Week 1, Day two: Blood Arrow!
- whereisbobgone
- Feb 10, 2015
- 5 min read

Well nothing interesting happened at Uni today, I think I got more sun burnt on my walk there and then even more on my walk back to the train, so that was fun.
All we did was a little introduction to DirectX, Nothing much, but it was still something. I think tomorrow might be a better day, I think we may be starting on our projects, not sure though.
Oh look at that, I think that seems like a good segue.
Friends, I would like to introduce you to my new game. Blood Arrow! Yay *Crowd cheers in the background*
This is the game I want to make for the “Sports” game project we get to make until week 5.
I know all of you are wanting to know what the game is about, I would give a quick rundown on what it is, but when I woke up this morning I decided I wanted to write about the game, in a sort of question and answer format, mainly for use in a game design doc and it really helps when making a game if everything that you want is already written down.
Here it is, enjoy.
------------------------------------------------------------------------------------------------------------------------
Genre: First Person Sports Shooter (FPSS)
What’s it similar to: Blood arrow is a cross between Aussie football, Harry potter’s Quidditch and Archery.
What’s the Goal in the Game: The goal in the game is to get an arrow from the middle of the field into one of the targets at the end, without letting the other team steal the arrow and do the same thing.
What are the Mechanics:
1. The player can catch arrows mid-flight.
2. The Arrow can be picked up from the ground.
3. The Arrow can be taken out of character’s bodies when hit.
4. The Player can shoot arrows using a bow.
5. The bow can be pulled back to different lengths, with the max causing the arrow to fly further. Around 30 meters for an average strength shot, and around 50 meters at max.
6. The Player can move the characters body in the way of an arrow to catch it.
7. The player can shoot targets at the end of the field to obtain points for their team.
8. Player cannot move then they have possession of the arrow.
How many people will be in a team: Teams will consist of 4 or 5 people, with the user only being able to control one character.
What are the rules: Rules are simple.
1. Players cannot move when they have possession of the arrow.
2. Players can intercept arrows by either catching it or moving in the way thus making the arrow hit you.
3. Arrows can be taken off players if it hit the ground before a team obtains possession of it, a successful attempt at stealing the arrow will result in a quick time event, with the winner obtaining the arrow.
4. The two lowest targets, when hit give the team 10 points; the tallest target gives the team 20 points, while the fast moving target will give the team 50 points.
5. Player can run, walk, jump and slide their way around the field.
What is the playing field like: The field that is played on is similar to an Aussie rules football field, but with colosseum style seating for spectators. Around 200 meters in length and 150 meters in width.
What sounds will there be: There should be sounds for everything,
1. For wind when it becomes stronger or changes direction.
2. For when a bow is drawn back.
3. For when the arrow is in flight and shot.
4. For when the arrow hits something.
5. Characters breathing to signify fatigue.
6. For when a player catcher the arrow.
7. Crowd cheering at different events in the game.
8. Possible hint for when the player can catch the arrow.
9. Footsteps and sounds when walking, running, jumping and sliding.
10. Chatter between team mates.
11. Shouts from team mates to let the player know what direction they are in, and if they are prepared to catch an arrow.
What HUD elements will the player be able to see when playing: The screen will be free of any HUD, with all information being shown to the player through visual effects and sound.
How will the direction of the wind be known: Each character has a ribbon on their arm, which will move with the wind, giving the player an idea of the direction and strength. Sound will also be used to let the player know that the wind speed has increased or that it has changed direction.
Where is the camera going to be positioned and how will it move: The camera is a first person camera that will sit on the characters head and follow them around. The camera can be moved independently of the body by holding the Alt key and looking around, this is used to simulate head movement, and makes it easy to look around the field without changing direction.
What are the visual effects used to relay information to the player: The types of visual used are.
1. Sweat beads falling from the top of the screen to simulate fatigue or strain.
2. Chance of the character moving arm in front of sun to shield eyes.
3. Score will be displayed on screens around the field.
4. Power of your shot will be represented on how far back the bow is drawn.
5. A glint and a sound will represent when a player should catch the arrow.
Will there be a menu system in the game: There will be a main menu which will be the first thing they player sees in the game, in there the user can play a match, view options or quit the game. Inside of options, the user can adjust sound volumes, view keyboard and mouse bounds and possibly tweak a couple visual things.
How will the match start: Every game is started with an umpire shooting the arrow straight up in the sky, two players in the middle then fight to catch it as it falls.
Will there be announcers like in most sports games: Having announcers is something that is currently out of scope, so it isn’t planned to be in the game, but there is a small possibility that if time allows it, it can be added in.
What other things are planned for the game, but are currently out of scope: Well there is character progression, where the user has one character that they use and earn money and stat points in matches, which they can then use to buy better bows and level up their character, so they can run faster or shoot bows at max strength quicker. The character will be saved after each game, and can be returned to each time the user wants to play “Blood Arrow”
What is the art style of the game going to be like: The plan is to have it looking a little bit like Team Fortress 2, with that cartoony style graphics. But any type of art style would work with the game, it could be cartoony or even life like.
What engine will the game be created in: “Blood Arrow” will be created using the Unreal engine. Most likely using the C++ side of it instead of the blue print side.
How many people are working on “Blood Arrow”: Currently there is only one person working on the game.
What platform will the game be made for: “Blood Arrow” will originally be created for Pc, but there is a chance that further down the track it can be moved to console and Mac.
------------------------------------------------------------------------------------------------------------------------
Well that's what I've got so far, still needs a little work, and I think I might be a bit ambitious, but ehh. Well that's all for now.
Till next time.
Nathan out!
Commentaires