Balance
Tuesday, October 8, 2013
Homework 8
1. Is the space in your game discrete or continuous?
The space within our game is discrete. The map of our game world is divide into fours. The player cannot access other parts of the world until the objective is completed within that sector. (That objective being locating the dragonball.)
2. How many dimensions does your space have?
It's three-dimensional.
3. What are the boundaries of your space?
The boundaries in our space will be setup transparently and blocked off by forestry and housing. Once the players enters a house the boundaries will be the walls.
4. How many verbs do your players (characters) have? What are they?
Our player will have basic verbs: fight, run, jump, and interact.
5. How many objects can each verb act on? What are these objects?
Players can only fight the enemies (aliens) with the use of swords, arrows, and magic.
Players can run and jump on the ground that they stand on.
Players can interact with multiple objects within the game such as talking to NPC to figure out clues, pick up weaponry, gather food, and of course collecting dragonballs.
6. How many ways can players achieve their goals?
The objective our a game is pretty straight forward and that is to kill the invaders and collect the dragonballs to save the village. However, the players does have access to different hints throughout the game so that they aren't completely lost on where to go and what to do.
7. How many subjects do the player control? What are these subjects?
The player has control of the character being played (male or female), weaponry, and magic. We are currently working on the mechanics of upgrades and how to unlock them.
8. How do side effects change constraints?
The player has to fight the enemies in order to gain experience and gold to purchase items found at the market. The player must also explore our world and talk to the other villagers to get hints at where they should go to complete the objective. If the player doesn't do either than they will not be able to complete the game.
9. What are the operative actions in your game?
As stated, players can fight, run, jump, and interact with specific objects.
10. What are the resultant actions in your game?
Getting clues about how to complete the objective by exploring and talking to villagers.
Killing enemies will provide players with clues, gold, and a chance to upgrade weaponry.
Collecting all the Dragonballs will allow the player to make a wish (save the village).
Players are rewarded for exploring the world.
11. What actions would you like your players to do that they cannot presently do?
Currently we don't even have a character for our game made >.>
However, I feel that what's most important for our character is to interact with world smoothly such as talking to the villagers.
12. What is the ultimate goal of your game?
The ultimate goal of our game is to collect the dragonballs and save the village.
13. Are there short and long term goals? What are they?
The short term goals are completing the levels before moving on the next. This can be done by locating the dragonball within that level and killing the aliens. Which leads to the long term goal, collect all four of the dragonballs and save the village.
14. How do you plan to make the game goals known and understood by the player?
Players will find out the story by interacting with the villagers and exploring the world.
15. What are the foundational rules of your game?
Players should have a health and mana meter, weaponry and magic levels, and pouches to tell them what they are carrying (number of dragonballs, arrows, etc).
16. How are these rules enforced?
The players health meter will reduce when damage is taken by the enemy. An alert setting will be made to inform the players that they are dying. Players will known there mana meter is out when they are unable to use magic. Both will regenerate slowly over time or by the use of potions. The levels of weaponry will be shown and the inventory will keep track of the items players are carrying (dragonballs, potion, arrows, etc).
17. Does your game develop real skills? What are they?
Players will develop skills in noticing detail and interpreting information in order to help them complete the goal.
18. Does your game develop virtual skills? What are they?
Leveling of weaponry and magic.
The space within our game is discrete. The map of our game world is divide into fours. The player cannot access other parts of the world until the objective is completed within that sector. (That objective being locating the dragonball.)
2. How many dimensions does your space have?
It's three-dimensional.
3. What are the boundaries of your space?
The boundaries in our space will be setup transparently and blocked off by forestry and housing. Once the players enters a house the boundaries will be the walls.
4. How many verbs do your players (characters) have? What are they?
Our player will have basic verbs: fight, run, jump, and interact.
5. How many objects can each verb act on? What are these objects?
Players can only fight the enemies (aliens) with the use of swords, arrows, and magic.
Players can run and jump on the ground that they stand on.
Players can interact with multiple objects within the game such as talking to NPC to figure out clues, pick up weaponry, gather food, and of course collecting dragonballs.
6. How many ways can players achieve their goals?
The objective our a game is pretty straight forward and that is to kill the invaders and collect the dragonballs to save the village. However, the players does have access to different hints throughout the game so that they aren't completely lost on where to go and what to do.
7. How many subjects do the player control? What are these subjects?
The player has control of the character being played (male or female), weaponry, and magic. We are currently working on the mechanics of upgrades and how to unlock them.
8. How do side effects change constraints?
The player has to fight the enemies in order to gain experience and gold to purchase items found at the market. The player must also explore our world and talk to the other villagers to get hints at where they should go to complete the objective. If the player doesn't do either than they will not be able to complete the game.
9. What are the operative actions in your game?
As stated, players can fight, run, jump, and interact with specific objects.
10. What are the resultant actions in your game?
Getting clues about how to complete the objective by exploring and talking to villagers.
Killing enemies will provide players with clues, gold, and a chance to upgrade weaponry.
Collecting all the Dragonballs will allow the player to make a wish (save the village).
Players are rewarded for exploring the world.
11. What actions would you like your players to do that they cannot presently do?
Currently we don't even have a character for our game made >.>
However, I feel that what's most important for our character is to interact with world smoothly such as talking to the villagers.
12. What is the ultimate goal of your game?
The ultimate goal of our game is to collect the dragonballs and save the village.
13. Are there short and long term goals? What are they?
The short term goals are completing the levels before moving on the next. This can be done by locating the dragonball within that level and killing the aliens. Which leads to the long term goal, collect all four of the dragonballs and save the village.
14. How do you plan to make the game goals known and understood by the player?
Players will find out the story by interacting with the villagers and exploring the world.
15. What are the foundational rules of your game?
Players should have a health and mana meter, weaponry and magic levels, and pouches to tell them what they are carrying (number of dragonballs, arrows, etc).
16. How are these rules enforced?
The players health meter will reduce when damage is taken by the enemy. An alert setting will be made to inform the players that they are dying. Players will known there mana meter is out when they are unable to use magic. Both will regenerate slowly over time or by the use of potions. The levels of weaponry will be shown and the inventory will keep track of the items players are carrying (dragonballs, potion, arrows, etc).
17. Does your game develop real skills? What are they?
Players will develop skills in noticing detail and interpreting information in order to help them complete the goal.
18. Does your game develop virtual skills? What are they?
Leveling of weaponry and magic.
Homework 7
In the process of making a potion bottle and parenting the liquid inside to the bottle. Animation is going to show liquid pouring out of potion bottle.
Sunday, September 29, 2013
Homework 6
1. For each of the four elements of the Tetrad, explain how it is addressed by your game. If one of the four elements is not used please state this.
Mechanics: We are still discussing and developing our game, but I think the general idea is that we want the players to have fun while also completing a purpose which is to save the village from the infection along with fighting off the aliens. We currently have weapons going with the Medieval theme, bows and swords! So we have a play style for both long range fighters and up close melee players.
Story: There is a myth about these scared Dragon Balls spread around the village that possesses an incredible power; Once gathered together the Dragon Balls can grant any wish. However, alien have heard about such great power and have venture there way into the village to find it. With them they bring a virus that's infecting people of the village. It is up to our protagonist to kill the aliens as they try to gather clues on how to find all the Dragon Balls and rid the village of the deadly virus.
Aesthetics: How our game looks, sounds, smells, tastes, and feels? As stated we are still developing different parts of our game now and haven't really touched based on the aesthetics part. We definitely have a theme going for Medieval times, but the question is what are we going to do with this idea? We already open up the world of our game by involving aliens so there is like much more we can do. We aren't restricted in our creativity for the game. I am even thinking about involving in plasma guns =)
Technology: We are mainly using Blender. There is a lot this program can do and that is impressive considering it is free! I am still learning how to use it, but based off what we do in class I am excited to get to a decent level of understand so I can create more. Also shout out to Skype and CamStudio.
2. Do the four (or less) elements work towards a current theme?
Yes, we have an ScFi Medieval theme going. As mention, we are still in the developing process and have our own ideas flowing. However, it's going to all come together and be something unique!
3. In your own words, describe the meaning of a "theme", and how does it differ from an "experience"?
Theme is the main focal point of any event, story, conversation, etc. For example, I am not a hardcore fan of the horror theme so I avoid things that focus on this theme such as Halloween Horror Nights. (See it even has horror in the events name!) Even though I don't like horror I did go to Halloween Horror Nights a couple years ago with a group of friends and had a surprisingly awesome experience! It wasn't fun getting scared to the point of almost peeing myself, but it was a nice experience that I will never forget because of the time spent with my friends and undergoing those haunted houses together. So to better explain myself, a theme should not be a deciding factor how one experiences something much like how graphics shouldn't be a deciding factor on how good a game is.
4. What is your game's theme?
I feel like are general theme for our game was assigned to our team based off our interest in a specific game genre, in our case RPG. So our game is going to have characteristics of a Role Play Game with our own little twist. We have the setting of our game in Medieval time with weapons you would find in such a time like bows and swords, but we involved a ScFi theme as well by involving in aliens. Where we are going to take our players on there adventure is open. We can stick to a basic plot with our player killing aliens for no purpose and find the DragonBalls and call it a day. Or we might have a huge boss battle at the end where the player needs a rocket launcher to be effective against the boss outer-shell armor! See it is still pretty open now.
5. What are the elements in your game that are meant to reinforce this theme?
I feel that all the elements will flow together to reinforce our ScFi Medieval theme, except the aesthetics part.... work in progress >.> However, I am totally looking forward to working on the combat for game. We are definitely going to incorporate the combat with the goal of the game, find the DragonBalls and save the village.
6. What is it about your game that you feel makes it special and powerful?
I feel like what make our game special and powerful is our team. We have such a good team that has all these grand ideas and aren't afraid to make them real. The final product is probably going to be more enjoyable for our team to play more than anybody because of us all undergoing the trails of learning blender and create something awesome with it!
Mechanics: We are still discussing and developing our game, but I think the general idea is that we want the players to have fun while also completing a purpose which is to save the village from the infection along with fighting off the aliens. We currently have weapons going with the Medieval theme, bows and swords! So we have a play style for both long range fighters and up close melee players.
Story: There is a myth about these scared Dragon Balls spread around the village that possesses an incredible power; Once gathered together the Dragon Balls can grant any wish. However, alien have heard about such great power and have venture there way into the village to find it. With them they bring a virus that's infecting people of the village. It is up to our protagonist to kill the aliens as they try to gather clues on how to find all the Dragon Balls and rid the village of the deadly virus.
Aesthetics: How our game looks, sounds, smells, tastes, and feels? As stated we are still developing different parts of our game now and haven't really touched based on the aesthetics part. We definitely have a theme going for Medieval times, but the question is what are we going to do with this idea? We already open up the world of our game by involving aliens so there is like much more we can do. We aren't restricted in our creativity for the game. I am even thinking about involving in plasma guns =)
Technology: We are mainly using Blender. There is a lot this program can do and that is impressive considering it is free! I am still learning how to use it, but based off what we do in class I am excited to get to a decent level of understand so I can create more. Also shout out to Skype and CamStudio.
2. Do the four (or less) elements work towards a current theme?
Yes, we have an ScFi Medieval theme going. As mention, we are still in the developing process and have our own ideas flowing. However, it's going to all come together and be something unique!
3. In your own words, describe the meaning of a "theme", and how does it differ from an "experience"?
Theme is the main focal point of any event, story, conversation, etc. For example, I am not a hardcore fan of the horror theme so I avoid things that focus on this theme such as Halloween Horror Nights. (See it even has horror in the events name!) Even though I don't like horror I did go to Halloween Horror Nights a couple years ago with a group of friends and had a surprisingly awesome experience! It wasn't fun getting scared to the point of almost peeing myself, but it was a nice experience that I will never forget because of the time spent with my friends and undergoing those haunted houses together. So to better explain myself, a theme should not be a deciding factor how one experiences something much like how graphics shouldn't be a deciding factor on how good a game is.
4. What is your game's theme?
I feel like are general theme for our game was assigned to our team based off our interest in a specific game genre, in our case RPG. So our game is going to have characteristics of a Role Play Game with our own little twist. We have the setting of our game in Medieval time with weapons you would find in such a time like bows and swords, but we involved a ScFi theme as well by involving in aliens. Where we are going to take our players on there adventure is open. We can stick to a basic plot with our player killing aliens for no purpose and find the DragonBalls and call it a day. Or we might have a huge boss battle at the end where the player needs a rocket launcher to be effective against the boss outer-shell armor! See it is still pretty open now.
5. What are the elements in your game that are meant to reinforce this theme?
I feel that all the elements will flow together to reinforce our ScFi Medieval theme, except the aesthetics part.... work in progress >.> However, I am totally looking forward to working on the combat for game. We are definitely going to incorporate the combat with the goal of the game, find the DragonBalls and save the village.
6. What is it about your game that you feel makes it special and powerful?
I feel like what make our game special and powerful is our team. We have such a good team that has all these grand ideas and aren't afraid to make them real. The final product is probably going to be more enjoyable for our team to play more than anybody because of us all undergoing the trails of learning blender and create something awesome with it!
Thursday, September 19, 2013
Homework 5
Above is a video showing the setup on how to add keyboard inputs to make the object have motion to it. I realized after watching the video that it might be difficult to see what exact was in the Logic Editor portion. So I have a picture below showing a screenshot of what I have for my current setup for my object which is a chair. As stated in the video, I plan to incorporate this motion in our groups game by having the player move the chair out of the way in order to access one of the Dragon Balls that might be hiding under the table.
Sunday, September 15, 2013
Homework 4
1. Do you love your project/game. If not, how can that be changed?
I just recently got hardcore into the RPG genre through Skyrim and don't really have a passion for it compared to that of first-person shooters and fighting games. However, I am very open-minded about the possibilities for this project and feel that my lack of love is just my lack of information about the genre. I am slowly growing to love it though especially the story line and the different ideas we all have =) My teammates seem very passionate about what we are working on and I have to say that it's contagious.
2. Does the team as a whole love the project? If not, what can be done?
As stated, I personally am just getting into the genre so I don't really have a passion for it. I am still a newbie. However, I am interested in the story line and the design for the game. (Medieval times is my favorite setting: Elder Scrolls series >.>) The fact that my other teammates are passionate about the game makes me want to help them achieve their ideals for it and contribute as much as I can.
3. Are the team members communicating with each other?
Yes we are communicating with each other. I feel that is the most important part to get everyone inputs for the game and different aspects that we should work on. It's been an awesome experience so far communicating with the others.
4. Does the team have a regular meeting schedule? What is that schedule?
We don't have a set schedule yet, but we all have each other Skype accounts and we communicate through that. Our next meeting is actually tomorrow at 7pm via Skype.
5. Describe the modes of communication between the team members.
We communicate sometimes after our class depending on if we have to rush to our next class. Our main source of communication has been through Google docs and Skype. Each of my team members' phone numbers can be found on the Goggle docs just in case we need to get in immediate contact. It has been a good system so far. We also use our school email as well.
6. Regarding game documents, what must be remembered while designing your game?
I feel that we have to remember that there is only so much that we can do for our game and what exactly we want the game to be. We all collectively have wonderful ideas, but they have to flow together. By flow together I mean come together collectively to make a complex game by the end of the semester.
I just recently got hardcore into the RPG genre through Skyrim and don't really have a passion for it compared to that of first-person shooters and fighting games. However, I am very open-minded about the possibilities for this project and feel that my lack of love is just my lack of information about the genre. I am slowly growing to love it though especially the story line and the different ideas we all have =) My teammates seem very passionate about what we are working on and I have to say that it's contagious.
2. Does the team as a whole love the project? If not, what can be done?
As stated, I personally am just getting into the genre so I don't really have a passion for it. I am still a newbie. However, I am interested in the story line and the design for the game. (Medieval times is my favorite setting: Elder Scrolls series >.>) The fact that my other teammates are passionate about the game makes me want to help them achieve their ideals for it and contribute as much as I can.
3. Are the team members communicating with each other?
Yes we are communicating with each other. I feel that is the most important part to get everyone inputs for the game and different aspects that we should work on. It's been an awesome experience so far communicating with the others.
4. Does the team have a regular meeting schedule? What is that schedule?
We don't have a set schedule yet, but we all have each other Skype accounts and we communicate through that. Our next meeting is actually tomorrow at 7pm via Skype.
5. Describe the modes of communication between the team members.
We communicate sometimes after our class depending on if we have to rush to our next class. Our main source of communication has been through Google docs and Skype. Each of my team members' phone numbers can be found on the Goggle docs just in case we need to get in immediate contact. It has been a good system so far. We also use our school email as well.
6. Regarding game documents, what must be remembered while designing your game?
I feel that we have to remember that there is only so much that we can do for our game and what exactly we want the game to be. We all collectively have wonderful ideas, but they have to flow together. By flow together I mean come together collectively to make a complex game by the end of the semester.
Wednesday, September 11, 2013
Homework 3
Honestly I can say with confidence that I had no clue how to maneuver through Blender efficiently. (I am such a n00b) However, with the help of this tutorial I was able to create two objects to be used in my team's game.
Success! I have created the final object that was my initial goal, a chair =) As simple as this object may be in the real world, it was quiet a challenge to construct in Blender. I took the template of the file represented by the first image and change to top view to use extrusion for the back seat of the chair. I used the knife tool on vectors that I cut into twos and made a bridge across to have a face for the back seat of the chair. (Don't want the person to lean back in fall to the floor!) A new tool I learn to use and that was used often in both creations was "Loop cut and slide". It allowed me to smooth out the curvature of the legs and the back seat of the chair. (Very useful!!)
Once again I used this tutorial I found on Youtube to help me make these objects. I plan to incorporate both objects in the game to have places where the NPC of the game can sit and interact. Plus it could be a perfect place to hide one of the four balls from our game underneath!
This is a picture of the first object I created in Blender and I would like to think of it as either a stool or a table. For what I have now in my Blender file it is proportional to that of a stool, but I plan on changing it to be proportional to a table. (Once I figure out how to do so >.>) Basically I started out with a cube and changed the x,y,z axis size to make something resembling a box. I used subdivision for the surface of the table. I changed to bottom view to use extrusion on the legs for the table.
Once again I used this tutorial I found on Youtube to help me make these objects. I plan to incorporate both objects in the game to have places where the NPC of the game can sit and interact. Plus it could be a perfect place to hide one of the four balls from our game underneath!
Sunday, September 1, 2013
Hw 1.2
Showing off my current wallpaper for my desktop. I created this image when I was messing around with a free photo editor I found surfing the web.
I guess this could be seen as proof of me creating this image. This was a couple steps back in the creation process and was almost the final product. Just in case you are wondering, CosmicCurry is my gamertag.
Add me!!
Speaking of games, below are two city building theme games similar to that of SimCity.
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