and exploring new games. Today,
with the rapid development of technology, games are also rising together
with it. Nowadays with the technology we have many games are develop for
mobile phones and PC most specifically for android. With the high
technology equipped with these mobile phones, mobile games become robust
and attract many people to buy or have this phone for them to experience
what’s inside it which makes it a trend for the new generation of games.
game which makes the player feels within the game world; as if the main
character has the game camera fixed at his eyes. After the success of other
triple A game, which is accepted as the first FPS game, many companies took
featuring a first-person point of view with which the player sees the action
through the eyes of the player character. Most of the Triple A games is in high
2
The Last Human Bot is an action Sci-fi FPS open world game, Players
control X51J6 a Human bot tasked of saving the humanity, across a post
Players use firearms and improvise weapons and can use stealth to defend
strain of the Corona Fungus is a virus that kills a lot of humanity they turned
So, we propose to make a 3D low-poly First Person Game that it’s not
in high quality but in good low poly FPS game that synchronize a new player
with a Sci-fi shooting open world game. And the time and costs to
fewer details to sculpt and often textures aren't necessary. As for the new and
old upcoming games they are games that the main protagonist is a human,
that you use in playing as a your main character in a game, but this time the
character itself is a robot or a last human bot that make the last stand for the
humans that who have lost their hope. And a remaining defender for the
human race.
This game is the kind of feeling after which one nostalgically says: ‘that
was fun,’ or ‘that was enjoyable this is the kind of FPS game is we are going to
make.
3
Conceptual Framework
Player
FPS Game Start Interaction
Bot
Environmental
Input Interactions
Keys
Weapons
Input
Player
Keys
And
Power Ups
Equipment
World Environment
Interactions
4
Theoretical framework
training and conditioning which occurs either external to the FPS game
conventions of the FPS genre as a whole or to the specific FPS game being
played. These conditions ap-ply equally to both the sound designer and the
ally correctly) translated to the received meaning. Thus, the FPS game
(re)encodings of non-audio data. This game world data may derive either
directly from the game engine, as in the case of game status sounds for in-
5
Audio sample categorization
Our first approach in constructing taxonomy of FPS game sounds was one
is intended for particular sounds. While this approach has already been
the 607 base audio samples in Urban Terror (game-specific audio samples
used during gameplay with the remaining six being the menu
6
The FPS game soundscape
Key note sounds are, in this context, audio samples which form part of the
sonic ambience and may not be directly triggered by the player being,
players but are judged by the one player to be distant and of little interest
Terror is the Bach organ fugue in the Abbey level or, in the same level but
player does typically have some kinesthetic control over the sounding of
these sounds; by simply moving away from a location, the sound may be
musicians.
7
Statement of the Problem
The main purpose of creating this game is to entertain people around the
questions?
players?
release their stress, and help them to take better decisions which will
patience while enjoying the Sci-fi FPS game. It is also a way of releasing stress
and improve player’s thinking skills of how they beat the game.
8
There are many benefits that we can get in playing a first-person shooter
of people and they also will learn how to cope with those traits. As
they cannot just do what they want, they learn to handle their emotions
2. They develop their own abilities – Those children who have their own
3. Improve cognitive ability – Gamers develop the skills that are also
provided in pieces of training and they can have the same level of
result.
single player. The system will be deployed via computer. The developer will
used Visual Studio C#, Unity and Blender to develop the game. It is an
set of tools and utilities for developing a game that controls the interactions of
the character, environment of the game and Scripts for the logic and purpose
9
Scope
The project will be based on creating an FPS game with the goal in mind of
being fun.
modes.
10
other shooter games, which in turn makes it fall under the
integral.
implementation.
written.
vegetation’s
Delimitation
because the game is design to play on solo and the story line of the
character.
platforms such as Xbox One, PS5 and Nintendo Switch the game itself
11
Will not be multi-level – the game is not a multi-level because
the game is a open world the game can be played your own paces,
neither you stick to the story line or more on the game itself.
Definition of Term
3D - three-dimensional
12
Android - an open-source operating system used for smartphones and
tablet computers
necessary changes.
similar type.
design or illustration.
13
GUI- Graphical User Interface - is a form of user interface that allows
an MMORPG or MUD.
PC - Personal Computer
collapsed.
14
Sandbox - a virtual space in which new or untested software can be
run securely
changing
Chapter 2
RELATED STUDIES
15
the books, article, and other references such as internet which are all
INTERNATIONAL
commercial titles. While there has been extensive study of the FPS genre, this
order to provide a wider context for such work this paper surveys 566 separate
FPS titles, across a range of platforms. The titles are compared by year of
surveyed titles are also examined, including race, gender and background, and
how these vary across platform and time. The analysis reveals definite trends,
avatar, B.J. Blazkowicz, directly in the center of the player’s view. This avatar
16
perhaps has a better claim to be the first, but Wolfenstein 3D played a central
role in promoting the style’s popularity. In the 18 years since its release
hundreds of titles have followed and the FPS is now a popular and
and Half-Life (Valve, 1998) series, have sold millions of copies. FPS games
have been released across a range of platforms, from its origins on the IBM PC
and other home computers such as the Macintosh and Amiga to over a dozen
mobile phones. Yet how far has the genre come since the release of Wolfenstein
3D? Is it still dominated by the likes of B.J. Blazkowicz, in his original home
of the PC? Or have other platforms and avatar types come to prominence?
Figure 1 : Wolfenstein 3D
17
`The FPS is characterized by a first-person viewpoint and a heavy
the player’s field of view both makes these games distinctly visually different
such as Max Payne (Remedy Entertainment 2001), and locks the player’s and
avatar’s views together. Even more, as noted by Klevjer, (Klevjer, 2003, p.1)
“Looking and targeting came together in the same movement, and the player
was invited to, as it were, follow his gun”. Given the absence of the avatar
from the player’s view (except, perhaps, for a hand as in figure 1) it could be
2007b) all the affordances a player has in a FPS game are provided through
the avatar.
The time since the release of Wolfenstien 3D has seen the maturing of
the nature of games and how they are played than might even have been
imagined in the early nineties. However, the bulk of research has concentrated
only one). This is as true for studies focusing on the FPS as for those
examining other genres. While this has been sufficient to the individual needs
of those studies, the result is a lack of wider-ranging data that can help
18
provide context for the detailed cases. It can then be difficult to assess a work’s
full worth and to know how, and if, to generalize any results.
Discussion’s
So, this article help us to gain more knowledge for the development of our
involving firearms. By removing the avatar from the player’s field of view.
Dying Light (Game)
game developed by Techland and published by Warner Bros. Interactive
for Microsoft Windows, Linux, PlayStation 4, and Xbox One. The game was once
planned to be released on PlayStation 3 and Xbox 360, but was later cancelled due to
hardware limitations.
The game revolves around an undercover agent named Kyle Crane who is sent to
open-world city with a dynamic day and night cycle, with climbable structures that
support a fluid parkour system. The day-night cycle changes the game drastically, as
the zombies become more aggressive and more difficult to deal with during night
time. The gameplay is focused on weapons-based combat and parkour. The game also
19
features an asymmetrical multiplayer mode (originally set to be a pre-order bonus),
The development of the game began in early 2012. Prior to the game's official
announcement, several reports claimed that Dying Light was a sequel to Dead
Island, another franchise created by Techland, but that rumor was later denied. The
Techland had to abandon most of the story elements and build them again from
scratch. The music development was handled by Paweł Błaszczak. According to him,
the soundtrack was inspired by movie soundtracks of the '70s and '80s.
At release, Dying Light received positive reviews from critics, with praise mainly
directed at the combat, graphics, co-operative multiplayer, navigation and the day-
night cycle, while receiving criticism regarding the story, difficulty, and technical
issues. The game was the best-selling title for the month of January 2015 and broke
the record for the first month sales for a new survival horror intellectual property.
Techland announced that they would be committed to the game after its release. As a
result, in May 2015, they put another project on hold to concentrate on the post-
release development of Dying Light. The team released numerous updates, and two
downloadable content (DLC) packages, namely Cuisine & Cargo and The Bozak
Horde. An expansion, titled Dying Light: The Following, was announced as well and
Discussion
20
The game Dying Light is basically the main foundation reference to develop
our game because of First Person Perspective Camera of the Game and the mechanics
which is shooting and Killing Mobs, and its open world environment.
Left 4 Dead 2 is a 2009 multiplayer survival horror game developed and published
by Valve. The sequel to Studio’s Left 4 Dead, it was released for Windows and Xbox
360 in November 2009, Mac OS X in October 2010, and Linux in July 2013.
Campaign: up to four human players fight against the Infected to make their
Survivor allies.
Infected to try and prevent the Survivors from completing a stage. Special
Infected are randomly assigned to Infected players; they cannot control the
Director, certain players will become the Tank. The two teams swap sides once
per stage and are scored based on their stage progress as Survivors. If both
teams make it to the saferoom with all four Survivors, a 25-point tiebreaker is
awarded to the team that dealt the most combined damage as Special Infected.
21
Survival: a timed challenge where the Survivors are trapped in a section of the
onslaught of Infected.
Scavenge: a new 4-on-4 mode that requires the Survivor players to collect and
use as many fuel cans scattered about a level to fill up a power generator,
Left 4 Dead 2 also features a Realism mode, which can be enabled at any difficulty for
either Campaign or Versus. This mode removes some of the video-game aspects from
the gameplay: Survivors cannot see each other's silhouettes, and dead teammates can
only be revived with defibrillators and will not respawn later in the level. Weapons
and other items will only glow when the player is within a few feet, forcing the
players to search the levels more thoroughly. Headshots to enemies deal more damage,
whereas limb or body shots require more shots. [citation In addition, the Witch
needed]
enemy can kill any Survivor she would have normally incapacitated (on difficulties
other than Easy). Designed to force players to work closely together and rely on voice
communication, Valve created Realism mode to give players a way "to be challenged
Finally, in later versions of the game, there is a Mutation option, in which players
can select from a menu of 30 variations, some Singleplayer, some multiplayer (and
some of the latter cooperative, some versus, or both). Each variation changes one or
more major game dynamics, such as: constantly draining health, solo mode with no
Survivor allies, death upon incapacitation, only one kind of weapon available, coop
that later switches to versus, shooting or targeting constraints, an enemy type with
22
increased power, increased numbers of Special Infected, etc. One of these modes,
Discussion
which allows players to play without intrusion from human players, working through
the Campaign with a open world environment also the zombie A.I scripts that run the
character which will tell the A.I what and don’t do in the game .
Low Poly
shapes placed seen on Figure 3 ,side by side to create angular composition. Low poly
was used and created from the early days of animation and videos games to speed up
rendering times which help speed up the process of creating games and animated
movies.
23
Figure 3 : Low-poly
Although the low poly was created to help speed up games and movies, it also
has become a design trend for quite a few years now, which is used by games makers,
Game company and creators have been trying to slowly add more polies as time
pasted because of the development of computer and console so they could handle the
resolution because they thought that getting closer to life like reality was a central
The good advantages to using low poly is that a bigger audience can play it
because they won’t need high end graphic cards and powerful PC to run the games so
they will be better to play from having no wait time from the game to load. Also, this
allows game makers and small companies to make bigger games because of quick
rendering times.
Another advantage to using low poly is that game makers and small indie game
developers can spend more time making the story and coding the game than making
the assets and visual because they are fast to make and don’t need texturing from
24
One big advantage of low poly is that it applies to all other alternative to
realism so that these do not age with time because low poly doesn’t rely on looking
realistic. low poly doesn’t rapidly look outdated as technology continues to improve
over time.
There are some disadvantages to using low poly. the first thing that I found
although low poly games don’t have high quality and have a quick rendering time,
they do need lots of detail because in a high-quality game they can have a low poly
look in the distance but once the player gets closer in get better in quality but low
poly can’t do that so they have to be in lots of detail to make it look visual appealing.
computer graphics techniques such as normal and bump mapping can make low poly
models and looks to appear in more detail without using more polygons, this is done
by changing the shading and the light effects on each polygon to contain internal
Low poly have only grown in the last 10 or few years because as the computer
power and rendering power has increased so have the polygon in character and
environments. For example, super Mario 64 was big achievement when it first came
out but in today ages its classified as low poly because of the increase in computer
-One of the big reason of why low poly have become a game type or a style of game is
that most independent game creators will have a quicker a and easier time rendering
25
the game because it won’t take as much processing power and computer power to
render from the small amount of polygons and not having complex textures.
Discussion’s
we try to develop our game by a Low-poly graphics only. So that our game will run
Insights
As we summarize all of the reference that we get ,will gave us new insights to develop
our game such as in the Player, A.I and the Environment which is in low-poly
graphics.
References
26
Bungie. (2001). Halo: Combat Evolved. [Windows, Xbox, Xbox360, MacOS],
USA: Microsoft Game Studios, played 17 June 2007.
Steven Foley, Matt Fugere & Nicole Tran. (April 26,2010). Camera Movement
in First Person Games. An Interactive Qualifying Project Report submitted to the
Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of
the requirements for the Degree of Bachelor of Science.
Chapter 3
Research Approach
Qualitative research
environments while also discovering new and emergent ways that people
interact with technology. In this way, a holistic point of view that moves the
primary research focuses outside of our game test. This is not to say that is a
27
better approach studies but is rather an approach that yields very different
qualitative data. This kind of data is often outside of range of focus, for
example, of usability testing, in which the user and the technology are
references and ask people for help to get a critical response to our survey to
persuade strangers to lend us a helping hand and spend loads of time filling
in your survey is, unsurprisingly, not straightforward. Sure, you can start by
asking friends and family instead, but even they won’t all agree to help you.
Worse still, some of them will lie and say they’ve done it even though you
• Specifying what kinds of data are needed to study the question (the unit of
Methodology
28
Even if one can prepare a well-thought-out design document, some features
our project.
Waterfall Model
Requirements
Game Design
Implementation
Verification
Maintenance
Final Output
Requirements
Intended Users
Players Intended users for the game Project Examiner Responsible for project
29
Project Examiner- Responsible for project evaluation
Here is the list of tools and equipment used to develop the proposed system.
coding software, the purpose of this IDE to our game sis to code the
Unity 3.2 Game Engine - On this software this will be the main editor
of the game, because all the assets and models will be place here and to
Blender 2.8 -This 3d modelling software will use to create our 3d Low-
Adobe Photoshop CC 2019 - all the designs and first draft making of
our game character will be draw on this software and painted for
System Requirements
Memory: 2 GB RAM.
Intel HD Graphics.
30
File size TBD.
Game Design
In the context of the game design project, this includes completion of the “The
finding.
31
Technical considerations such as platform (PC, mobile), game
required.
Implementation
After the requirements document and design document are complete, the
implementation phase begins. In the context of game design, this means both
the game programming and art assets are implemented. Once all the design is
completed, the process moves to the verification phase during which the
A key point of the waterfall process is that each subsequent stage is only
entered upon the completion of the previous stage. Thus, any changes made
may affect all stages. For example, a project in maintenance phase that
requires a change to the requirements should stop all work and regress to the
requirements phase.
Verification
Maintenance
Final Out-put
32
33
34
35