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First Person Shooter Game (FPSG)

The Last Human Bot

A Capstone Presented to the faculty of IBA College of Mindanao Inc.

T.N Pepito St. Valencia City, Bukidnon, 8709

In partial Fulfilment for the requirements of the degree of Bachelor science

in Information Technology

By:

Daumar, Allan James C.

Baylosis Marimar O.

Edma, Carl Renzo I.

Rueles, Rhealyn B.

2020

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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.

There are several types of computer games. A first-person game is a

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

a crack at this type of game.

“The First-Person Shooter Game (FPSG) is a type of 3D shooter game,

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

end graphics where need a high-end powerful pc and Laptops to play.”

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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

catastrophe open world.  The Last Human Bot played from a First-Person

Players use firearms and improvise weapons and can use stealth to defend

against hostile Super robot Zombies and cannibalistic creatures infected by a

strain of the Corona Fungus is a virus that kills a lot of humanity they turned

them into a walking corps that eats people .

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

produce low-poly models is considerably lower than realistic models. With a

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.

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Conceptual Framework

Player
FPS Game Start Interaction

The Last Human Player Character A.I mobs

Bot

Environmental
Input Interactions
Keys

Player A.I Move


Interaction Player Character Input
Keys Pattern And
Movements
Interaction Patern

Weapons
Input
Player
Keys
And
Power Ups
Equipment

World Environment

Interactions

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Theoretical framework

The FPS Game Sound

Understanding of sound in the FPS game world is a matter of experience.

This experience, and the resultant com-prehension, is the result of the

training and conditioning which occurs either external to the FPS game

(for example, through exposure to popular commercial cinema sound

conventions) or which takes place during initial exposure to the sonic

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

player who, ideally, should have broadly similar socio-cultural experiences

and understandings of sound. FPS game sounds may therefore be

described as a set of sonic signs or auditory icons which may be analyzed

through semiotic terminology, such as indexicality, cynicism, symbolism

or metaphor, in an attempt to explain how the intended meaning is (ide-

ally correctly) translated to the received meaning. Thus, the FPS game

engine may be understood as a sonification system in which sounds are

(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-

stance, or, in the majority of cases, is an expression of player activity, such

as the sounds of footsteps or the firing of weapon .

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Audio sample categorization

Our first approach in constructing taxonomy of FPS game sounds was one

that perused the classification of audio samples as found on either the

distribution medium or on the installation drive of the product itself. This

initial approach provided useful insights into the sound designer’s

classification system which itself may be extrapolated to the meaning that

is intended for particular sounds. While this approach has already been

used to account for game sound within

Games studies community through reference to character, interactable or

environment sounds, for example, none of the literature explicitly

examines the distribution or installation media for further clues as to the

sound designers’ intentions. At the very least, our approach revealed a

division between diegetic and nondiegetic sounds as there is typically a

separate directory for music or menu interface audio samples as opposed to

other audio samples which, themselves, may be subclassified into

character, interactable, environment or feedback audio samples. Thus, of

the 607 base audio samples in Urban Terror (game-specific audio samples

as opposed to level-specific audio samples), fully 601 are available to be

used during gameplay with the remaining six being the menu

music(one)and menu interface sounds(five).The 601 audio samples are,

therefore, diegetic whilst the remaining six are nondiegetic.

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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,

instead, sounded by the game engine.(They may be triggered by other

players but are judged by the one player to be distant and of little interest

and so form part of the general ambience of battle.) An example in Urban

Terror is the Bach organ fugue in the Abbey level or, in the same level but

in a different location, the twittering of birds. There is some ambiguity

here that is not captured by the brief descriptions of such environment to

ambient sounds in existing games studies literature. For example, the

player does typically have some kinesthetic control over the sounding of

these sounds; by simply moving away from a location, the sound may be

attenuated to silence (and vice versa). Furthermore, if a keynote sound is a

sound which is not intended to be consciously listened to, merely forming

the background for more perceptually important sounds, the decision to

consciously attend to a sound or not is often a matter of player choice,

indeed, musicians may respond to the organ fugue differently to non-

musicians.

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Statement of the Problem

Statement of the Problem

The main purpose of creating this game is to entertain people around the

World. The development of this game, aims to answer the following

questions?

1. Is the game character could scope and shoot enemies?

2. Does the game character can reload any guns?

3. Is the game character can move on the ground with the

designated input keys such as walk, run, jump and crouch?

4. Does the game scene environment is friendly in the eyes of the

players?

Objectives of the Study

Our general objective is to develop a game that would help people to

release their stress, and help them to take better decisions which will

ultimately help him/her for facing difficult situations.

Significance of the Study

The significance of this study is to entertain and challenge the player’s

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.

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There are many benefits that we can get in playing a first-person shooter

games (FPSG), and those benefits are they following:

1. Learning to control emotion - playing games is a way to test the traits

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

in certain circumstances when they win or lose the game.

2. They develop their own abilities – Those children who have their own

achievements and are praised because of it can affect their character.

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.

Scope and Delimitation of the Study

This game is intended for gamers, it is an offline game, played by a

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

integrated development environment (IDE) and 3D modeling that provides a

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

of the game environment.

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Scope

The project will be based on creating an FPS game with the goal in mind of

being fun.

 Single Player- only one player is expected throughout the course

of the gaming session. A single-player game is usually a game

that can only be played by one person, while "single-player

mode" is usually a game mode designed to be played by a

single-player, though the game also contains multi-player

modes.

 PC based – The game it can only run on any Personal Computer

such as on Windows and IOS.

 3D low-poly platform – is a polygon mesh in 3D computer

graphics that has a relatively small number of

polygons. Low poly meshes occur in real-time applications (e.g.

games) as contrast with high poly meshes in animated movies

and special effects of the same era.

 Open World Environment - an open world is a virtual world in

which the player can explore and approach objectives freely, as

opposed to a world with more linear and structured gameplay.

 First Person Action-based - is a video game genre centered on

gun and other weapon-based combat in a first-person

perspective; that is, the player experiences the action through

the eyes of the protagonist. The genre shares common traits with

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other shooter games, which in turn makes it fall under the

heading action game. Since the genre's inception,

advanced 3D and pseudo-3D graphics have challenged

hardware development, and multiplayer gaming has been

integral.

 2D platform for GUI and menu systems – the menu System of

the game would be in 2D design with a Dynamic

implementation.

 Written in Visual Studio C # for Unity – The scripts of the game

is written in C# and all its interaction and mechanics where

written.

 Creation of 3d Model in Blender – this is where we edit and

create our building models, character and Environment

vegetation’s

Delimitation

 Will not be multiple player – as we said the game itself is not

in multi-playable game the game can be only played by a single player

because the game is design to play on solo and the story line of the

game is Linear and the environment can be interact by a single

character.

 Will not be consoled based – the game can’t run on console

platforms such as Xbox One, PS5 and Nintendo Switch the game itself

can only be runnable to a Windows PC and IOS.

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 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

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Android - an open-source operating system used for smartphones and

tablet computers

Blender animation - Blender is a free and open-source 3D computer

graphics software toolset used for creating animated films, visual

effects, art, 3D printed models, motion graphics, interactive 3D

applications, and computer games

Cannibalistic - relating to or characterized by cannibalism.

Defender - a person who defends someone or something.

Deployed - encompasses all the processes involved in getting new

software or hardware up and running properly in its environment,

including installation, configuration, running, testing, and making

necessary changes.

Distinct - recognizably different in nature from something else of a

similar type.

Equipped - supply with the necessary items for a particular purpose.

Exploring - travel in or through (an unfamiliar country or area) in

order to learn about or familiarize oneself with it.

Firearms - a rifle, pistol, or other portable gun.

FPS game - First Person Shooter game.

Graphics - the products of the graphic arts, especially commercial

design or illustration.

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GUI- Graphical User Interface - is a form of user interface that allows

users to interact with electronic devices through graphical icons and

audio indicator such as primary notation, instead of text-based user

interfaces, typed command labels or text navigation

Humanity - the human race; human beings collectively.

Low-poly - is a polygon mesh in 3D computer graphics that has a

relatively small number of polygons. Low poly meshes occur in real-

time applications as contrast with high poly meshes in animated

movies and special effects of the same era.

Mobs - A mob, short for mobile, also known as an enemy or mook, is a

computer-controlled non-player character in a computer game such as

an MMORPG or MUD.

PC - Personal Computer

Post-apocalyptic - Apocalyptic and post-apocalyptic fiction is a

subgenre of science fiction, science fantasy, dystopian or horror in

which the Earth's technological civilization is collapsing or has

collapsed.

Protagonist - The leading character or one of the major characters in a

drama, movie, novel, or other fictional text

Rapid - happening in a short time or at a fast pace.

Robust - It derives from the Latin robustus , meaning "strength."

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Sandbox - a virtual space in which new or untested software can be

run securely

Synchronize - cause to occur or operate at the same time or rate

Technology - the sum of techniques, skills, methods, and processes

used in the production of goods or services or in the accomplishment

of objectives, such as scientific investigation.

Trend- a general direction in which something is developing or

changing

Unwind- undo or be undone after winding or being wound.

Virtual- carried out, accessed, or stored by means of a computer,

especially over a network

Visual Studio C# - is an integrated development environment from

Microsoft. It is used to develop computer programs, as well as

websites, web apps, web services and mobile apps.

Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES

RELATED STUDIES

This chapter presents the related works of several foreign

authors, other researchers, game developers and studies derived from

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the books, article, and other references such as internet which are all

necessary in framing of the concept of our game development. And its

compatibility issue to the software that is needed in the development

of the FPS Game project. To attain a deeper and better understanding

of the present study, various strategies and related to the game

development to extensively read and to analyzed.

INTERNATIONAL

Correspond to Michael Hitchens, the First-Person Shooter (FPS) is a

popular game form, with examples appearing on many different platforms.

The genre has an almost two-decade history and is represented by hundreds of

commercial titles. While there has been extensive study of the FPS genre, this

has tended to focus on particular games, or at best a limited set of examples. In

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

release, platform and game setting. Characteristics of avatars within the

surveyed titles are also examined, including race, gender and background, and

how these vary across platform and time. The analysis reveals definite trends,

both historically and by platform.

Figure 1. shows Wolfenstein 3D (id Software, 1992), the face of the

avatar, B.J. Blazkowicz, directly in the center of the player’s view. This avatar

is well-defined: a caucasian male, with a military background. Wolfenstein

3D initially appeared on IBM PC compatibles and has been called the

foundation of the First-person Shooter (FPS) genre (Malliet & de Meyer,

2005). There were earlier ancestors, and Catacomb 3-D (id software, 1991)

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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

commercially successful video game style (Cifaldi, 2006). Some examples,

such as the Bioshock  (Irrational Games, 2007), Halo (Bungie 2001)

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

different game consoles and now with an increasing presence on modern

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

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`The FPS is characterized by a first-person viewpoint and a heavy

emphasis on combat, typically involving firearms. Removing the avatar from

the player’s field of view both makes these games distinctly visually different

from those with a third-person perspective, but otherwise similar gameplay,

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

asked whether the characteristics of the avatar matter. Gameplay in FPS

games is focused through the avatar. As noted by Pinchbeck (Pinchbeck,

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

game studies as a discipline. We now have a much greater understanding 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

on either analyzing or employing a small number of titles (and sometimes

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

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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

game because of a first-person viewpoint and a heavy emphasis on combat, typically

involving firearms. By removing the avatar from the player’s field of view.

Dying Light (Game)

Dying Light  is an  open world first person survival horror action-adventure video

game  developed by  Techland  and published by  Warner Bros. Interactive

Entertainment. Announced in May 2013, it was released in January 2015

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

infiltrate a quarantine zone in a city called Harran. It features an enemy-infested,

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

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features an asymmetrical multiplayer mode (originally set to be a pre-order bonus),

and a four-player co-operative multiplayer mode.

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

game's parkour system puts emphasis on natural movement. To implement that,

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

was released on February 9, 2016.

Discussion

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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 (Game)

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.

Left 4 Dead 2  includes 5 regular game modes:

 Campaign: up to four human players fight against the Infected to make their

way through Campaign stages; any Survivor not controlled by a human

player is controlled by the computer.

 A Singleplayer  mode allows players to play without intrusion from human

players, working through the Campaign stages with three computer-controlled

Survivor allies.

 Versus: up to four other human players take control of various  Special

Infected to try and prevent the Survivors from completing a stage. Special

Infected are randomly assigned to Infected players; they cannot control the

Witch or any Common Infected. Occasionally, as determined by the AI

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.

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 Survival: a timed challenge where the Survivors are trapped in a section of the

campaign maps and try to survive as long as possible against an unending

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,

while the Infected players attempt to stop them.[14]

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

as a team" without having to increase the difficulty level of the game.

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

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increased power, increased numbers of Special Infected, etc. One of these modes,

named GunBrain, is a weapons stats analyzer.

Discussion

Left 4 Dead 2 game is applicable references to our game because of a singleplayer

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

A.I, Scripts is actually a game code of a Monobehavior of a game character or a A.I

character which will tell the A.I what and don’t do in the game .

Low Poly

According to  NATHAN WHITEHEAD Low poly is some simple geometric

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.

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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,

artist and illustrators used to create art and games to be published.

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

evolutionary trend and development

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

using basics color’s instead of inter cut .

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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

was lighting, lighting is a disadvantage to it because it can be difficult getting to look

appealing to audiences and especially getting a day-night cycle to work too.

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

details which is not in the mesh. 

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

power and having better rending speeds  

-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

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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

Low-poly design is a downgrade of a high-end design of a Triple A that’s why

we try to develop our game by a Low-poly graphics only. So that our game will run

on a mid-range computer pc or a gaming pc.

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

ACE Team. (2009). Zeno Clash. [Windows, Xbox360], USA: Valve Corporation.

Apogee Software. (1994). Rise of the Triad. [DOS], USA: Apogee Software.

Banjo Software. (1997). HacX. [DOS], USA: Banjo Software.

Barking Dog Studios. (2002). Global Operations. [Windows], USA: Crave


Entertainment, Electronic Arts.
Bethesda. (2002). The Elder Scrolls III: Morrowind. [Windows, Xbox], USA:
Bethesda, played 2006.

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Bungie. (2001). Halo: Combat Evolved. [Windows, Xbox, Xbox360, MacOS],
USA: Microsoft Game Studios, played 17 June 2007.

John Kirriemuir, Angela Mcfarlane. Literature Review in Games and


Learning. 2004. hal-00190453.

Nathan Whitehead. (March 12, 2019). Low poly Research


. Retrieved from http://
https://gamesdesigblog.wordpress.com/2019/03/12/my-fmp/

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.

Techland (1991).Dying Light.[Windows,Playstation,Xbox,MacOS] Ostrów


Wielkopolski, Poland: Techland Publishing , 28 January 2015.

Michael Hitchens (December 2011). A Survey of First-person Shooters and


their Avatars. Retrieved from
http://http://gamestudies.org/1103/articles/michael_hitchens/

Chapter 3

Research Approach

Qualitative research

Qualitative research has the potential to access and contextualize user

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

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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

typically considered as the two key components of a closed system.

The research approach available to get our data is to write dissertation

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

both know they really couldn’t be bothered.

Typical steps for Qualitative research begin are as follows:

• Identifying the topic of research.

• Review of relates to the topic area.

• Specify research question or hypothesis.

• Specifying what kinds of data are needed to study the question (the unit of

analysis and the unit of observation;).

• Specifying what kinds of methods are needed to analyze the data.

Methodology

Proposed Development Process

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Even if one can prepare a well-thought-out design document, some features

do not give the same effect in gameplay as on the paper. During

implementation phase many features are added, removed or modified.

Accordingly, one needs to make some modifications on a First-Person

Shooting game design and requirement analysis. We prefer the Waterfall

Model development process with specified milestones and deliverables for

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

evaluation Team Members Responsible for system development.

 Players - Intended users for the game

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 Project Examiner- Responsible for project evaluation

 Team Members- Responsible for system development

Development Tools and Equipment

Here is the list of tools and equipment used to develop the proposed system.

 Microsoft Visual C# Community Edition 2017 – This software is a

coding software, the purpose of this IDE to our game sis to code the

Monobehavior of our character and environment on the game, also A.I

such as mobs and events handler in the game.

 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

make a game scene and its level designs of the game.

 Blender 2.8 -This 3d modelling software will use to create our 3d Low-

poly characters rigging ,texturing ,animating and Low-poly

environments such as buildings road, tree and vegetation’s.

 Adobe Photoshop CC 2019 - all the designs and first draft making of

our game character will be draw on this software and painted for

references to create our character on blender.

System Requirements

 Memory: 2 GB RAM.

 Intel HD Graphics.

 CPU: Intel Core I3 3.40GHz.

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 File size TBD.

 OS: Windows 10.

Game Design

In the context of the game design project, this includes completion of the “The

Last Human Bot” game design including:

 An overview of the game including concept, vision, target

audience, look and feel.

 Gameplay and mechanics including game progression,

structure, objectives, play flow, physics, movement, objects,

actions, combat strategy, options, replays, and game cheats.

 Story, setting, and character including back story, plot,

storyboard, world design, character stories, animations, and

relationships between characters.

 Objectives, synopsis, introductory materials, map, walkthrough,

encounters, critical path, and opening/closing material.

 Interface considerations including menus, rendering system,

cameras, lighting, character controllers, sound effects, music,

and a help system.

 Artificial intelligence (AI) including opponent AI, enemy AI,

non-player character AI, player collision detection and path

finding.

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 Technical considerations such as platform (PC, mobile), game

engine, and scripting languages.

 Game art including characters, style guides, and equipment.

 Miscellaneous including test plans and design software

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

program and assets are validated to work as specified in the design

document. Finally, a maintenance phase is entered.

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

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