Posts

Showing posts from April, 2018

Unit 8: New Idea for the "Enemy"

Image
Today I was making a checklist of the things that I have to make and I remembered what a pain making AI is. Then, I had the amazing idea to just make them shooting range targets that the player has to shoot, as I think it will be too complicated to make an AI that fights back. However, if you are in their line of sight too long, you "lose". Maybe if I have time I may just make them have a weapon and shoot you straight away if you're in the line of sight for too long.

Unit 8: Drawing the City's Skyline

Image
Today I've been working on some cityscapes drawings using the one point perspective method. I begin with the foreground.  I then went on to adding the background to help make the city seem denser. (Update 26/04) I stopped working on the other one and started over and this is what I've done. This is where I've started working on the detail.

Unit 8: Bibliography

Image

Unit 8: Uncertainty in Games

Image
During this weekend on our class facebook page, one of my friends (thanks Damien) posted a link to a Humble-Bundle offer where they are selling a bunch of books about game theory. So I decided to take the plunge and get a few of them. I decided to begin with Uncertainty in Games By Greg Costikyan. While reading through this he begins to take about why uncertainty in games is really imported to keep a player engaged. He explains that if we know everything about a game, we have no incentive to play it and we will stop playing it. He uses "tic-tac-toe" to help explain this. "No one over a certain age can play it with enjoyment, because no uncertainty about the games path exists." In other words, when you have exhausted a game contains, it's boring because we know everything there is to do in it.  This got me thinking about my other projects, there was no content to the world other than the world itself. There was no world building. So in this project, I hop

Unit 8: Pre-Production Drawings

Image
I've been doing some sketches today for my game. I wanted to make a pistol first and this is the finished result.  I begin with basic the geometry. Then I begin to define some of the basic shapes of the weapon. This stage takes the longest for me, about 5-10 mins Then I find the fine detail adding much easier than the rough detail. I did the same with the slide of the weapon back. While I was doing this I thought I should focus on the outline of the weapon and have parts where you can see through the weapon as my character and anything related to them will be a silhouette. I was thinking of adding parts where a neon light may be. 

Unit 8: Project Presentation

Image

Project 2: Context

Games are a powerful form a media that almost everyone has interacted with at one point, whether it's passively through adverts or actively playing every new game. This gives the opportunity for almost every game the chance to send a message through it. For example, my game has aspects in it that make the player feels trapped and powerless. It does this through a number of ways. For instance, the climbing system is very slow and takes time to use.

Project 2: The Game

Here is a video of the finished game. Like I said, I wasn't happy with the finished thing, but that's beside the point. Here I show the buildings, some of what the gameplay would be like and you can hear the sounds.

Project 2: Evaluation

Image
During the development of our game, me and Osborne designated different task for each other. I wanted to focus more on the gameplay were as Osborne wanted to do everything. This lead me to focus on the programming aspect of the unreal engine and I got lost in it and neglected the other parts of our project. I realised this quite late into our project when me and Osborne were talking on discord about our project. This lead to Osborne making the city and all of the building, were as I made a few models in Fuse and brought them into unreal. Using fuse models meant we couldn't stick to the steampunk aesthetic that we had with our building. This was very annoying as it took the steampunk feeling away from the game and made it looks like there wasn't really a theme at all. But something that I did that looked really cool was reducing the saturation which made the city look quite dull and soulless, which would have played in well our planned narrative. (At the beginning of the gam