Friday, November 14, 2014

HW 15

The first task I was assigned was to model several electrical components in blender.  I modeled capacitors, resistors, a piezo, a cpu, and a chip.  This was completed shortly after being assigned to me.  I was also tasked with modeling the weapons used in the game.  I was given 3 weeks and I've completed the sword as well as an animation for the sword swinging.  I still have some time left for the other weapons which I will have finished soon.  The sword swing is what we're going to use in the deliverable we're submitting this Sunday. 
A few days ago we added a couple more tasks which I'm also working on now, mostly on weapon models and models for hubs. 

Thursday, November 6, 2014

Update

This past week I finished working on modeling electrical components that will be used as obstacles and boundaries in the terrain of our game.  The player will run around these components trying to find the enemies and the hub locations to activate the firewalls and protect the hubs.  These models will be a large part of our poster design.  I also wrote the sections of the game document titled Characters, Weapons and Powers, and How to Win.  Over the past couple weeks my team and I have met a few times in person and on Skype.

HW 13

Our game offers the player a feeling of control through the choice of weapons.  This is a form of indirect control through constraints.  The player is able to pick from among three weapons, a laser sword, a disc launcher and a laser gun.  At any point during the game the player can feel free to switch to whichever weapon they feel most comfortable with or whichever one will afford the greatest advantage at the time.
We'll also exert indirect control using goals when it comes to the main game play.  The player will be tasked with securing several hub points, which are like king-of-the-hill locations in other games.  The other goal, however, is in opposition to this; they will have to destroy the enemies so that the motherboard does not become completely overrun in the time it takes to secure a hub location.  We will design the game to make it impossible to do only one goal and neglect the other, forcing the player to both interact with the enemies and the hub locations.
We will also be directing the player with the interface we use.  The player will know from the beginning the basic functions they can expect from the main character by looking at the interface.  We'll be using a keyboard and mouse, so standard movement in 3D space on a 2D plane like other games seems natural.  Also the weapons available will be clearly denoted on the screen.  We don't think the player will be confused about interacting with things because the only objects will be either obstacles that are part of the terrain or enemies that are clearly hostile.
Visual design will come into play when we try to direct the player to explore the motherboard and find the hub locations as well as engage with the enemies.  The book talks about lines on the floor being a visual cue to follow.  We'll probably be able to do the same thing because our terrain will be designed with colored lines on the floor, implying where the player is able to or should go. 
I think we'll be able to use NPCs to direct the player through the story we put together.  The main character is tasked with entering the computer and fighting viruses in cyberspace.  The urgency builds because the character is part of a small team of scientists that are all depending on you to succeed and defeat the terrorist group that is sabotaging the lab computers and data.
We'll definitely be using music and other sound effects to subtly control the player's behavior.  Generally we want a sense of urgency for the player, so fast paced music will be used when the player is in the middle of a wave of enemies and they also have to find the hub locations.

Friday, October 24, 2014

Update

This week our group changed up the theme of our game.  I proposed taking the advice we got in our demo to do a much more streamlined theme instead of the fantasy theme.  We've turned to a much more geometric, 'inside the computer,' or Tron-esque style where the buildings are now electrical components and the enemies are viruses anthropomorphized as geometric shapes attacking the components which we have to defend and repair.  The player acts as a personification of the anti-virus software.  To this end this week I designed several models of electrical components like capacitors, resistors and CPUs.  These are available in our Models section in our Google Doc.

HW 11

1. Our main user interface will be with the keyboard and mouse.  The user will be able to control the movement in 3D space using the keyboard and the movement of the camera using the mouse.  The user can also attack using the mouse buttons.  The screen will also display useful information like amount of ammo, health, time remaining until a new round, and if time allows we may implement a mini-map. 

2. The interface will play the role of all the major functionality that the user can perform.  In a popup menu when the player clicks for help, the mouse will be able to select the options like exit and return to game.  In the game the interface will be how the user interacts with the world and walks through it.  The interface is also how the user interacts with enemies, clicking the mouse to perform attacks. 

3.  Our interface should be relatively simple and easy to learn.  Our interface will follow a lot of the conventions that are common in the game industry right now, like simple keyboard and mouse controls together with simple on-screen prompts and displays. 

4. The outcome of the game is very much tied to the player.  If the player does nothing the game will be over quickly with the viruses attacking and destroying the entire motherboard.  If the player is attentive and plays well, he or she can defeat each wave and progress to the next stage.

5. The player should feel powerful in our game.  The player controls the most powerful entity in the game, the antivirus program, which is able to neutralize the attacks with the weapons at its disposal.  We could continue discussing new and more powerful weapons to this end to improve the user's feeling of power.

6. As of now the player will not be picking anything up in the game.  We could potentially in the future implement picking up new weapons or powerups.

7. The interface directly maps to actions in the world.  The interface through the keyboard and mouse maps to movement and camera angle in the world.

8.  The player can see the world around him or her through looking around with the mouse.  The user can hear the enemies and any attacks that happen.  There could also be auditory cues for new waves of enemies or things like time bombs that the player could lay down.

9. The only parts of the interface that are not invisible are the ones that display important information on the screen.  We will strive to keep this sort of thing minimal in unobtrusive if possible.  These interfaces include the health display, ammunition and a time counter.  Keeping the player immersed is our goal, so fewer things in the way of the user's vision is better.  Our game will also be first person, which will also hopefully encourage immersion.

10. Our interface is natural insofar as it is similar to the standard interface of the game industry.  The keyboard and mouse are not very natural interfaces for players because most 3D games utilize them for movement.  Most players should be able to use our interface without thinking much about it. 

11. I think the ideal for this would be to have no obtrusive displays crowding the visual interface.  If the screen could be completely empty letting the user really immerse into the role of the first person character, that would be ideal.

12. The interface gives all the pertinent feedback that the player needs to keep playing.  The interface will display health, ammunition reserves and any other useful information.  The player also needs to know how much time before another wave of enemies attacks, which will be displayed as a timer.  This will help the user to prepare and get things like upgrades and make sure the previous wave is dealt with.  The goal in this case is to be prepared for the next wave which the counter helps with.

13. The visual interface is continuous so that he user has up to date information about their health, their position in the game, how long before the next wave and the effectiveness of their weapons (including ammo).

14. There will probably not be much visual change when changing modes.  There will really only be the normal mode of running around and fighting viruses and also a slightly different mode when repairing buildings and computer components.  That mode could have interfaces for upgrading and repairing the components.

Sunday, October 12, 2014

HW 10

In this video I made a menu that pops up when you press enter.  Then clicking on the word Back, the menu exits and goes back to the normal game screen by removing the menu scene. 


These are images of the normal game on the bottom, above that the view of the whole menu scene and above that is the menu seen through the camera.

HW 9

Our game is going to be asymmetric.  We're having the defensive side of the game completely different from the offensive side.  The defensive hero will have powers that the offensive side does not have and the offensive side will have numbers that the defensive side does not.  Either side will have separate goals but we'll work hard to make them balanced. 
I think a way that we will be able to address challenge vs. success is through having many successive waves of enemies that get more difficult with time.  A way to keep people from getting bored is by having the easier waves go by quicker and the more challenging levels will take a little more time.
 There will be a whole lot of meaningful choices the player can make when it comes to spending resources, upgrading defenses and where the player focuses the ability of the main character.  Strategy will also be a choice the player always has to pay attention to when it comes to strengthening defenses or attacking from different angles.
I think we'll be able to minimize the amount of chance that governs our game.  Enemies will probably attack with a random number of damage within a range, but everything else can be basically predictable.  The point of our game is more to prepare for attackers and reward good preparation, skill and strategy. 
Our plan is not to have too much dexterity based game play.  We don't want the object to get good at quickly pressing buttons, although it will probably come into play.  Our focus is on the strategic elements and on rewarding preparedness. 
We're planning on not actually making a set end in our game.  We're going to cater to the people who like to grind and gain experience and test their ability arcade-style.  We're going to have wave after wave until they give up or lose.  In that way the length of the game is chosen by the player.  Games like candy crush and other arcades carefully balance reward and give the right amount of incentive to make the player want to play more. 
When the book talks about the reward of prolonged play, that seems to fit with our game pretty well.  Other rewards we offer include points for using on more upgrades and more powers and access to more difficult competition. 
One aspect of our game that we just added is when the player loses on one side of the fight, they then get switched to  the other side to fight in the opposite direction.  We want to encourage the player to stay with one side as long as they can so when they die, there is a point dock and they have to work to get back to the same position.  There will also probably be a timing setback, so a loss will cause you to be out of the fight for a certain amount of time. 
We're going to try to offer as much freedom to the player as we can.  This will include traveling anywhere within the game they need or want to, upgrading any building or defensive unit they want or getting whatever power or upgrade they want.  We really don't plan on interfering with the player once the game begins outside of the normal game rules. 
We haven't exactly taken complexity into account yet.  We're hoping that our rules will be simple to get so that there will be very will explanation but that the game play will be complicated enough to be interesting for the player.
A lot of the advice we got this week when we presented was that we should keep the buildings and the aesthetics as simple as possible.  We're probably going to simplify the world so that it's not so overwhelming but also so it leaves a little more to the imagination behind the scenes. 

Sunday, October 5, 2014

HW 8

In this video i animate a skull downloaded from visnik on blendswap.  This is how we'll animate the skull enemies in our game.

Saturday, October 4, 2014

HW 7

1. The space in our game will be continuous as we will have out main character run around an open map.  There aren't any discrete elements that will require discrete placing of pieces or characters.

2. Our game will have three dimensions since the main character and enemies will walk around and be able to jump and interact with things in three dimensions.

3. The boundaries of the game are the outside of the area that contains the villages that the player interacts with.

4. In our game the verbs the player can inform include: attack, defend, jump, heal, cast spells, build village homes, place armaments, take special powers, run, hide, and also fly (on occasion).

5. The verbs describe the player acting on the enemies in terms of the attacks.  The player can act on the NPCs in the village with placing them and building homes to protect them.

6. The goal in our game is to have the player defeat waves of enemies that attack the village and defend the village.  The player can do this by either attacking using the main character, and so also upgrading the main character, or the player can rely on the armaments and the NPCs that the main character can upgrade to help defeat the enemies.

7. The player can move many different subjects when the player is constructing, upgrading and repairing the villages.  The player also obviously controls the main character and to a lesser extent the NPCs' general actions. 

8. One change that has side effects in our game is when the main character uses his ability to take an enemy power.  Taking that ability has consequences for playing the game later when the player cannot take other more powerful abilities later on.  Our game also has side effects similar to the side effects of moving checker pieces when the player moves and builds buildings in the village.

9. Operative actions: attack, shoot, defend, cast spell, jump, heal, build village, upgrade villager.

10. Resultant actions: fortify village, direct wave of enemies, make villagers more effective at defending themselves, make your abilities more powerful.

11. I would like the player to at one point be able to fly if he takes specific flight powers.  I also want the player to be able to make movements using animation. 

12. The ultimate goal is to defend the village and kill all of the waves of enemies.

13. Short term goals include getting past each individual wave of enemies.  Other short term goals include upgrading the main character as well as the villagers.  Long term goals include getting powerful abilities and surviving to the end of the game.

14. We could potentially include text prompts on the screen to make it clear, but I think we could also just have the player dropped in the village with minimal prompting since nasty looking creatures rushing for you can be a pretty power visual queue for what to do next.  We'll also include a timer on the screen to show the player explicitly how much more time they have left before being attacked.

15. The foundational rules include what happens when an attack happens.  Depending on the level and upgrades on the character, a random number is drawn and the opponent takes that much damage.  Behavioral rules don't seem to come in play because there aren't other human players playing the game to interfere with. 

16. The rules are enforced entirely by the computer and the background calculations going on behind the game.  Rules like damage and boundaries are enforced by the game not letting the player do anything out of the ordinary.

17. Our game will develop mental skills because tower defense has a lot to do with conserving resources, patience, and understanding strengths and weaknesses.  Our game will teach an understanding of tactics and strategy.

18. Virtual skills in the game include archery, sword fighting, magic skills and any enemy skills that the character learns.


Friday, September 26, 2014

HW 6

In this video I use cephei's gun model from blend swap to have a gun that can pivot left and right and shoot bullets at enemies.  The first enemy is a zombie which disappears when it collides with a bullet.  The other enemies are stand-ins that appear using a delay sensor and also disappear when they collide with a bullet.  We will be using a similar design for creating waves of enemies that attack the player and the village.
This week we decided what parts of the game we'd start working on.  I chose to begin working on the main character, the NPCs and the elements in the village.

Thursday, September 18, 2014

HW 5

In this blog I used uchiha007's bow and arrow models from blend swap.  I created an empty and parented it with the bow and had it add an object with a velocity when I press the space bar.  The arrows are able to collide with large rectangular prisms and knock them down.  I'm not exactly sure why I couldn't rotate the arrows to aim correctly so they sort of shoot oriented upward. 

This kind of thing relates to our game because we'll potentially have several enemies surrounding the main character and that character should be able to rotate, move and shoot arrows.  This is fun because it poses a small problem, that of knocking down pillars with arrows.  I think it could be more fun to extend this and have things that spawn more quickly and walk toward the middle as the player has to shoot them away.

HW 4

chapter 2
   I want the people who play our game to feel both a sense of responsibility for the villages he has to protect and satisfaction for being able to successfully fend of a horde of enemies.  The game should also be just difficult enough to illicit excitement and anxiety.
   I think the essential part of these experiences is the complexity and range of abilities and mechanics.  I want the game to be complex enough to be engaging and to have different abilities, like the main character gaining the abilities of an enemy, or different possible melee weapons and attacks.  I think adding elements of an rpg will help with this as we can add some complexity through stat building.  Another way to add these experiences is to make more interactions with the village and its people.  If we can have the main character arm and upgrade villagers to effectively take the role of a turret from more traditional tower defense games we can make the npcs more interesting.  Also having to speak to different villagers like a blacksmith for upgrades will add to the immersion in the experience.

chapter 3
    The nature of out game will be to send enemies at regular intervals to attack a village and equip the main character with various methods of defeating the enemies.  Surprise could take a role if we add elements of randomness in either what kind of enemies appear (werewolves alongside dragons for instance) or if we make the time interval between waves more random.  Players could then experience surprise if a wave comes earlier than they had planned.
   We can effectively create a fun experience by systematically and regularly giving the player new obstacles in each wave of new enemies that attack the town.  Maybe a certain set of upgrades would not be ideal for the next enemy, but the player has to make choices anyway not having perfect information of when the next wave will come or what exactly it will be.  Having lots of new and varied enemies will ensure that the experience will not become stale and will hopefully add enough surprise and variety to be fun. 
   The goal of our game is to create the experiences I talked about above.  If we're able to engage players and keep them excited throughout the game as they fight waves of enemies and interact with the NPCs in the village then we've met our goals.  I think players will be engaged and eventually attached to our game through the promise of regularly and expected new challenges.  With what will probably be regular intervals players can expect a new challenge that they can use new abilities on and also test what they've learned so far through the game.  The specific problem we want the player to solve is to use the limited resources we provide to the player at each interval of the game to solve the problem of each consecutive wave of enemies. 

This week I contributed to our game by beginning developing how to play a game with multiple enemies with one main character in blender.

Thursday, September 11, 2014

HW3

In this video I used DennisH2010's zombie model and OliverMH's wooden hut from blendswap.  I added motion to the zombie using the arrow keys to go forward and back and also to sidestep left and right.  I also used z and x to allow the zombie to rotate to its right and left.  Lastly I enabled the zombie to jump by pressing the spacebar. 
These objects are relevant to our game because we'll be using creatures like zombies and other fantasy horror characters as enemies.  We'll also be using wooden huts and other small houses to construct our village. 

HW2

1. We met in Dirac library Tuesday the 9th.
2. We discussed preliminary ideas for our game including the genre and the core concepts and mechanics we want to include.  We also began to talk about different roles we can take in the development process.
3. We took notes in our group Google doc because we wanted to remember the game ideas we were discussing and coming up with during out meeting.
4. We took notes in our Google doc online.
5. We discussed briefly what the game document would contain.
6. We didn't think it was necessary to pick a team leader.  We all think it's a lot easier especially with a small group to just discuss and debate as a group and let all of us have the same say in decision making.  We'll also set up times for meeting based on our schedules and not on when a leader decides.
7. We decided on having a first person perspective tower defense game set in a village.  The player will play from the perspective of the mayor or leader or just a protector who fights waves of enemies.  He also has the ability to fortify the village and recruit villagers to defend the village as well.  The enemies will be fantasy creatures like zombies, werewolves and dragons.
8. My contribution to our group was to suggest a first person tower defense game.  I also participated in the discussion throughout our meeting to decide on mechanics and other miscellaneous  preliminary aspects of the game. 

Monday, September 1, 2014

HW1.3

One game I really enjoy is one that's had a lot of hype on the internet lately called Shovel Knight.  It's a side scrolling platformer adventure game where you play as a knight wielding a shovel trying the save his country and his friend.
The game is a crowd-funded (through kickstarter) indie game developed by Yacht Club Games.  What I love about it is that the developers were able to perfect the older Megaman style side scrolling games that I grew up playing while adding very fresh and funny mechanics and dialogue.  It's a fun game with great art design and even better music.  More information about the game can be found here:

http://yachtclubgames.com/shovel-knight/



Another game I played recently that I really enjoyed is called Enemy Mind.  It's a really creative reimagining of Shoot em up, or bullet hell, games like Ikaruga.  This game has a novel concept in that you play as some alien being that can possess space ships.  The game works by having you start with one ship and shoot your way through a level on a rail.  When your ship runs out of ammo or health, or you just see a ship you'd rather have, you have the option of quickly firing your astral self to the other ship before getting gunned down.  A healthy number of "Terran" and alien ships make it a really interesting play mechanic that lets you explore different gun types and find your favorite types of ships.  My only complaint is that the story was pretty hard for me to follow.  I really couldn't tell if it was confusing just for confusion's sake.  It honestly also could have been an amazing, meaningful story that just went over my head.
Game site:

http://www.enemymindgame.com/

HW 1.2

This is a drawing a sketched of myself.

This is another drawing I sketched of my wife.

HW 1.1

A video in which I describe a thing that's on my coffee table.