Monday, December 8, 2014
Thursday, November 13, 2014
Homework 15
Assigned: Fri. Nov. 7, 2014
Due: Fri. Nov. 14, 2014
In homework 12, you were asked to:
"present in the "notes" document, a
list of tasks that must be accomplished by the different members of the team in
order to take the game to a state that is "playable". Tasks can
relate to esthetics, mechanics, story, interface, play testing, python, etc.
For each task, assign one or more people, and a time
frame in which the task is expected to be completed. Each person in the team is
to state that they have seen the list and approve of it."
---------------------
Please report for this homework on the result for each
task that you took on for your team's project. Assess the degree of completion,
whether your timeframes were realistic, what you have accomplished, how your
task was incorporated into the game. You will be graded according to the degree
with which your task was accomplished, and whether you self-assessed
realistically. If you tried to accomplish the task but there were roadblocks
that you and your team worked on, that will be viewed in a positive light.
Explain any issues you had (if any).
I worked on Art/Aesthetics/ Story/ plus some python.
I believed the degree of competition I achieved in my assignments
has been a 100 percent. To begin with the poster was done in time allowing the
class to give me feedback for later changes. I then apply the changes updating
a new version which I believed is now stronger than before. I created a game
Hud/score system with a health bar that is being placed in the new version of
the game.
In addition to that, I completely wrote the game document by placing material
that was distilled from previous homework’s and from my team notes document.
The game document possess links, images and videos that help and will continue
helping my team develop the game.
I don’t feel that I hit any road blocks in the process
of accomplishing my duties as I try not assigning the impossible to myself and
my teammates. In addition to this and to make sure everything would go as
planned, I allocated enough time for me and my teammates to complete the tasks.
The only issue I had was from one of my teammates not doing his assignments,
but for reasons of discretion I won’t mention his name, however I knew this was
going to happen and I end up finishing his assignment myself, carrying my team
and moving forward with positive attitude.
Link to new game Doc:
Friday, November 7, 2014
Homework 14: Indirect
Control
Assigned: October 31, 2014
Due: November 7, 2014
For this project, please describe the various ways that your game addresses the issue of indirect control. What elements of your game (characters, interface, scenery, art) contribute to the indirect (or direct) control of the player. The book discusses five categories of indirect control. Please address them, and add any other forms of indirect control that may apply to your game.
Story and Game Structures can be Artfully Merged with
Indirect Control:
The Feeling of Freedom
Indirect Control Method #1: Constraints, giving an answerer to freedom of choice, would definitely
play a big part of our game. For once the choosing between one path to the left
or right can lead to a successful and gratifying ending. The second freedom
would be in the form of choosing potions that could save the player’s life in any
defining moment of risk.
Ultimately players could choose from different combinations!!
Indirect Control Method #2: Goals, design goals is a good reason to
have players care about your game. If a player has two doors they can go
through, don’t really knowing which one leads to a secret area, they would
enter anyway giving them a random chance to find more items and more secrets
even if the second door leads to the same place than the first door at the end.
Indirect Control Method #3: Interface, something else to consider
about the interface is indirect
control because players want
interfaces to be transparent, they don’t really think about the interface, if
they can help it. Limiting the players to a single activity due to a simple
choice of controls is partly about who a player will relate to, but it is also
about implicitly limiting the player’s options. In Purgatory that player would
have the standard w,a,s,d which is been proven to give players plenty of
choices as well as combining a python script for mouse look to give a convincing
look around the avatar.
Indirect Control Method #4: Visual Design, having a controlling effect on were the audience would
look in visual design is a very powerful weapon. As an art student, we are
thought to design keeping a clear and readable image of the focal point, the
most important element in the narrative. This can be achieve by making the
focal point brighter in color than the rest of the elements.
Indirect Control Method #5: Characters, using your storytelling
ability to make the player actually care about the characters, that is
willingly wanting to obey them, protect them, help them, or destroy them is
what suddenly can generate an excellent tool to control what the player will
and will not try to do.
Indirect Control Method #6: Music, designers think of adding music
to a game, they usually think of the
mood they want to create, and the
atmosphere of the game. But music can also have a significant effect on what
players do. After listening to the feedback given in class on game critique
day, my team and I decided to have the avatar heart rate increase as well as
the intensity and pace of the music to influence the player’s reaction and fear
of the game. This would be an attempt to make the game immersive and scarier.
My contributions to my
team game during the past 7-10 days. Has been to design and create the game poster
from scratch, writing the game document, communicating with my team via email as
well as face to face meetings to delegate duties in order to meet the deadlines.
Tuesday, October 28, 2014
Minutes after she died, Sara is sent to Purgatory where she most escape and find her way into heaven. In Purgatory the suffering that poor souls have to experience in order to be completely purified, is a necessary test in order to enter into the Kingdom of Heaven.
The game takes place in a fully accessible and interactive labyrinth. In order to progress, the player must ensure its immediate well-being is intact while avoiding supernatural creatures that lurk in the dark. The goal is to collect prayers scattered across the labyrinth along with other items such as potions that would enhance the player’s powers allowing Sara to find the exit. However, be careful to encounter demons as this can send you straight to Hell.
Purgatory is a single-player exploration horror game
that delivers an immerse experience, capturing the player’s minds with its
astounding visual depth and encompassing music.
Sunday, October 26, 2014
Thursday, October 23, 2014
Homework 12
HW 12
Time to completion: 2 weeks
Responsible:
Art/Aesthetics/ Story/ python: Morales Alan. Create
the art poster for the game to express the horror appeal to the audience. Create
a game Hud/score system with a health bar.
Mechanics/Interface, python: Lenczewski-Jowers, Justin.
Create a navigation system for the demons in the game to follow the player. The
perimeter could use near or collision. Create obstacles inside the maze, such
as traps and pits. Adjust the controls to first person, adding running, view
bobbing.
Play testing/Sound: Lauzier, Adam. Create and sound
design the music along with any sound effects needed to enhance the feeling of
anxiety and to exploit the player’s fears. Find a group of people for play
testing the game.
Link to game Doc:
https://docs.google.com/document/d/1wTmDi7lTPxFnDA-2-6x4O1greY4Z03BDJ9-Nkz157E8/edit
What I’ve you done this week for my team is create a
game Hud to display the characters Heath along with a score system that can
visual reference a beating heart. I created this Hud from scratch using
Photoshop to draw the elements and Blender to make the elements interactive.
HW 11
1) Describe the user interface in your game The user interface would be created to display useful information to the player in game via a HUD2) What role will the interface play in your game?It will allow the user to know how much Health / lives possibly Time Weapons and magic potions are available.3) Intuitive interfaces give a feeling of control. How easy (or hard) is your interface to master?We are designing the interface to be as intuitive and simple to master as possible. It requires little interaction with the player. A circular bar displays health and this is visually indicated by a beating heart every time a recovery item is taken.4) Will your players have a strong influence over the outcome of the game? Please describe? If not, how can you change this?The game is design to allow the player to decide among a series of choices depending on what path is taken in the maze. Some areas would lead to avoid monsters, while others to run into them directly, which at that point defines which type of player you choose to be.5) Players like to feel powerful. Do the players of your game feel powerful? How could this be improved?In the game we will include power-ups that will temporarily grant advantageous skills, such as running faster or walking through walls.6) What does the player pick up and touch? The first item the player will be able to pick up when first starting the game is a lamp to see in the dark. Items such as magical potions will amplify the player’s powers and disappear entering an inventory for later use.7) Does the interface map to actions in the world? How?When the player’s life is in danger, its heart located next to the health indicator will beat faster.8) How does your interface let the player see, hear and touch the world of the game? Could this be improved in order to make the game world more real to the player's imagination?Simply by mirroring the game character to the player's own reactions. The sounds of creatures in the maze, along with a sensitivity to nearby enemies triggering a fasting beating heart will induce the player’s own heart rate to increase. Other elements such as dark or low illuminated areas will tonally set the mood for a immerse experience that will theoretically leave the player in fear increasing the players sensitivity at every step.9) The idea interface is invisible to the player. Does your interface cater to the players desires? What are these desires?We believe that making a successful interface is a very important part of the games success and it needs to be as unified to the game style as possible. It will be on screen all the times, but with a transparency or opacity layers so the player won’t get distracted by it.10) Can your interface be used without the players thinking? Is it natural?Yes, we are designing the interface to be as simple as possible. By allowing the players to have an inventory system to store and collect items, standing in front of these log at given times, will feel as if checking for provisions in a real life camping situation.
11) Assuming you can do what you want, how would you make your interface more natural?An opaque or transparent interface, one that is there when needed. This type of interface will possibly feel much more natural, however we don't have time to implement it in our game.12) What kind of feedback does your interface present to the player? What do the players want to know? How does the interface relate to the player's goal? Will it help achieve that goal?We are planning an interface that specify when the player's current status changes, plus their health and various objects. We consider these being the main things the players will want to see.13) Is the interface feedback continuous? Why or why not? Yes, because it continuously sends info on the characters status/health and scores counter.
14) Please describe the concept of interface modes? Does your game have multiple modes? Please explain (Lens #60).
An interface of any complexity is going to require modes.modes make the player feel powerful and in control and do not confuse oroverwhelm● The modes we need in my game are based on the complexity and level of player interaction in the game. Simplifying the game complexity will add to the fun and also would make the game easier to make
● The modes in game can be combined, by making some
areas easier than others, therefore easier to skill players and promising to
less skilled ones.● None of the modes overlap in my game, is one giant
level● When the game changes modes, the player will know because
thegame will communicate it by changing to a faster pace
by sound will increasing tempo.
1) Describe the user interface in your game The user interface would be created to display useful information to the player in game via a HUD2) What role will the interface play in your game?It will allow the user to know how much Health / lives possibly Time Weapons and magic potions are available.3) Intuitive interfaces give a feeling of control. How easy (or hard) is your interface to master?We are designing the interface to be as intuitive and simple to master as possible. It requires little interaction with the player. A circular bar displays health and this is visually indicated by a beating heart every time a recovery item is taken.4) Will your players have a strong influence over the outcome of the game? Please describe? If not, how can you change this?The game is design to allow the player to decide among a series of choices depending on what path is taken in the maze. Some areas would lead to avoid monsters, while others to run into them directly, which at that point defines which type of player you choose to be.5) Players like to feel powerful. Do the players of your game feel powerful? How could this be improved?In the game we will include power-ups that will temporarily grant advantageous skills, such as running faster or walking through walls.6) What does the player pick up and touch? The first item the player will be able to pick up when first starting the game is a lamp to see in the dark. Items such as magical potions will amplify the player’s powers and disappear entering an inventory for later use.7) Does the interface map to actions in the world? How?When the player’s life is in danger, its heart located next to the health indicator will beat faster.8) How does your interface let the player see, hear and touch the world of the game? Could this be improved in order to make the game world more real to the player's imagination?Simply by mirroring the game character to the player's own reactions. The sounds of creatures in the maze, along with a sensitivity to nearby enemies triggering a fasting beating heart will induce the player’s own heart rate to increase. Other elements such as dark or low illuminated areas will tonally set the mood for a immerse experience that will theoretically leave the player in fear increasing the players sensitivity at every step.9) The idea interface is invisible to the player. Does your interface cater to the players desires? What are these desires?We believe that making a successful interface is a very important part of the games success and it needs to be as unified to the game style as possible. It will be on screen all the times, but with a transparency or opacity layers so the player won’t get distracted by it.10) Can your interface be used without the players thinking? Is it natural?Yes, we are designing the interface to be as simple as possible. By allowing the players to have an inventory system to store and collect items, standing in front of these log at given times, will feel as if checking for provisions in a real life camping situation.
11) Assuming you can do what you want, how would you make your interface more natural?An opaque or transparent interface, one that is there when needed. This type of interface will possibly feel much more natural, however we don't have time to implement it in our game.12) What kind of feedback does your interface present to the player? What do the players want to know? How does the interface relate to the player's goal? Will it help achieve that goal?We are planning an interface that specify when the player's current status changes, plus their health and various objects. We consider these being the main things the players will want to see.13) Is the interface feedback continuous? Why or why not? Yes, because it continuously sends info on the characters status/health and scores counter.
14) Please describe the concept of interface modes? Does your game have multiple modes? Please explain (Lens #60).
An interface of any complexity is going to require modes.modes make the player feel powerful and in control and do not confuse oroverwhelm● The modes we need in my game are based on the complexity and level of player interaction in the game. Simplifying the game complexity will add to the fun and also would make the game easier to make
Thursday, October 9, 2014
Homework
10
Updated of the score system without the debug properties view
In this installment texture packaging and sound
have been updated to run without any errors. In game particle system is
generated to create fire. In addition I created a score system and distribute
it to my team members to help develop the game HUD. By creating pleasant animations of Potions this would
help guide the player to obtained and complete their journey giving them a
visual reference on what to do next.
Blender file:
Images:
How did I do it?: I created an empty illustrated in
slide (#A) attaching a score system (#B) a property integer that allows the objects in
front of the main character to interact adding by a power of one every time the
character shoots an object of interest. In addition to the score increasing,
objects are deleted from the world, and this is done by creating a sensor
that detects the collisions of two objects. I animated the objects (Potions) (#C) and gave them a rotation in the -x axis as well as adding point
light to give it the appearance of red glow.
My contributions: to the team this week have been to
develop and research the Art work for the game promotional Poster as well as conducting
studies that would lead me to place a health bar and score system
interacting together and ready for when the monsters attach the main character. I packaged in game textures and sound, as well as updating them to test they would run without any errors. I placed a node.py file as part of a particle system in python to create fire. I created a score system and distribute it to all my team members.
In addition, as a team leader I allocated our
resources by delegating the focus into developing AI (Artificial Intelligence)
for the monsters in game, and communicate the daily updates and task to members
individually as well as supplying a series of tutorials to help them guide the
next series of steps to make our game design a success.
Homework 9:
Chapter 11: Balance
Considering all 12 types of balance. Some which apply, some which
don’t. Examples in game are:
After carefully analyzing chapter 11 on Balance I realized that a
good way to transpose the concepts learned in the book to my teams game, would
be adjusting the elements of the game until they deliver the experience you want. Balancing a game
is far from a
science; in fact, despite the simple mathematics that is often
involved, it is generally
considered the most artful part of game design
1. Fairness: I am planning to keep the game symmetrical; by giving equal
resources and powers to the player. The various Potions spread across the Maze
that way If opponents have radically different skill levels this would be
balance out by this tools that give momentary power to the player.
2. Challenge vs. Success: Increasing the difficulty gradually would be a way for me
to solve this challenge. The effects of enhancements would be for a duration of
just for a few seconds so it would also balance the level of challenge players
would experience while keeping the game engaging.
3. Meaningful Choices: I plan to force the game to
situations in which the players ask themselves the questions:
Where should I go? Which power should I choose? How should I spend
my resources? How should I dress my character?
By slowly revealing areas where objects reveal the next
location along with the places where to find potions and various weapons, this
and many more of this questions can be answer by the player while playing the
game.
4. Skill vs. Chance: As disclosed in chapter 10, this two opposing forces can
negate each other if not balance. My preference based solely on the fact that
the game I am designing would be release in American, would be to maximize the
effects of chance.
5. Head vs. Hands: Purgatory would involve more thinking while also involving
a healthy doze of strategics and
puzzle solving.
6. Competition vs. Cooperation: Since my game has no online playing capabilities
cooperating is out of the question, however the competitive nature of the
player do play a role base on the need to acquire points which translate in
experience and currency to buy more items.
7. Short vs. Long: Taking
in consideration the given time for completion and also the fact that my knowledge of
Blender is somehow limited, creating a rather short but engaging level that
would perhaps host sub levels could balance the gameplay. One way to solve the problem would be to set a time limit
and a point system which I already placed in the game.
8. Rewards: To solve this I
plan to incorporate 3 simple reward systems based on the book of lenses:
- Praise- a special sound effect would be triggered once the player finds hidden treasures giving him special momentary powers to fight the monster in game.
- Points: Would give the player the illusion of success as they don’t really serve a real purpose.
- A Gateway: A mini game or bonus area would be placed in a hidden location of the games map to make the game structure rewards exploration.
- Powers: Since becoming more powerful is something that everyone desires in real life, this abilities would be offer in game by acquiring various magical items enhancing the player’s abilities momentarily.
- Completion: By completing all the objectives in a game this would give a special feeling of closure to the players, since people rarely get to resolve all problems in real life
9. Punishment: By adding this
element, increase enjoyment can be triggered in players as stated in the book
of lenses. Making the powers available only for limited time, not only balances
the game but also triggers negative consequences if players don’t time their
attack appropriately making the moment of using powers much more precious.
10. Freedom
vs. Controlled Experience: Since
the game isn’t meant to be a simulation of real life, but rather a more
interesting version of real life, this would mean cutting out boring,
complex, or unnecessary decisions and actions. By tracing a path to
follow by enhance light and others visual FXs, glowing areas would show the way
to go, solving this challenge.
11: Simple vs. Complex:
To strike the right balance
between Simple vs. Complex, balanced surprises would be place during game play.
By design a simple game that becomes a factory of never-ending stream of
balanced surprises, and the only way to find out whether we have achieved this
is to keep playing and changing our
game over and over until the surprises start to come.
12:
Detail vs. Imagination:
By providing some level of detail, but leave it to the player to fill
in the rest in their minds this challenging lens would be solve. We will make sure to “Only
detail what we can do well”. For example I will be creating a detail animated
intro cut scene with fancy Mocab motion files to present the main female character,
after that a more simple first person view will be all the players would see, forcing
them to play with their imagination to visualize being in the body of the
character.
This concludes the 12 principles of balanced design.
Thursday, October 2, 2014
Homework 8
In this homework, I am using objects that my team
and I have already accumulated and place them in the game. I created multiple
animations that will be useful in our game by infusing life to it. I animated
the Maze door in: location, scale and rotation activated with the left mouse
key as shown in video from homework 5
In addition the animations I have constructed
include the Potions rotating in a continuous motion, as well as Spears and
other weapons to defeat monsters in the game.
We plan to use the animated objects as a visual
reference that one can interact with them and collect them in order to beat the
game.
Contributions to team four this week
This week I place the Monsters that will hunt Sara
in the Game, and also made sure the files would have the appropriate projected
UV textures, as I have been having some issues in previous blend files. I
discover that by saving in object file extension this can be corrected, but I
am still working on re-saving each model individually. I also made a simple animated
motion of the monsters approaching Sara in the hallway were she has to pass in
order to advance, presenting our first obstacle in the game. In addition to
this I also send emails to my teammates with useful tutorials on how to improve
First person perspective video game using the character physics option for
correcting jump and possible running actions as well as using Rigify option in
blender to rig and animate characters.
Game download Link:
Homework 7
Is the
space in your game discrete or continuous?
·
Discrete
How many
dimensions does your space have?
·
Tree dimensions
What are
the boundaries of your space?
·
The walls in the Maze in relationship with to the outside world
How many
verbs do your players (characters) have? What are they?
Jump,
Run, Kill and open doors
How many
objects can each verb act on? What are these objects?
Potions
can be use in multiple ways:
·
Purple allow you walk through walls for a few seconds
·
Red increase your strength for a few seconds
·
Blue Makes you jump higher
Sword
& Spears:
·
Kill monsters
·
Open lock doors
·
Break walls
How many
ways can players achieve their goals
·
Goals in the game can be achieved in multiple ways, players have to look for
unusual interactions and interesting combinations of Potions and other items
strategizing to find and exit. The Maze is very intricate and has only one exit
but multiple ways to get to it.
How many
subjects do the players control? What are these subjects?
The many
subjects in the game can interact with one another, to form new solutions. For
example by coordinating different combinations of potions or sacrificing health
in certain cases the player could pass thought a monster in a narrow corridor.
How do
side effects change constraints?
·
Every time you obtain a potion or weapon, you not only change the monsters
behavior, but you simultaneously change which reaction the monster will now
have given that you activate the weapon or potion. My plan is to program a
basic AI into the antagonist in the game to make the game more interesting.
What are
the operative actions in your game?
•
Move character free in all directions
•
Jump obstacles
•
Move in and out of doors
What are
the resultant actions in your game?
•
Protect a Sara from being captured by monsters
•
Sacrifice health to pass through a monster
•
Move a Sara into the safe room to avoid monsters
•
Use Spear, sword or potion to kill Monsters
What
actions would you like your players to do that they cannot presently do? (based
on your current knowledge of Blender)
I would
like to be able to program elegant artificial intelligence to the monsters in
the game, so they can react to the player actions.
What is
the ultimate goal of your game?
To find
an exit to the Maze
Are there
short and long term goals? What are they?
The short
term goals are to collect a series of items to increase the player score and
health. The long term goals are to find the exit to the Maze, while managing to
fight your way out without getting harm or kill by the monsters in the level.
How do
you plan to make the game goals known and understood by the player?
Sings in
the form mini tutorials would appear anytime a new action needs to be performed
for the first time. This would be triggered by near sensors.
What are
the foundational rules of your game?
Exploration
and item collection
How are
these rules enforced?
·
If the player finds the right items hidden in the level, this event would
triggered momentary immunity to monsters allowing them to pass, If not this
will equal dead. This makes an achieved goal rewarding. Physical constraints of
the game world would simplify and enforce the rules, while also allowing gamers
to avoid memorizing complex actions.
Does your
game develop real skills? What are they?
·
The real skills of this game are problem solving and spatial awareness. By
having to doge the monsters and try finding the exit, a repeating cycle of an
increasing challenge factor is presented followed by a reward, often increasing
the player’s powers an giving easier periods of less challenging events. This
design is based on the book of lenses curve flow chart that feels much more
interesting to a player.
Does your
game develop virtual skills? What are they?
·
The character’s skill level would increase when finding a series of assorted
magical objects in the game. Spears, swords and various magical potions would
gradually increase the players ability to fight monster in the game by which in
this context, refers to a virtual skill that the player would pretend to have.
My
contributions to the team:
What I
have done for the team four this week include, allocating a series of libraries
base on advance MOCAP file animations from the University of Oregon in order to
make the lead character walk and be presented in an intro cut scene in HD which
I believe would increase and elevate the level of realism in the game.
In
addition to that I research and created a series of realistic UV textures and
made normal maps and displacement maps to be use in the game which would allow
the game engine to render GLS in a more realistic way. Combining Blender UV
mapping with a program called Crazy bump I generated more realistic textures
giving our game a visual edge in graphics.
Homework 7
Is the
space in your game discrete or continuous?
·
Discrete
How many
dimensions does your space have?
·
Tree dimensions
What are
the boundaries of your space?
·
The walls in the Maze in relationship with to the outside world
How many
verbs do your players (characters) have? What are they?
Jump,
Run, Kill and open doors
How many
objects can each verb act on? What are these objects?
Potions
can be use in multiple ways:
·
Purple allow you walk through walls for a few seconds
·
Red increase your strength for a few seconds
·
Blue Makes you jump higher
Sword
& Spears:
·
Kill monsters
·
Open lock doors
·
Break walls
How many
ways can players achieve their goals
·
Goals in the game can be achieved in multiple ways, players have to look for
unusual interactions and interesting combinations of Potions and other items
strategizing to find and exit. The Maze is very intricate and has only one exit
but multiple ways to get to it.
How many
subjects do the players control? What are these subjects?
The many
subjects in the game can interact with one another, to form new solutions. For
example by coordinating different combinations of potions or sacrificing health
in certain cases the player could pass thought a monster in a narrow corridor.
How do
side effects change constraints?
·
Every time you obtain a potion or weapon, you not only change the monsters
behavior, but you simultaneously change which reaction the monster will now
have given that you activate the weapon or potion. My plan is to program a
basic AI into the antagonist in the game to make the game more interesting.
What are
the operative actions in your game?
•
Move character free in all directions
•
Jump obstacles
•
Move in and out of doors
What are
the resultant actions in your game?
•
Protect a Sara from being captured by monsters
•
Sacrifice health to pass through a monster
•
Move a Sara into the safe room to avoid monsters
•
Use Spear, sword or potion to kill Monsters
What
actions would you like your players to do that they cannot presently do? (based
on your current knowledge of Blender)
I would
like to be able to program elegant artificial intelligence to the monsters in
the game, so they can react to the player actions.
What is
the ultimate goal of your game?
To find
an exit to the Maze
Are there
short and long term goals? What are they?
The short
term goals are to collect a series of items to increase the player score and
health. The long term goals are to find the exit to the Maze, while managing to
fight your way out without getting harm or kill by the monsters in the level.
How do
you plan to make the game goals known and understood by the player?
Sings in
the form mini tutorials would appear anytime a new action needs to be performed
for the first time. This would be triggered by near sensors.
What are
the foundational rules of your game?
Exploration
and item collection
How are
these rules enforced?
·
If the player finds the right items hidden in the level, this event would
triggered momentary immunity to monsters allowing them to pass, If not this
will equal dead. This makes an achieved goal rewarding. Physical constraints of
the game world would simplify and enforce the rules, while also allowing gamers
to avoid memorizing complex actions.
Does your
game develop real skills? What are they?
·
The real skills of this game are problem solving and spatial awareness. By
having to doge the monsters and try finding the exit, a repeating cycle of an
increasing challenge factor is presented followed by a reward, often increasing
the player’s powers an giving easier periods of less challenging events. This
design is based on the book of lenses curve flow chart that feels much more
interesting to a player.
Does your
game develop virtual skills? What are they?
·
The character’s skill level would increase when finding a series of assorted
magical objects in the game. Spears, swords and various magical potions would
gradually increase the players ability to fight monster in the game by which in
this context, refers to a virtual skill that the player would pretend to have.
My
contributions to the team:
What I
have done for the team four this week include, allocating a series of libraries
base on advance MOCAP file animations from the University of Oregon in order to
make the lead character walk and be presented in an intro cut scene in HD which
I believe would increase and elevate the level of realism in the game.
In
addition to that I research and created a series of realistic UV textures and
made normal maps and displacement maps to be use in the game which would allow
the game engine to render GLS in a more realistic way. Combining Blender UV
mapping with a program called Crazy bump I generated more realistic textures
giving our game a visual edge in graphics.
Thursday, September 25, 2014
Homework 6
In this assignment, I upgraded the world of Purgatory, and
add lights, realistic UV Textures and new more complex elements that would
interact with the main character Sara. I made additional objects of my own
creation and modify other objects so my team could also use them for the game.
I created a scene incorporating the following parameters:
- Collisions between two moving objects
- Ability to add and delete objects from the scene
- Use of the collision or near sensor
Downloaded elements:
- Potion Bottles x3. Modified by me to look as glass and animated to rotate in a continuous 360 degrees
- Maze, modified to proportions, UV textured with bump maps and lit appropriately
- Door texture: CG textures.com, free license textures.
- Sara lead character: Blender swap.com
Made elements:
Door and other objects: UV Textured and Animation
World composition Lights and Fxs
Mist: World depth perception by occlusion of elements in the distance
Collisions between moving objects
Add and deletion of objects from scene
Use of collision near sensor
Score system
Sound effects
Score system
Sound effects
Download link:
Thursday, September 18, 2014
Homework 5
In this homework, each one of you will build on the previous
homework. You will download (or construct) at least 2-3 more objects with which
you will use collisions, gravity, force to create a simple toy or game.
Please describe how what you have done
For this assignment I created a basic mini soccer game that follows the basic principals of earth physics, by bounding objects withing a gravity and having them react when they collide. I model and textured all the 3 new elements here, the goal area, the field and the soccer ball. I also added a mouse python script under the text editor and linked it with the node editor in order to view the world while playing. I also parented the camera to the player for a better first person experience and lastly I added an 8 Bit retro soundtrack to the mini game.
For this assignment I created a basic mini soccer game that follows the basic principals of earth physics, by bounding objects withing a gravity and having them react when they collide. I model and textured all the 3 new elements here, the goal area, the field and the soccer ball. I also added a mouse python script under the text editor and linked it with the node editor in order to view the world while playing. I also parented the camera to the player for a better first person experience and lastly I added an 8 Bit retro soundtrack to the mini game.
1) relates to your game
Purgatory is a game that like in this mini game, needs to react to the appropriate realistic behavior objects follow in the physical world. My team and I wanted to add a mini game as and extra level for extra points.
Purgatory is a game that like in this mini game, needs to react to the appropriate realistic behavior objects follow in the physical world. My team and I wanted to add a mini game as and extra level for extra points.
2) generates elements of fun
Adding these mini game as a bonus level would be added fun for players. Also the difficulty set by the way the controls move the object in view, offers a level of challenge some would find fun.
Adding these mini game as a bonus level would be added fun for players. Also the difficulty set by the way the controls move the object in view, offers a level of challenge some would find fun.
3) how you could make use of an extended version of what you
have done to create a simple game with rules (just with your own objects.)
Besides already having its own set of rules to be follow by the player, the inclusion of more objects difficulty and a score system could work as an extension of the original mini game.
Besides already having its own set of rules to be follow by the player, the inclusion of more objects difficulty and a score system could work as an extension of the original mini game.
Could each of you please create a sidebar in your blog, with
links to the blogs of your other team members. This will help both you and us.
Adam Lauzier Blog
Justin Lenczewski blog
Homework 4
Please answer the following questions related to game
experience and game objectives, based on Chapters two (The Designer Creates an
Experience) and three (The Experience Rises out of Game). Use your blog.
Chapter 2
Forgetting about the game, think about your player. What are
the experience(s) you want your player to have.
·
We want to submerge the player in an environment
that promotes fear, anxiety and paranoia. Told from the perspective of the main
character Sara, Purgatory, a horror game that promises to makes the player feel
hounded as if something or someone is stalking you. Ideally we would like the
player to also feel addicted, with the promised of liberation as it break out
of Purgatory.
What are the essential element(s) of that experience?
·
Most importantly atmosphere
·
Fine tune Game controls
·
Immersive Sound
·
Lighting.
·
Staging.
Suggest a few ways your game might capture those
experiences.
·
Researching other successful video game
franchises such as Silent Hill, a giant in the Horror genre, we established a
feel for what we are looking for in terms of sound design. This last example
proved that a simple but powerful music choice can set a mood that would make
players feel frightened and scared. Also sound effects besides background music,
can set the mood to a jumpy more up to pace or slower and dreadful. Such
attention to detail in music selection and sound effects can give away the horror
that the main character is experiencing and translate this to the player.
· Staging and lighting are also crucial. A well-orchestrated
horror game as a good horror film,
has to
inspire a sense of being watched or followed, so by setting the light to be
reflecting with worm colors drastic contrast of light and shadows, this can be
achieved.
Chapter 3
Discuss a few ways in which you might include surprise in
your game
A great example to apply is the classical term use in music
of tension and release. By promoting fear through the game play = (Tension) achieved by the various music choices and scary lighting of the world, and jumpy moments
of sudden surprises such as the apparition of a monster around a corner = (Release)
this could give the player gratifying surprises.
How will your game be fun?
For most people, Adrenalin is released when they are put through
difficult situations. The fact that our players would be scared or put in a
situation that promotes fear, has its rewards by secreting Adrenalin, which some
find to be a very powerful narcotic that promotes the sensation of fun.
Discuss the goals of your game (as it stands now).
The main idea is to make our video game unique to the
player, this could be achieved by making them feel immersed in a cinematic
experience that promises a rewarding ending or a satisfactory game play. We are
still working the details.
State your thoughts on how you will make the player attached
to your game, or motivated to play the game.
The cinematic intro would set the narrative to be so unquestionably interesting that the player would have no choice than to find out what is next for Sara.
The cinematic intro would set the narrative to be so unquestionably interesting that the player would have no choice than to find out what is next for Sara.
What problems do you expect the players to solve in your game?
Contributions
made to the team:
The
contributions I’ve made to the teams game for the period of Sept. 8th through
Sept. 15th, Involve helping with the art direction, implementing a design
oriented aesthetic look and preliminary sketches for the game main character. I
am leading team 4 by providing a line of communication that is open 24/7
allowing them to stay in touch and post their progress on both Google email
& drive services. I've been checking daily on both of my teammates while
organizing the way we apply lighting and textures to game assets as well as
keeping the overall look of the game consistent to the horror genre.
It is my
belief that by setting a mood which exploits the player's fear of the unknown,
this would add to the player’s interest in wanting to explore the world and
increase the addictive nature of the game. This would provide an opportunity to
give the viewers a more immerse and rich gaming experience. So in general I
have written the original concept for the game in a elevator pitch format,
created the game document for my team and modified the downloaded assets by
making them better fit our game.
Saturday, September 13, 2014
This is an
update for the video Game Purgatory.
In this new installment a more mature system of
navigation is been place,
by parenting a camera to follow along our main
character. Graphics and music
have also been improve, as to better set the mood
for this scary horror first person
exploration video game.
The maze I
worked on by adding more geometry, (rectangles) as walls and placing them
inside its floor (plane). However the original model was downloaded from Turbo
Squid. I am still working on remodeling it as to better fit the game
I used cycles just to render the world in a simple
static way, no animation was done there. I just wanted to provide better lights
and camera angles before the player starts the game. These was done by just
setting the renderer to cycles and using its materials under the materials
settings, I this to be rendered under the game render, once I add UV textures
to the map, as the materials are different and react differently to light than
in cycles or blender renderer. The objects I made were, the landscape and the
world with a sunset in the horizon. The wooden bridge was also download from
blendswap.com but I retouch it a bit.
In Game Controls:
Left, Right, Up and Down Arrows
Space bar to Jump.
Link to download the game:
https://docs.google.com/file/d/0B1FCqjLwNfv-dzVjMVMtN0thNk0/edit
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