Wednesday, 19 November 2014

Research: Game review: Counter-strike: global offensive

Counter-strike: global offensive

Overview:
Counter strike global offensive is a tactical-based first person shooter played only online. The game only consists of multiplayer and has no campaign or story mode. The online portion of Counter strike is made up of multiple game modes such as death match  which is two teams competing against each other to see who can achieve the highest kill score over each other.  While arms race game mood is similar but when a player gains a kill they advanced to another weapon until they have advanced to the highest weapon then the game ends. 

Counter strike takes more of a realistic approach when it comes to game play by having players experienced heavy recoil when using heavy weapons and giving the player directly see if they are standing still or in a cramped position this is also true for certain weapons that use scopes  as when the player moves the scope will become blurred and make it difficult to see in forcing that players should usually stay still to receive better accuracy but the longer players will stay still the more chance they are to be shot as they are a static target.

Genre:
Counter strike go is placed in between two main genres the first being the first person shooter and online tactical game. /is done this to combine both the genres together to see how they would fare to work side-by-side.

Mechanics:
recoil: The recall mechanic is as much a game play altering mechanic as much as it is a realism mechanic. making players always think about the knack shop they are going to fire and also their position as crouching and staying still also matter when controlling the recoil of weapons.  This layer of tactical thinking adds another obstacle for the player to overcome and also keeps them engaged and constantly thinking about how best to engage the enemy within a certain area so that they can gain an advantage.

Accuracy: The  accuracy mechanic is mainly based around positioning is in if your characters moving your accuracy will be vastly different to whether you are crouching or standing still and when in a firefight if you're moving around and trying to shoot it almost makes it impossible to hit another player. this combined with the vehicle mechanic really makes the player think on their position on the map and whether they are going to hunker down and get the best accuracy to try and achieve kills or move around to avoid being shot by enemy players this constantly plays in the back of the player's mind and must choose to switch between both tactics to stay alive.

scaled Multiplayer matchmaking:
Multiplayer encompassed by global offensive is scaled towards the players abilities for example if you are a player that is only had 10 matches of experience  the multiplayer will try and match you with other players of a similar experience.   with the competitive nature of the game this is a very good move as it avoids new players being beaten on by more experienced players who have hundreds of hours compared to someone who only had two or three hours of game play.  this being a simple mechanics think gives the game a really good balance and allows new players to get adjusted to the game without being thrown into competitive combat straight away.  however there is a drawback to this system if you are playing with an experienced player who is your friend and you go into a lobby with that player you will often be joined with people of his skill set making it hard for  the player to learn new things about the game this I think is one of the most off putting features about counter strike's multiplayer.

Strong points:
gun play: will play is one of Strikes major mechanics and one of its biggest ramps I feel as it offers a layer of tactical thinking which is not present within any other first person shooters similar making the player constantly think about their next move and the way they are going to execute that move this allows players to see their progression as they become more skillful and able to take on more challenging opponents.  as well as offering solid gunplay it also makes requirements for players that stop playing this game as it tells them they have to learn how to handle and control their weapon before they can contribute to the team making a universal standard for entry into the game.

Tactical possibilities: Similar to a MOBA ( Multiplayer online Battle Arena) counter strike consists of some tactical elements when it comes to team play as with a well coordinated team players can predict and counter enemy movements with tactical grenades smoke grenades to block off enemy views and also positioning their team in certain areas to gain an advantage for an example if a player has a sniper rifle  the team would position them in an open area firm to be most effective while taking the player with an assault rifle or shotgun into the close quarters situations and then talking to each other to verify enemy movements allowing for our well coordinated team to have  dominance on the battlefield.


Weak points:
learning curve: with counterstrike there is very little that constitutes a weak points within the gameplay but one of the very major problems is the learning curve that new players will have to go through in order to even reach a minimum standard  to contribute to the team.  As counterstrike is very different to any other FPS games with its difference gunplay mechanics this almost means that new players have to learn again when starting to play and if a new player comes up against a well-organised team this almost makes it impossible for them to even fight back against them but I think by trying to make the learning key curve easier for new players this could ultimately upset the balance of gameplay for the whole game theoretically  destroying what counterstrike is as a game. In short it seems that this weakness is more of a symptom of what the game is and is just something that has to be dealt with from all players


Synopsis:
From my point of view I think Strike is an excellent example of a  first person shooter with a more tactical feel to it. the more tactical approach to game play thinks ads are  good skill-based mechanic to the game allowing for players that have the skill and the time to become the best members of the team and rewarding them with victory over the other team.  As an arena-based first person shooter a thing as a prime example of first person shooter made correctly with tactical elements given its great game mechanics and overall flow in counterstrike will always exist as a major example of one of the best tactical first person games ever made.

I do take issue with the level of entry to counterstrike as new players may be put off by some like the but overall I think this is the nature of the game without this level to entry the game would not be as competitive or rewarding as it is today.

Tuesday, 18 November 2014

Research: Game review: DOTA 2 (deference of the ancients)

DOTA 2 (deference of the ancients)


Plot:
DOTA 2  is set on one map in which two teams made up of five players must work towards destroying the other teams mega structure called the ancient.  the two teams may choose from a roster of over 100 heroes and work with their team members throughout the game in order to beat the only players and gain an advantage over the other team.  The way the players will gain this advantage is by killing enemy drones called creeps these creeps are not controlled by any players and countless can spawn on the map the players will receive a certain amount of money upon killing a creep. They can then use this money to buy items which may complemented their heroes skills for devastating combos. That heroes will also receive large sums of money the killing enemy hero and this is where teamwork comes into play as working alone will often result in the loss of the game while working together as a coherent theme will usually guarantee victory. The map is set out as three lanes these are three alleyways in which creeps will spawn and move  up along these pathways till they collide with each other and will start a fighting. Along these paths there are three towers that do significant damage to see heroes and creeps the tactic is to over time were down the enemy's Tower till it is destroyed. Once all three towers are destroyed that lanes barracks will be able to be attacked  once these two barracks is destroyed  the creeps on the opposing team will become much stronger and will give that team a significant advantage. The last defense of the ancients is two more towers once these destroyed the ancient is available to be attacked upon destruction of the ancient the game will end the clearing the winning team.



Heroes
With over 100 heroes in the game there are many  different classes of heroes such as carry, support, semi support and Pusher. Each  of these heroes have different stats and abilities that put them into these classes for example one of the support characters Lynch has an ability where he can give fellow players armor buffs that helps them survive longer. The ability is shown in this picture in the red box:

While a carry hero like drow  Ranger has abilities which makes her damage output magnified by a significant amount that means that this character should get most of the gold because league game that character will become much stronger then many others. The ability is shown in this picture in the red box:


When choosing heroes it's best to get a strong balance team as it will go a very long way in ensuring victory for your team.

Fog of War:
similar to other RTS is dota has a Fog of War system  which is dependent on player  site and player structures for example a structure like a tower has a certain radius around the where the team it belongs to can see activity such as player movements and creep movements.  Players themselves have an area around them where they could see through the fog of war but one of the areas where there is almost no visibility is called the jungle this can be easily remedied however by players purchasing an item called wards they are then able to place them down and have a similar effect  as it will show in a certain radius through the fog of war allowing players to see into the jungle and see of enemy players are moving through its. here is an example image: 


Jungle:
the jungle is and name given to the area in between lanes shown in this image marked as read:


In these areas the players can move through it freely and located within the jungle are a thing called free camps these are shown in blue squares on the image above.  At these camps are a set of creeps that can be killed by players to earn extra gold the difference between the ease and normal creeps on a lane is that the player has to take the damage directly onto them which makes farming these areas difficult to say and heroes the jungle as well is where players can move to other lanes without being seen by all the players as there is no sites within the jungle unless all the players have placed wards down.

NPC (non-playable characters):
Mainly in dota and there are two types of NPC's there are lean creeps and there are free camps as shown in these images below:

Lane creeps

blame creeps are creeps that spawn at the poise base and then  walk along a set path on  one of three lanes and they are always trying to destroy structures on that said Lane they cannot deviate from this path and a new batch of them will spawn once every minute and is equal to both teams.


camp creeps:

camp creeps are NPC's  back don't move and stay in a certain area of the map  their are many different types of creatures that make up creep camps but they are always in the same area and spawn once every minutes depending on if the previous camp before had been killed or not the heroes that venture into the jungle they are often commonly farmed as a source of gold for that character.


Genre:
dota 2 falls mainly into the category of multiplayer online battle arena or MOBA  it's commonly known as the franchise that started the genre and is seen as the main archetype of the MOBA genre.

Mechanics:

Heroes:
The hero mechanic in dota is one of its finest mechanics and probably one of the most diverse mechanics in the whole game.  with the multiple choice of 100 and all he heroes this almost makes for an unlimited amount of combinations that teams can go with given an almost limitless playtime to test different combinations. This make sure the game has a very long life expectancy for players that wish to explore and perfect skills with many different heroes.


Abilities:
with the ability's mechanic is implemented with each hero giving them  a maximum of six abilities that players can use off offensively or defensively this is where the main diversity and teamwork can come into play the teams.  As there are many abilities that complemented each other or also could be combines the devastating effects in battles this allows that seems with coordination to unleash devastation upon the opposite team. 

stats:
the stat mechanic is placed onto every hero the first three stats are strength, agility and intelligence.these three traits affect much about the player strength affects the overall health player has as well as their amount of damage they do on an attack agility affects the movement speed of a player and intelligence affects the amount of minor player has and their regeneration of it.

The secondary stats are Armour, movement speed and attack damage. on the is often increased through items and the more player has the more resistance they will have to physical attack damage. movement speed just describes how fast the player can move from  one area to another. An attack damage is the amount of damage a player will do in one of their attacks this does not affect their abilities which do damage.

Two other similar stats are the players health bar and the players manner bar.  the players held by the shows how much else they have and also how much health regeneration they currently have once a player's health bar is diminished the player will die and be forced to respawn. The manner bar shows how much manner player will have manner is only used for abilities so one player has no manner lest they are not able to use certain abilities.

shop:
the shop mechanic on terror can be accessed from anywhere on the map by a player and has a list of items that the player can place in their infantry which only has six slots.  The player can choose from a variety of different items that will give temporary or permanent bonuses and depending on the player's class has to be chosen accordingly for example at he wrote that relies on ability use to cause damage to other players may go for items that give them significantly increased manner regeneration while a tank player may go with items that increase their health regeneration.



denying:
the denying mechanic is a very simple mechanic but lets players  destroy friendly units or structures when they are on a certain amount of health what this stores is lets  that seemed that is denying a structure also stop the other team from receiving money from a kill this may sound like a simple game mechanic but in games can turn the tide of an entire game as stopping an enemy team from receiving gold slows down their progression and gives your team and advantage.


Strong points:

Balance: With Dota I think one of its main strong points is its balance in the way that there is no hero that can beat every other hero it can always be counted by someone else. This offers a good arena experience as it is souly based on skills.

progression: with the game's progression system I really like this concept and think it is really good way to keep the player engaged as they feel a sense of increasing power whenever they gain more items and see their character developing and also that feeling of progressing fairer than your enemy players and then being able to destroy them easily as you have progressed further than them due to your skill.

items/infantry: When looking into any items in infant tree system it really shows that even with progression the game creators are still trying to keep a balance among players as the infantry system can only hold six items  meaning that even acts late stages of game play enemies do not become absurdly overpowered.  this also means that the player has to think more tactically about items they are going to purchase as they can only have limited space to hold them.  as with the item system I think this further offers more possibilities to a player on their approach to winning as many different items have many different effects some back and be used to counter the heroes  which gives the player a more tactical approach when purchasing items making the player always think about the enemy team and what they may do to destroy their hero I think the way the game keeps this level of attention from the player is a really good way of keeping the player interested to discover more items that they can use against the enemy team.

limitless possibilities To winning:I think with the overall games amount of  content scanner offers to players in terms of Heroes abilities and items this almost limitless possibility approach to winning the game from different methods or different tactics is a really good way of allowing players to go through the game again and again and again discovering new tactics and approaches to dealing with all the teams. 

Weak points:

Team experience: One of the major points of data that is really dampened my game play with the game is the team experience can have with other users.  As this is not a fault with the creators but more with the community there is very little that can be done to solve this problem but it is inevitably a problem that can dampen your experience with the game.  was some team members that or unwilling to co-operate all work as a team this can spell disaster even if your hero is doing well it doesn't take much to bring the whole team down if some of the team are not cooperating. The  solution to this chord in itself break the game and make the game play on fun as a solution could be to make the game less about team cooperation so that if your team members on this cooperating with you it will not have such an effect on your experience but I think this will take away from the overall game feel and make the game less as a result.

Late progression: the reason I have list later progression onto this list is because if your team at the beginning of the game may be getting  eliminated by the opposing team  the game makes it very difficult for you to come back from being so behind in terms of currency and items almost to the point where there is no  point continuing playing the game as you are bound to lose anyway this again is a byproduct of the arena and also like the other weakness is hard to find solution without affecting the overall game play and flow.

Synopsis:
overall I think there were two is close to being an almost perfect battle arena as in terms of balance and equal opportunities for both parties it is almost perfect. I really think with this scheme succeeds is its almost limitless possibilities in terms of accomplishing your goal of winning anything with a well coordinated team you could spend hundreds of hours finding combinations to use together to achieve victory and I think in terms of keeping a player interested and constantly playing go into is remarkable in that area and one of my original fears that I had about dota  where I fought the game would have no sense of progression if you were starting again every time you played it really does not feel like that as you have experience about the arena and about different heroes that you can use to your advantage against other enemies.

In terms of team play however I think this is where the game can falter as if you do not have a good team on your side that  will not work with you it will almost certainly mean you are going to lose no matter how good you are the player but I think this comes with the territory of playing a MOBA ( multiplayer online battle arena) but I think it can be an almost came ruining experience as it means that almost all your efforts are in vain to try in win the game for your team but maybe future games may be able to address some of these issues but for the moment it seems like don't there is going to suffer from this until the foreseeable future

Sunday, 16 November 2014

Research: looking into other games

Research goal:
through my research I will be looking  into games that I think are similar to my concept and see how they are constructed and what makes them fun to play or in some cases had to play our use this research knowledge to then iterate on my concept to make it a stronger game idea.

For my research I'll be looking into MOBA(Multiplayer online Battle Arena) games like:

.DOTA 2 (Deference of the ancients)
.LOL (league of Legends)

 I'm writing a review on different mechanics of the game's feature as well is what makes them fun to play and what can be improved on their formula to make them better games.

For my research I will also be looking into tactical first person shooter games like:

.Counter-strike: global offensive
.Insurgency

I will also be reviewing these the same way I will be reviewing the MOBA  games and  analyzing their strengths and weaknesses. this hopefully should give me relevant research insights into the common trends of MOBAs  and tactical first person shooters so that I can hopefully incorporate their strengths into my game making it a more enjoyable experience for the player.


First idea concept

My Game Idea short concept: Battle Arena

In  this document I will be giving our short description of the game I have came up with so far going over the genre, environment, mechanics and story . This document is only meant to highlights the early concept of my game I will later on have a document that is more descriptive of the final game idea  after I have thoroughly researched into similar games and trends in the market to find out how to best suit my game for the audience.

The idea:
The first idea for my game is for an arena-based tactical FPS (first person shooter) with elements from a MOBA (Multiplayer online battle arena). The idea is to have player versus player combat set in in arena setting not allowing the players to go beyond the boundaries of the arena. Players in teams or alone will fight against each other for dominance of the arena. The players will have a life bar meaning that combat will not consist of twitch-based shooting  but of tactical position of other players to outnumber and eliminate opposing team members. This will mean that players will have to shoot each other multiple times to achieve a kill and also use team positioning  to gain the upper hand.  the MOBA elements of the game will be that players will gain an in game currency  through kills and also through participation such as a flat rate being given to the player each minutes. The player will then be able to spend this in a shop of some description which will contain upgrades for their weapons ,Armour and movement abilities. the final goal of the player will be to reach  a certain number of kills for his team for their and his team to win causing the end of a round the player can then choose to play again or join another party of players.


Genre:
FPS(First Person shooter):
As the mean genre of my game it will  be mainly in the genre of first person shooter as this will be the view that the player will use to navigate the map  and also to shoot of the players. 

Tactical FPS:
where this will come into effect is the positioning of team members and use of weapons and abilities to gain kills over the enemy as this will require tactical planning by each team.

MOBA(Multiplayer online battle arena):
The MOBA side to the game will come in the form of the  health based combat and shop containing upgrades as this will allow the games  to last longer depending on the skills of team members.

Environment:
The environment of the game will be set in will be constructed as arena-based maps. This will allow the player to run around a certain area but not build to explore beyond those boundaries. The  on a map that will be inspired by ancient architecture such as temples and ancient arenas similar to Roman culture as they were the main culture that popularize arena battles and gladiators. I would love to cross this Roman arena culture with a futuristic simulation  setting  and to see how they work together but more research to be done to see if these two aspects of culture can work together. 


Mechanics:
Player view: 
the player's view of the game will be a standard FPS view with the player taking on the perspective of their character through their eyes. This will include a front view of the gun allowing the player to aim in  on targets palace you will also include information about the character such as weapon type and ammo.

Shooting:
the play will be to shoot weapons equipped to their character and will vary depending on the weapon some may be fully automatic or semiautomatic and have different damage outputs.

Weapon swaps:
the weapons what mechanic will allow players to swap out weapons with any new ones they obtain that may be placed on the map or dropped by other players this will be a simple weapons what system similar to that of other first person shooter games.

Multiplayer:
the multiplayer will consist of team  based multiplayer or single one on one multiplayer to keep the teams can be shifted but must always maintain an equal amount of persons per side. For example if there were three players on one side the must be three players on the other. the multiplayer all work as players can host games and find other members online to fill the slot's but players are not allowed to join other games while they are being played as this could upset the balance of the combat.

Currency:
the player will receive a in game currency and a flat rate every minute equivalent to one piece of currency every second. The player will receive extra currency if they are able to support or gain a kill for their team this will be depending on the other players amount of currency and also the time of the game.  The player can then use this currency in a shock to obtain upgrades for their player

Shop:
The shop can be accessed at any time by the player either while in game or while re-spawning. the shop will contain three branching tree is of grooves to purchase for the player tree number one will be called runner this will feature stat upgrades and items that will allow the player to run faster over the environments and increase their movement speed. The second tree Tank will feature stats and items that will increase the player's health.The third tree will be damage dealer and this will focus on stats and items that will increase the players damage output all options on the trees can be purchased with currency.

Item system:
items can be purchased from the shop the players of access to in game.  items will consist of many different perks and staff bonuses towards a player each one can be purchased with in game currency and will vary depending on which shop tree it belongs to. For example if an item is purchase from the brunette tree it may give perks as increased jump speed and movement speed. But in the damage dealer tree it will increase the rate of fire and damage output of the players weapon.

Player health:
The player's health within the game will be a major point of balancing game play. As the ratio with player health and damage will be that players can do a lot of damage to another player before they destroy another player. this is where the shop mechanic and item system will come into play as players can increase their health or damage to make fights with all the players more tipped in their favor.

Stats:
The star system in the game will show the player how much movement speed they have how much damage they output and also the amount of player health they have.  These stats can be upgraded multiple times through purchases through the shop and items obtained through the shop.  the stats will be constantly shown to the player on the  player UI so that they can constantly see what stats they are getting. 

Story:
The story line that will be played in my game is that you play a character that is in a simulation just for the sole purpose of fighting an enemy team. the character that the player will be able to control will simply be a robot like entity and will have no back story or story line attached when.  the only purpose of the player will be to fight the enemy team to win  the match  in the arena.


Friday, 14 November 2014

BA4: Research mind map mechanics

mechanics
In this mood board I looked into different game mechanics that I could possibly used in my game prototype. this mood board looks into the detailed affects that mechanics and how it can have an almost a game changing effect on the game. I think personally the mechanics that most interest me are the player versus player mechanics  as I think that's  player working against another player offers more unpredictable challenges than if I was to create the challenge of the player itself. 

Economy


Trading

Trading gear that is not useful for a currency
Selling items you have made for a profit
Obtaining higher gear through currency

World economy

Play imports will affect prices of other items
Players supplying a certain night will result in the decrease in its value
Player guessing which  item may go down price

Arena economy

Player kills will result in their learning currency allowing them to purchase items to make them more powerful
Players competing for a saying among currency consisting in an area to gain the most of themselves

Player versus enemy/player versus player


Arena combat

Players confined to an area until a certain amount of kills is achieved
Players score compared to the other team

Map control through control points

Positions that players have to to be in the vicinity of two control
Part of the map that may dynamically change when controlled by a team resulting in extra vehicles or weapons

Stats of players

Various different health bars for different classes
Different damage outputs are different classes
Various different of movement patterns for certain classes

Collecting


Collecting ammo or weapons

Collecting weapons  that are more powerful than the one currently possess
Restocking on ammo for a weapon
Collecting a weapon that will give you an advantage in either close proximity or from a distance

Collecting a currency

Through kills the player can collect the currency
The player may find a currency died throughout the level
The player may have to do get to a certain place to unlock a chest containing currency

Collecting tier items such as common/rare/ultra-rare

Fighting stronger and stronger enemies to get better gear
A color categorizing system
The more rare an Item is the better the stats on the object are compared to a lower tier item

Collecting information

Side missions that may involve information about the game universe
Information that  may reveal a major part of the plot

Different camera positions


Hero focused

First person
Third person
Birds Eye view

Group focused

Birds Eye view/zoom in ability
Multiple selection from a Birds Eye view

Fixed environments cameras

Cameras place throughout the environments that switch between them depending on the player's position

Dynamic free cam

Use the spectator game
Used to create a map in a world editor mode

Controlling a hero/player


Movement

Fast-paced
Slow
Upgrading movements depending on collectable's or items

Controlling options

Control players weapons that they are using
Controlling the character's Avatar ability to move

Abilities

Spells or supernatural abilities
The players navigational abilities such as free running

backpack

Store player collectable's
Store weapons and ammunition
Limited capacity depending on the upgrades/condition

NPC


Friend

Companions that will help them battle
NPC is that will guide you to a new location
A trader/supplier

Foe

Other players
Random spawning NPCs
Bosses that have more health than commonly spawning NPCs


BA4: Research mind map story

Story
This my map is about story and difference story lines that my game could follow. Also in the my mind map I looked at casual story lines in games such as mobile games that have a short quick story line that explains the context of the game. they also looked into horror story lines and more complex story lines involving saving allies or avenging allies or trying to survive and environments or a group. personally in my prototype game I want the main purpose of the game to be heavily mechanics focused and I feel the pot in a story in May hinder this goal  but in my research I will look more closely into this dilemma.

Revenge


Loss of a relative/family

.Go on a quest to avenge a family member
.Exploring the emotional side this will place on a character

Being attacked/disrespected

.Seek revenge for her family or friends
.Re-establishing your order in society
.Proving one's resilience

Avenging a friend/Ally

.Destroying a group or members responsible
.Bringing justice for the affected group

Love story


Two people in love that is forbidden by social or economic pressures

.Separated by the families
.On opposite sides of warring factions
.Subscribing to different religions that oppose each other

Love that has developed over a story

.Two companions use out as friends and become lovers
.Through hard times discover who they can rely on

Casual story


Puzzle solving

.Solving the puzzle to advance to another
.Completing the proposal within a time frame

Collecting

.Collecting a night to achieve a higher score
.Collecting an item to upgrade your personal items

Score competing

.Competing with others to achieve a higher score
.Using this to compare with your friends

Bragging rights

.To be able to say you are the best at the same game

Mystery


Solving crimes

.Working as a police or Detective agent
.Trying to solve a personal  matter that affects family

Discovery

.Uncovering clues to discover the hidden item/stash
.Discovering a new area that has not yet been explored
.Finding an item and discovering its  history

Horror


Exploring

.Discovering a monster that intends to kill you
.Exploring a building only to discover danger inside

Avoiding/surviving a enemy

.The psychological effects of being hunted
.Trying to survive the psychological as well as physical effects of the enemy

Survival


Desert Island

.Effects of being isolated for a long period of time
.The evolution of a person's personality
.Physical trials of survival

Being pursued/store

.Psychological effects on the person's mind
.An extreme case of paranoia

Trying to escape

.Escaping from a prisoner of war camp
.Trying to lead a team to escape


BA4: Research mind map Environment


Environments
in this mind map I looked into different types of environments that could be used in a game idea. I was looking to the different uses that the environments could pose such as a player HUB  or transport and also looking into the different affects the environment may have on game play such as enemies hazardous effects or visual design. also looking from natural forms of environments to unnatural forms and going into detail about different ways they could be utilized.  Personally  I like the idea of a space tab of environments because of the freedom that It could offer to a player and also the many different  settings the player could go through a fitness would be the best  because of the almost limitless possibility it could offer when creating an environment.

Space


Space ship

.Player hub
.Player transport
.Exploration/interaction with player

Space station

.Training station
.Military base

Planets

.Indigenous life
.Hazardous environmental effects
.Lower/a higher gravity

natural satellites

.Moon's
.Debris rings

Asteroid

.Mining bases
.Weaponised asteroids
.Terra form destroyed

Modern


City's

.Rich and glamorous cities
.Overcrowded cities
.Poor cities

Housing complex

.Overcrowded small rooms
.Narrow corridors
.Unclean environment
.Loud and noisy environments

Urban house

.Family house
.Rundown house
.Derelict house

Town center/city streets

.Traffic busy streets
.Crowded streets
.Monuments/point of interest

War torn environment


Destroyed city's

.Toppled buildings
.Degree ridden streets
.Destroyed racks of vehicles
.Empty shell casings of bullets and shrapnel

Battlefields

.Destroyed military vehicles
.Arms and armaments
.Dead bodies
.Craters and damage environment

Historical


Mediaeval Europe

.Kings and Queen Society
.Castles
.Villages/markets

Stone Age

.Early human villages
.Inhabited caves

Ancient East culture

.Japanese samurai
.The great Wall of China

Formation of America

.Revolutionary War
.Exploration of America
.Cultivation of early America

Exploration of the early world

.Discovery of the North and South poles
.Discovery of America
.Mapping of the world

Natural formations of land


Shore line

.Beach resort
.Docs

Lagoon

.Private beach
.Fleet base
.Harbor

Volcanic island

.Dangerous areas
.Dynamic land formation
.Lava flows

Plate tectonics

.Earthquake fault lines
.Shifting continents