Sunday, April 18, 2010

Homework 16

Homework 16

Chapter 19 (should be 18)

Characters

Is your avatar and ideal form likely to appeal to the players? Why?

Yes our avatar is likely to appeal to players even though you cannot physically see the entire character because it is a first person shooter. Many people are akin to FPS games so the feel of imagining “yourself” as the character, is an immediate connector.

Does your avatar have iconic qualities that lets the player project himself into the character?

Our players number one iconic quality is the wielding of a gravity gun. You feel as if you are manipulating the world around you that gives the player a sense of power. To feel you can do anything you want is a pretty good feeling. This advances the projection of the player into the character. Another way in which the player can feel projected into the character is through the interaction with the bulls and dogs. The bulls especially charge at you, leaving it up to you to dodge them or be killed. His experience is key in stepping into the character and the drive to survive.

What roles do you need the characters to fill? What characters have you already imagined? Which characters map well to which roles?

In our game we only have one character. This space trucker is crash landed on a strange planet. His role is to find hi missing ship pieces, for example, rocket boosters, fuel, etc. and escape the planet. During the search, his secondary role is to figure out that had happened to the planet. It is vacant of human beings and in a post apocalyptic state, what happened? So over all, this is the only character we imagined, and the only character that fits his role. Our story does not need more than one character.

What traits defined your character? How do these traits manifest themselves in your character?

Once again our character is sort of a space trucker and like we described in the past, he has a “Tough Cowboy” personality. He is rugged and up for anything, after all he spends his time cruising through space. These traits are manifested in our character through his journey. He has to confront Space Bulls and Space dogs. In addition to his badass personality, our ambiance includes rock music such as AC/DC, Guns and Roses etc.

Another way his personality is made manifest is through his glove/ armlet. It is a thick textured asset to help our Space Trucker combat the hostilities of the planet he gets stuck on.

What are the relative status levels of the characters in your game? How can your characters show appropriate status behavior? How does each of your characters change throughout the game?

The status level of our character is very high. He is in control of his situation and does not act wildly. He has the ability to take in his surrounding and constantly be aware of the 360 view going on around him. Currently in our game there are no other character for him to interact with but if there were, our main character would be very weary of initially interacting with them because the planet is hostile.

Our character can show appropriate status behavior by carefully approaching another creature/ humanoid on the planet. There would not be a cordial welcome because he does not know the “status” of the planets inhabitants, but our main character would non the less be cautious in approaching.

Our character changes though the game when he realizes that he is near leaving the planet.

Chapter 20 (should be 19)

Spaces

What is the purpose of your game

The purpose of our game, as designers, is to create a scenario where the player feels the humane and instinctive need for survival.

What is the purpose of each subsystem of your game?

1) Subpurpose - includes the curiosity to solve a mystery of why such a catastrophe has happened on the planet.

2) Subpurpose – Main character is to reclaim ship parts to escape.

3) Subpurpose – Escape to get back to job as space trucker.

Is there anything in the game that contradicts these purposes?

Yes we have puzzles to add an element of difficulty in progressing through the games story to slove the mystery of what happened. It gets tough at times but we want the player to want to break through. The puzzles also stand in the way of reclaiming ship parts. Another element that contradicts there purposes are the enemies which overall try to prevent you from “surviving.”

Does your design have a special feeling of life or do parts of the design feel dead? What would help make the design feel more alive?

Our game most certainly feels alive over all. The player has long term goals such as finding missing ship parts. The game is visually impressive taking place inside a giant textured dome. The planet is of a red earthy substance adding to the life of its environment. We have boundaries such as the game play takes place within the dome. There is a repetition of puzzles and enemies that lead to a reward. Our space is composed of postappocalyptic structures in the foreground with a massive dome in the background.

One thing I think our game is lacking right now is a more dynamic environment overall. With the given time constraints it is hard to go all our. Therefore right now, the inside of the dome is untextured.

Which of Alexander’s 15 qualities does your design have? Which ones?

Could your game have more of these qualities? Which? How? Where does your design feel like your self?

Levels of Scale – Escape the planet as a long-term goal

Strong Centers – Strong story about survival as well as a rugged avatar

Boundaries – Everything takes place within a Dome/ strong real physics.

Good Shape – intricate environment and passageways/ puzzle layout

Local Symmetries – Items/ enemies and objects have symmetry.

Deep interlock and ambiguity – this is perfectly demonstrated with our dogs that heard the bulls. Without the dog, the bull would have no direction and without the bull the dog would have no purpose.

Contrast – gravity/ defying gravity

Gradients – the game gets more challenging with puzzles as it progresses.

Roughness – The game is certainly far from perfect, our inner dome environment still has a lot of texturing to be done. In that sense it is pretty rough. In addition our bull is still being modeled so we have cubes representing them.

Simplicity and inner calm – The simplicity lies in the beauty of a colossal dome

Not separateness – The dreariness of the environment adds to the overall tone of the game play.

Friday, April 9, 2010

HW 15

Interest Curves:

1) The game will start out on the simpler side and increase in difficulty. Puzzles will follow the same track, starting out for more of a novice but as you progress they become harder and harder. The enemies in the game although remain the same.

2) I think that the environment and graphics will first capture the player along with the fact that it is a FPS which is always fun.

3) Well maybe not in the overall scheme of video game playing history but it should be a surprise for the player to walk up walls with gravity boots.

4) The game appeals to base instincts such as survival and curiosity. Higher instincts would be deductive reasoning when involved in solving puzzles.

5) A large over world and lively enemies such as Bulls and Dogs.

6) The meaning of beauty in our game may not be at first the popular opinion. We are going for a post apocalyptic look, more like “beautifully destroyed.”

7) Players can relate to the need for survival in our game when looking for ship pieces.

8) Yes players get to do things in our game that I’m sure they would like to do in real life! We are going to have gravity boots that allow players to walk up walks and on ceilings. Also we are going to have a gravity gun, which allows you to lift objects and manipulate them in 3D space. There are going to be post apocalyptic animals too, dogs and bulls which will have a half robotic look to them. You will have to evade/ attack them, who wouldn’t want to spar with these creatures. Most importantly you will b on another planet which in itself is pretty cool.

9) I think once you start to utilize the gravity gun you will get hooked because it is a lot of fun to toss things around. Also the players will have a great time interacting with the creatures. Dodging and shooting them.

Stories

1) The main character is crash landed on a strange planet that has been deserted of Human kind. The main character must collect his broken ship pieces as well as figure out what has happened in the chaos that has been left behind.

2) The games obstacles increase in difficulty by solving progressing puzzles as well as evading/ defeating enemies.

3) The game world is simpler than the real world in one instance by which you can walk up walls! Gravity is not much of an issue.

4) Transcendent powers include walking up walls, and a robotic Arm/glove that manipulates objects.

5) The weirdest things in the story are the rabid animals left behind.

6) Another weird thing includes a planet vacant of human beings. We need to add more “weird” things

7) I feel the game needs a story because of the setting it is in. Who wouldn’t be curious about playing a FPS on a lost planet with no human beings. I would question why there are only half robotic half real dogs and bulls roaming around. A good story always makes a game more interesting and give you reasons to progress. We want put player to feel they need a reason to explore and wonder why they are collecting ship pieces, and more importantly, why are they here?

Friday, February 26, 2010

Tuesday, January 19, 2010

Assignment 1 video, terribly sorry for the lateness...

Assignment 2 video

"Twisted Tennis" Analysis

The game I played on Flash-games.net was “Twisted Tennis.”

Was the game fun? At first no, it was not. Possibly because I had never played before and instead of putting the difficulty on easy to get a feel I put it on normal. Initially I kept loosing to the computer and felt the mechanics of the game were not fluent, awkward, and difficult to get a hang of. Although I may have been running to the ball if I was not standing the correct way, and although I swung, I missed. And I did this quiet often. As a result I lost all 3 matches but in the process I gained patience and learned. In the middle of Match 2 is where it got fun because I grew accustom to predicting the direction the ball from how the computer was positioned and continued to line my self up for the shot. It worked! And from that point on we were able to have volley’s, making the game even more fun. You can get closer and closer in distance between the two players causing the ball to go back and forth faster an faster and faster until someone does a surprise shot to the left or right. You can dive for the ball too! Also the biggest surprise was how you can perform a power shot across the court making it very difficult for the opposing player to save. Overall I would say this game is successful at delivering exciting yet simple Tennis mechanics.

The goal of this game, in my opinion was to create a simple Tennis game in which you’re able to beat the other player by scoring a certain amount of points before they do.

The theme of the game is competitive sports.

From experience, I believe the designer wished that the player experienced a rush. Since this is a sport game at the surface level, one is bound to feel ups and downs when it comes to scoring. I remember getting a smile on my face when I was beating the computer until he started to catch up. At this point my experience became motivation and frustration as I hunched forward a bit to maintain focus. I went from excitement of winning due to great shots to a low of disappointment after I fumbled and made careless errors. Wrapped up in this is a different experience every time of victory and defeat, in the sporting world. I think unlike other genres, you want a “victory” and not just a “win.” So, the excitement of pummeling your opponent, and for this purpose, playing on a computer while sitting in a chair is also interactive. You may find yourself focused and happy to be winning while hunched forward, or shoot back in your seat after a loss or shift to the left when the ball goes that way. Every maneuver I believe is part of the experience rather than just clicking a few buttons and because of these experiences and surprises invested in the games potential, the designer succeeded.

Saturday, January 9, 2010

fable 2 concept Art

Fable 2 concept Art

Fable 2 concept Art

xbox 360 - Fable 2 Trailer

http://www.youtube.com/watch?v=R0MMruG-3Fw

This is the debut trailer for the xbox 360 game fable 2 which is an action adventure RPG
revolving around making choices down a path of good or evil along your journey. It is one of my favorite game series due to the amount of depth
it has and it's
over all style, art wise. Fable 2 has some of my favorite concept art to date.