Games with an enviorment
Thursday, December 12, 2013
Homework 12
We have one week left before we present our games. Our team needs to create a cover page and multiple levels. We need to add sound effects and texture or levels. We only have one level so far but the level wasn't complete. We are going to use our combined efforts to make this happen.
Homework 11
Chapter 15
1. A goal
with no obstacles is not worth pursuing.
True, if there is no
obstacles from the goal then the player is left without a challenge.
2. What is
the relationship between the main character and the goal? Why does the
character care about it?
The characters
relationship to the goal is they must be the same. The character should feel an emotional need
or desire to obtain the goal. There must
be a meaningfulness between the character and goal to make the player want to go after the goal.
3. What
are the obstacles between the character and the goal?
The
obstacles in our game our the enemies and the exploration for the balls.
4. Do the
obstacles gradually increase in difficulty? If yes, how?
As
of now they do not but if we where to continue the game they would.
5. Great
stories often involve the protagonist transforming to overcome the obstacle.
Does your protagonist transform?
Our
hero is only transformed by the feeling of accomplishment for having saved the
world. There really isn't any
involvement of the development of the character in our game.
6. How is
the game world simpler than the real world?
There
is only a few interactions and everything within the world are easily seen to
be artificial. So our world is defiantly simpler than the real
world.
7. What
kind of transcendent power do you give to the player?
Our
player has no transcendent power other than the character controls.
8. What is
the weirdest element in the game story?
The
enemies are pink blobs and don't really make sense. But its part of the theme we based the game off of.
9. How do
you ensure that the weirdest thing does not confuse or alienate the
player?
This doesn't affect
anything in the game really. This is
just a trivial aspect of the game.
10. Will
the players be interested in the game story? Why?
No. Only because the game
story won't be developed far enough along.
Chapter 16
1. In what
sense does the player have freedom of action? Does the player "feel"
free at these times?
The player has free actions most of the game. The strict and slightly awkward movements
don't leave you completely free though.
For the action that are given the player has freedom to do whatever they
please. There isn't any freedom options
for the player to be had which does result in a constrained game.
2. What
are the constraints imposed on the players? Do they feel constrained?
The constraints on the player are on just about
everything. There aren't any player
options implemented in the game other than movement and weapon
choice(hopefully). So the player may
feel constrained but this is overcome by the simplicity of the game not needing
any of these options.
3. Ideally,
what would you like your players to do (lens #72)
I would like the player of our game to explore the
levels for the dragon balls and enjoy the environment around them along the
way. I would like them to come up with
strategies to kill the enemies faster and more efficient. All to reach the final level.
4. Can you
set constraints to "kind of" force the player to do it?
The constraint in which we have in place is that you
cannot advance to another level untill you have found the dragon ball.
5. Can you
design your interface to "force" the player to do what you (the
designer) wish him/her to do?
Absolutely. If you can think like a player you can have foresight
into his next actions. Then you can
develop a game to work towards the goal by the environment changing and simple
goals leading to a bigger goal.
Balance
The
first type of balance is fairness.
Fairness in our game would be seen through the character enemy
interaction. If a player is touched by
an enemy the game resets but it is also very easy to kill an enemy with only
one bullet. Another example of fairness
in the game would be how you reach the next level. The level of difficulty in this is a kind of fairness. It's not that hard.
The
second type of fairness is Challenge verses Success. Our games flow is relatively quick and easy
and because of the time constraint there will only be a few levels to keep you from ever getting bored. The level of difficulty in theory would get
harder the more you advanced on but for now there's only going to be one
difficulty.
The
third type of fairness deals with Meaningful Choices. Where should i go, who do i kill
first....? Our game is going to have you
make simple choices. As who to kill
first...Well just don't get touched. Shoot or start over. kill or be
killed. The enemy interaction are simple
enough to not make the player think to hard to overcome the enemy yet still be
demanding enough.
The
fourth type of fairness is Skill vs. Chance.
The opposing force in our game is a simple enemy . This gives the player too much skill and may
make our game too predictable but if we where to go on with the game the level
of difficulty would increase leveling this out.
Also if we were able to implement a randomizing element to the dragon
balls location our skill of the player would need to increase.
The
fifth type of fairness deals with Heads verses Hands. This is referring to the player pushing
buttons or solving puzzles. Our game has
a good mix of both with the exploring for the dragon balls and killing of
enemies. The puzzle is in the adventure
and the challenge of button smashing comes in the enemy interactions. Our game doesn't have any competition or
cooperation in it because it is only a single player game.
The
seventh type of fairness is the length of game play. Our game defiantly falls under the too short
category. But this is due to the time
constraint. The game has no time
constraint so as long as you don't get to close to an enemy the game is only
really in action when the player is playing.
This means the game and end when
you die or win or you get bored and leave(afk).
The eight
type of fairness is the reward system.
Our reward system is you have quest to get a dragon ball and then move
on to the next level. Your reward is you
get to move on to the next level. So
your rewarded with the success of finding the ball but i would like to think
the beautiful environment along the quest is a reward within itself. You also get rewards for not dying but
getting to continue to play and sometimes that's a challenge within itself to
stay on the map.
With
rewards comes punishments. The
punishment for wondering off the map or letting an enemy touch you results in
an end of game. So the shortening and
restarting of play is what you get punished with in our game. Also the bad sound effects are punishing
enough.
Freedom
vs. Controlled. Our game is too much
controls in the fact that you have the only power in the game. I tried to add animations where the environment
would move the player but failed in every attempt.
Another
degree of fairness is how simple or complex the game is. Our game is very simple thus very
simple. It may be to simple but the goal
was to create a game and we didn't quit reach the point of complexity in our
game.
Homework 8
· Is the space in your game discrete or
continuous?
Our
game is in a discrete world.
· How many dimensions does your space
have?
Our
game is in 3 deminsion.
· What are the boundaries of your space?
The
boundaries in our game is staying on the level if you fall you die.
· How many verbs do your players (characters)
have? What are they?
Our
character can run, turn and shoot.
· How many objects can each verb act on? What
are these objects?
Each
action works with only the character.
· How many ways can players achieve their goals
The
player can achieve goals by finding the way to the next level by searching
around for a dragon ball that will unlock the door to the next level. Shooting an enemy will kill it also.
· How many subjects do the players control?
What are these subjects?
The
player will only control the character with which has the ability to interact
with the other objects in the game.
· What are the operative actions in your
game?
the
operative action in the game are the character movements.
· What actions would you like your players to
do that they cannot presently do? (based on your current knowledge of Blender)
I
would like the player to be able to jump without tipping over or double
jumping.
· What is the ultimate goal of your game?
To
find all the dragon balls and defeat the final boss to get the last one.
· Are there short and long term goals? What are
they?
Short
term goals are to find the dragon balls and advance to the next level. Long term goals would be to get to the final
level and get the last dragon ball.
· How do you plan to make the game goals known
and understood by the player?
The
only way we can explain the rules of the game in-game is through a text
floating across the screen.
· What are the foundational rules of your
game?
Collect
dragon balls and advance level.
· How are these rules enforced?
You
cannot advance to the next level until you have gathered the dragon ball.
· Does your game develop real skills? What are
they?
Our
game doesn't develop any real skills.
·
Does your game develop virtual skills? What are they?
The virtual skills learned by our
game are just the basic controls and problem solving at its simplest form.
homework 7
In this picture there is a graveyard scene in our game. I appended the player and the graveyard into a scene in the final game. The player has all of his animations to move around the level. Also when texturing the graveyard i had no problem with the graves and the the grave stone but i found a problem when coping the dead tree. When ever i copy the tree my materials go crazy. I'm still working on fixing this issue.
Homework 6 chapter 4-5
-Four 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.
-Four 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.
The first of the tetrad is
mechanics. Mechanics are the procedures
and rules for the game. In our game the
mechanics work through the tasks given to reach the next level. The rule for each level is to find an object
that will open up the door to the next level and face enemies along the
way. So the goal is to reach the end of
the game by overcoming the enemies and obstacles. This is our set of procedures to further your
player in our game.
The
second is story. Our game doesn't have a
story that is told throughout the game.
This is due because it's hard to incorporate story telling items into
the game we aren't far enough along yet in blender to try do so.
But hopefully we can add a item in the game like ripped note book pages
telling a story that the player finds through the quest.
The
third part of the tetrad is the aesthetics.
Our game is going to textured through tile able images giving it a clean
neat look. But the time constraints, leaves the modeling of our objects a little
box like still throwing off the overall look.
Also sound in our game hasn't yet been incorporated so there is a
missing element to this part of the tetrad.
So our overall aesthetics are going to be a bit rough.
The
final part of the tetrad is technology.
This is the part of this tetrad that the blender program comes
into. Without the blender technologies
we wouldn't be able to make this kind of game.
-Do the four (or less) elements work towards
a current theme?
The four elements of the
tetrad should work towards the theme.
These elements are going to sculpt the players experience and leave a
lasting effect. Hopefully the use of
these elements help the theme to resonate with the player. As technology has gotten better so has themes
of games so there is defiantly a connection there. The aesthetics and mechanics should both
relfect the theme of the game and the final goal.
-In your own words, describe the meaning of a
"theme", and how does it differ from an "experience" (see
book for examples in Chapters 2 and 5.
A theme is what keeps the
player playing. The theme what makes the characters in the games significant. It gives the characters in a game an extra
dimension of realism bringing real feeling and emotions into a game
reality. I think everyone has a personal preference
when it comes to themes like heroism, love, or betrayal. The experience is more like taking in what
the game has to offer mechanically, aesthetically, story line. Experiences are like using just using sight
and smell but when you're talking about theme it involves all the senses.
-What is your game's theme?
Our
games theme is about the character trying find these dragon balls while
overcoming enemies. This is a basic
heroism theme and hopefully we can evolve it into something more.
- What are the
elements in your game that are meant to reinforce this theme?
The
element we have placed into the game to reinforce the theme is the environment
in which the character finds himself in.
We hope to incorporate ripped note book pages that tell the story.
-What is it about your game that you feel
makes it special and powerful?
The
special part of our game is that it is my personal game. The uniqueness of how
we created the game in our own idea is what makes it special.
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