Tuesday, 27 May 2014

Summary

Good points:
I think that most of my models are fairly well constructed, and I'm particularly happy with the propellor and the fallen tree. I think the propellor is and accurate representation of the object I was trying to model, and I'm happy with how the tree looks, and the natural look of the branches.
I'm happy with the terrain I have created, and I think it creates the open, natural feel I'm trying to simulate.

Negative points:
I could have put some more work into modelling the plane. I could have paid more attention to the small details, like the poles holding the wings up, and the landing gear. I could have also done more work on the bird, getting it to have a more cylindrical shape, and refining the feet.
I could have textured the models much better as well. I'm fairly happy with the fallen tree and branches, but I could have definitely done more work on texturing the plane, unwrapping it to texture the windows and cockpit, and the bird, by texturing the different parts of the bird to make it look more real.
Another thing I could have improved on was the sound. I have an ambient sound of birds chirping that is audible throughout the entire level, but I could have added audio to the birds in the level, as well as possibly add flame sounds to the plane.
Lastly, if I had more time, I could have added sunbeams to the level.

Here is my level walkthrough:
https://vimeo.com/groups/southbank/videos/97274802

Tuesday, 13 May 2014

Light

The mood I wanted to create for my level is one of nature, and exploration, encouraging the player to explore, and enjoy their environment. To do this, I would have used bright yellow directional light, representing the sun. I would have also liked to put in some sunbeams, to signify the freshness of the air, and to emphasize the natural surroundings.

Game Level Blocking: Bird and Tree

Here is my bird, which I will duplicate in Unity







With the bird, I modelled the main body of the bird first, getting the shape right at the front and back, then I extruded the feet and head, and shaped them.


Here is the fallen tree I modelled. I have also modelled some broken branches to go with it.







Game Level Blocking: Plane

Here is my plane



These are the images I used as reference images










I started with a rectangle, and modelled the basic shape of the plane. I then extruded and shaped the wings. Finally, I extruded and modelled the fins on the tail.

Monday, 12 May 2014

Game Level Blocking: Propellor

Here is the propellor I have modelled for my game.



I used this as my reference image













I started with a rectangle, then scaled it down at various points along its length to get the shape I was looking for. I then copied it out around its pivot point to get all three arms of the propellor.

Wednesday, 7 May 2014

Space Survival Game

Here are some screenshots from my Space Survival Game.

Pre_Game








Mid-Game









Losing

Tuesday, 6 May 2014

Sounds

The sounds I am going to include are ambient sounds, such as birds, monkeys, water flowing, and wind through trees, and object-orientated sounds, sounds that have a distinct source in the level, such as birds, and possibly flames from the plane wreckage. One of the issues I have to work with is that I am required to record my own sound for my level, and seeing as my level is based in the jungle, that's going to be difficult to do at Tafe. I could possibly record some birds somewhere in South Bank.

Tuesday, 15 April 2014

Space Survival Game

For my space survival game, I'm going to make a first-person shooter, where the player has limited ammo, and has to hunt down and kill enemies if they want any more. Each enemy drops a bullet, and the must player survive as long as possible, while conserving their ammo.

Asset List:
Game arena
Enemy
Bullet

Sound List:
Bullet sound
Ammo sound?

Week 11

Game 1:
In my first game, the player is in a space station, which has pieces of it torn out by a black hole. The player had to put chunks of asteroid over the holes to block them, and keep the air breathable as long as possible, while the black hole continues to tear pieces out of the space station.










Game 2:
My second game is similar to Frogger, in that the player has to jump across moving platform to get to the end. In this game, however, the player is trying to create a path for other creatures to travel safely across on. The player can use various tools, such as blockers, to stop or slow the platforms in order to create a safe path.











Game 3:
In the third game, the player is trying to fight through swarms of alien bears, who are all spawned from the mega bear at the end. The game is a first-person shooter, and the player can pickup energy for their weapons from each bear they kill.










Game 4:
In the fourth game, the player has to protect a special chair for as long as they can. They can do this by shooting enemies, and placing tetris pieces to use as walls. The various colours of piece have different strengths, and will last longer against different enemies.




















Monday, 31 March 2014

Monday, 24 March 2014

Brainstormed Game

I have developed the game that was chosen last week, and have built it in Unity. At the moment, it is playable as a complete game, however, I there are still changes I want to make, and things I want to add to it before I am finished with it.

Flaming Cocktails
The objective is to 'drink' as many cocktails as you can before you burn to death. When you drink a cocktail, another will appear at a random location on the bar, with a maximum of three cocktails being on the bar at a time. If the player falls off the bar, they lose the game.

Starting Screen:












Mid-Game Screen:










Losing Screen:









I still want to add a burning effect to the player, and maybe the cocktails. I want to rotate the cocktails, so they spawn upright. I would also like to add a timer to the cocktails, so they only last on the bar for a short amount of time, before de-spawning.

Tuesday, 18 March 2014

Week7

My words were:
Cocktail
Ice cream
Bushwalking
Burning
Laughing
Heat

Game 1:
My first game idea was from the words cocktail and burning. In the game, the player ran around a bar counter drinking cocktails that had bee set on fire. the player had a limited time until they died from burning, so they had to collect as many as they could in the time limit. More cocktails would appear as time went on, but the bartender would collect them if they were left out for too long.









Game 2:
My next game had the words ice cream and bushwalking. This game had the player manning an ice cream stall beside a bushwalking track. As the bushwalkers approached the stall, they would say what ice cream flavour they wanted, and the player had to push the appropriate button. If the bushwalker got the flavour they wanted, they gave the player more money, but if they didn't, they gave less, or even no, money.









Game 3:
The words for this game were heat and laughing. In this game, the player is in a terrarium, and they have to run as the land is slowly burnt up behind them. There is a rich man outside the terrarium, and he laughs as the player runs, occasionally interacting with the player, such as tapping on the glass, or throwing things at the player.









Game 4:
My last game had the words bushwalking and cocktail. This game had the player as a cocktail on a bushwalking track, and they had to run along, while avoiding thirsty bushwalkers.










The most popular game was game 1.

Tuesday, 4 March 2014

Week4

1. Building on the original concept you developed in Chapter 2, create a
blueprint for your level. Make sure you begin with a series of rough sketches
until your blueprint begins to take shape.

















Assets
Objects
High Priority:
Generator, crates of food, splintered trees, pilot's body, plane, trees, plane door, plane propeller
Medium Priority:
Broken trees, plane scrape marks, broken crates, window pane, plane wing
Low Priority:
Broken glass, grass, birds, spilled fruit
Sounds:
Birds, crates opening, attack sounds
Ambient Sounds:
Birds chirping, monkeys, smoke/ fire, jungle sounds

2. Create at least three gameplay mechanics for your level. How do these
objectives relate to your original story idea?
Gather resources: Collect/ pickup items to aid in survival.
Attack: Kill animals for food, or destroy objects.
Push/ Pull: Open doors or crates.
Make: Craft or create something out of available resources.

3. Come up with five level objectives that correspond to your gameplay
mechanics. How will you identify these objectives in your level blueprint?
Objective 1: Gather propeller
Objective 2: Kill bird
Objective 3: Gather wood
Objective 4: Make camp fire
Objective 5: Cook(make) bird


Tuesday, 25 February 2014

Week3 Questions1-3

1. Using some of the techniques discussed in this chapter, begin developing a concept for
an original game idea. Discuss the central theme of your idea, and the methods you used
to bring your idea into existence.
My game idea is a survival/ adventure game. The player is stranded in a jungle, and must use their environment, and the wreckage of their plane, to survive. There are numerous original plants and animals in the game, and the player must learn about them, and use that knowledge to their advantage. The player also has to be cautious how they play, because the resources on the plane are limited, and the player receives a moderate setback when they die. The inspiration for my game idea came from an idea of a bird I had, based on a plant I saw. I started developing the bird idea, creating it's species and how it lives. Wanting to incorporate this idea into my game, I then decide to make an intelligent game, about knowledge and survival, where the information I had developed about the bird would actually matter and be relevant. Based on this, I decided that my game would be a survival game, based in a jungle where this bird lives.

2. Create a backstory, environment, and three character descriptions associated with your
original game idea. How are these elements integrated and linked through a central
theme?
The game is based in a jungle environment, with some original and some traditional animals in it.
The backstory for my game is that the player was in a plane flying over the jungle when the plane crashed into the jungle. The player is the only one alive.
The character the player plays as is a man in his mid-late twenties, who has a reasonable amount of basic survival knowledge, such as how to start a fire, and also has some experience in plants and animals, as he is able to draw conclusions that the player may not be able to, such as the breeding habits of animals the player has encountered. These conclusions and observations made by the character appear in the players animal logbook, after the player has encountered enough of the animals.
Another character in the game is a hermit who landed in the jungle years ago, and has learnt to live there. He has a hut a bit away from the plane crash site, and helps the player occasionally, but the player can't rely on him for assistance.
3. Document your concept with reference material and original sketches. How did you
capture your reference images? Create thumbnails and silhouettes. Compile these images
into an art “bible” to help guide your vision.


Bird Idea Images

Tuesday, 18 February 2014

W2 Questions 1-4

1. Describe what you would consider defines a game level?
I think a game level is the area in which the avatar, or player, interacts with, or "plays" the game. The level is where the player achieves a goal, or competes an objective. According to the Gamasutra, a "level" is a gameplay area.
2. Explain what a level designer does, describe how the level designer’s role has evolved over the history of video games.
A level designer is someone who creates and designs the play area for a game. They could design the architecture and furnishings of a level, organise and place enemy and item spawn locations, or make sure the level game-play runs smoothly. The role of the level designer has changed dramatically over the course of computer game history. Initially, the design of a level could be done by just one person, however, as computers became more powerful, and games became more complex, more and more work was required to go into a level, and more people were needed. With the various advances in computer software and 3D capability, games were able to have more complex, deeper levels, and more designers were needed to make them, with designers being assigned to various tasks, such layout, texturing, and item placement, as opposed to designers all working on each aspect of level design.
3. What possibilities could the future bring for level designers?
The future brings many possibilities for level designers. As the ongoing advance in technology allows for faster computers, and more immersion in games, the role of the level designer could change greatly. Soon, level designers might have to design levels with virtual reality in mind, where the player can actually walk around in the game level and interact with it themselves, without a controller.
4. What is your favourite example of what you would consider “good” level design, explain why?
One example of a level I think is well designed is the first scenario in the Atilla the Hun campaign in Age of Kings: Conquers Expansion. It is the first level in the campaign, so it's reasonably easy, but it is also moderately challenging, as there is a slow build-up to complete the mission. The enemies are well planned, because the closer enemy is smaller, and easier to defeat, and the harder civilisation to conquer is across an ocean, and stays there until you decide to engage. Another thing I lie about this map is that you have some choice in the mission. The main mission for the map is to defeat two of your three enemies, and the player is subtly encouraged as to who they should defeat, as the other opponent proposes to ally part way through the game, but the player can still choose who they want to defeat, even the opponent that proposed an alliance. Another choice the player is given is right at the start of the campaign, where they are given the option to betray their character's brother, this choice dictating how the player starts, and this adds an element of re-playability to the campaign.

Wednesday, 12 February 2014

W1 Question 3

      How does a game’s genre affect the way its levels and environments are designed? Choose one level from three different games- each from a distinct primary genre-and compare how these levels are designed with regard to setting goals, puzzles, and risk-reward system.

 Game 1: Age of Empires (RTS)
In Age of Empires, the level is designed as a series of objectives, which must be completed in order to progress the level, with the goal being completion of the level, and the reward, another level. The risk in Age of Empires is the loss of troops and buildings, and since it is not a personal loss, such as the death of a character, it can create the feeling of expandability, so the player is more willing to "throw away" units or buildings.

Game 2: Blinx (Action)
In Blinx, the level's focus is getting to the portal at the end, and that is the goal, while the objectives are to kill all monsters in the level, and get past the various obstacles blocking the players path. The risk in Blinx is the death of the player, and being reset to the start of the level, so the player is encouraged to be more careful about taking risks, but at the same time, they are forced to move at a reasonable pace, as the level is timed, and if they do not reach the portal within 10 minutes, they fail the level.

Game 3: Ace of Spades (FPS)
Being an FPS, the levels in Ace of Spades revolve around a single goal, which depends on what type of level it is, whether that's TDM, CTF, or Zombie. The objectives, however, are partially dependant on what the player wants them to be. They could be small steps that help achieve the goal, like kill this  enemy, or capture that point, or the player could choose to make their objective to get a certain achievement. The risk in Ace of Spades, although being rather personal,as it is the death of the player, is also minimised, since the player can quickly re-spawn, with almost no consequences.

Tuesday, 11 February 2014

W1 Question 2

     Play three games –one from the 1980s, one from the 1990s, and one released after 2004. Compare and contrast how levels and environments are designed in all three games.
Game 1: Frogger (1981)
This game is relatively simple. The graphics are limited in order to save space, and the gameplay isn't very complicated, but fun anyway. The levels are rather simple, and similar between stages, and the environment changes to add variety.
Game 2: Age of Empires (1997)
Age of Empires is more complicated than Frogger, and has much better graphics. The levels are much deeper, and there is an actual story progression between levels. The environment changes between storylines, and the game has much more content.
Game 3: Torchlight (2009)
Torchlight is more complex again than Age of Empires, and has much better graphics, having a much more 3D look. The levels have more content, and follow a linear storyline. There are a wide variety of vibrant environments, and the game is much more story-based.

W1 Question 1

            Imagine that you are a level designer working in the 1980s. Knowing the limitations associated with this era, what type of game would you develop?
From what I've been able to research, the limitations of a level designer in the 1980s include lack of collaboration, because most game development teams were one-man operations, lack of time, because the developer would have to work around a day-job, and a limited market, because the developer would have to submit their game to a publisher, who would then distribute it.
Based on this, the game I would make would probably be a small, computer game.