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.