Game Design and Software Specifications and Architecture (Public Summary)

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Game Design and Software Specifications and Architecture (Public Summary) D 3.1 – Game Design and Software Specifications and Architecture (public summary) Document number D3.1 Document title Game Design and Software Specifications and Architecture (public summary) Version 1.5 Status Final Work package WP 3 Deliverable type Report Contractual date of delivery 01/02/2016 Actual date of delivery 04/03/2016 Author FRE Contributors UOP, ISEP Keyword list Game design and specifications, serious game Dissemination level PU Game Design Document Dissemination Level: PU Amendment history Version Date Author (unit) Description V1 29/01/2016 FRE First draft V2 09/02/2016 UOP First review V3 19/02/2016 FRE Second draft V4 04/03/2016 ISEP Second Review V5 04/03/2016 FRE Third draft (PU) This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 649673. Disclaimer: The sole responsibility for the content of this material lies with the authors. It does not necessarily represent the views of the European Union, and neither EASME nor the European Commission are responsible for any use of this material. EnerGAware - 649673 Version 1.5 Page 2 of 47 Game Design Document Dissemination Level: PU Executive summary Deliverable D3.1 presents the results of the task T3.1 (Serious game design) and T3.2 (software specifications and architecture). It first presents the serious game design in the form of the Game Design Document, a standard document used in the video games development industry presenting the guidelines to create the game envisioned. It describes precisely the content of the game in terms of game concepts, settings, interfaces, graphic, audio and sound design, game modes, assets, interactions, game mechanics, characters, missions, etc. The deliverable then presents the artistic direction, describing the visual ideas thought for the EnerGAware serious game. The EnerGAware serious game artistic direction focuses on: the house concepts, as the house is at the centre of the gameplay; the evolution of the house, because it is a customisation game; and the integration to a real environment, because the game must relate to the everyday life of the players as previous works have concluded. The last part provides ideas and concept art around the main character of the game, the cat. The last part of the D3.1 document is dedicated to the software specifications and architecture of the EnerGAware serious game. It provides all the relevant details to produce the EnerGAware from a software and server architecture point of view. The part relative to the game and game server is managed by FremenCorp and the part relative to the house server, by ISEP. EnerGAware - 649673 Version 1.5 Page 3 of 47 Game Design Document Dissemination Level: PU Table of contents 1 GAME DESIGN DOCUMENT ................................................................................................................ 11 1.1 THE MAIN IDEA ........................................................................................................................................... 11 1.1.1 Story: the smart cat, king of the house ................................................................................. 11 1.1.2 Game systems .......................................................................................................................... 11 1.1.3 The main game mechanics ................................................................................................... 12 1.1.4 The main gameplay loop ....................................................................................................... 13 1.1.5 Balance between happiness and energy points ................................................................ 15 1.1.6 Social dimension of the EnerGAware serious game ........................................................... 15 1.1.7 Real consumption and game impact .................................................................................. 15 1.1.8 Behaviour change objectives ................................................................................................ 16 1.2 GENERIC GAME SETTINGS ........................................................................................................................... 16 1.2.1 Interface ................................................................................................................................... 17 1.2.2 Language ................................................................................................................................. 17 1.2.3 Difficulty default settings ......................................................................................................... 18 1.2.4 Graphics default settings ........................................................................................................ 18 1.2.5 Controls default settings ......................................................................................................... 18 1.2.6 Music, Sound and FX settings ................................................................................................. 18 1.3 IN-GAME MODE ......................................................................................................................................... 19 1.3.1 Camera: Field of view and Angle ......................................................................................... 19 1.3.2 Controls: Finger(s) touch ......................................................................................................... 20 1.3.3 Messages and pop-up ............................................................................................................ 20 1.4 EDITOR MODE ............................................................................................................................................ 21 1.4.1.1 Items’ information ................................................................................................................................ 21 1.4.1.1.1 Energy points consumption ........................................................................................................... 21 1.4.1.1.2 Happiness ......................................................................................................................................... 22 1.5 RESOURCES ............................................................................................................................................... 22 1.5.1 Energy points ............................................................................................................................ 22 1.5.2 Unlock new items ..................................................................................................................... 22 1.5.3 Money ....................................................................................................................................... 22 1.5.4 Energy points, money, and happiness system ..................................................................... 22 1.6 CHARACTERS ............................................................................................................................................ 23 EnerGAware - 649673 Version 1.5 Page 4 of 47 Game Design Document Dissemination Level: PU 1.6.1 Cat ............................................................................................................................................. 23 1.6.2 Humans ..................................................................................................................................... 23 1.6.3 Neighbours ............................................................................................................................... 23 1.7 SYSTEM INFORMATION ................................................................................................................................ 24 1.7.1 Loading system ........................................................................................................................ 24 1.8 MISSIONS .................................................................................................................................................. 25 1.8.1 Global system ........................................................................................................................... 25 1.8.1.1 Triggers ................................................................................................................................................... 25 1.8.1.2 Interface ................................................................................................................................................ 25 1.9 TIME IN GAME ............................................................................................................................................ 26 1.9.1 Real calendar events .............................................................................................................. 26 1.9.2 Day and night cycle ............................................................................................................... 26 1.9.3 Seasons: in-game effects ....................................................................................................... 27 1.10 SPECIAL EVENTS ..................................................................................................................................... 27 1.11 ONLINE AND OFFLINE ............................................................................................................................ 27 2 ARTISTIC DIRECTION
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