Sunday, 4 August 2013

Production has Begun

So the groups have been decided and the game pitches chosen. I've been grouped with Mitchell, Tia and Anthony to work on a game called Knight Light. You play as a night light shaped as a Knight imagined by a young boy and fight off all of his nightmares.

I've been given the position of Artist/Visual Designer, which is fun but requires a lot during the initial production. We're only working on level 1 at the moment then developing the other levels from that first level.

So far I have the level designed





Knight Light designed


and Monsters and Boss designed

Once modelled, I'll be texturing them in a cartoonish fashion. I still have to design the menus and the story book. And a lot of documentation....fun.

Saturday, 6 July 2013

Starting class again

Hey guys. tomorrow the new semester starts so I just want to give you a heads up as to what's happening. I know this blog was just for last semesters assessment but I would like to keep it going.

This is the last semester of the course, I'm not entirely sure on what to do afterwards but it'll definitely involve more study. The class will be split into groups of 3 or 4 and together we need to create a completed game to showcase at the end of the semester. Over the holidays we needed to come up with an idea to pitch to the rest of the group. Honestly I could not think of something for the life of me. Granted I had four birthdays, including my own 21st, but I'm usually full of ideas.

It doesn't help that whenever I can't think of something I start thinking about my classmates Tony's idea and really wanting to be a part of making that. It seems like such a fun idea and I know it's going to be a hit at the showcase. I worked with him and another classmate Kent last semester to make a small racing car game and they did an amazing job on the coding and modeling it made me try to do better with the concept and art.

I also keep thinking of my Phobias game. I don't want to pitch it now because I want to keep it for when I've developed it more and I'm actually in the industry. I have one other idea I've been working on but it's looking to be R rated and not really appropriate for a showcase.

I'm going to try and think of something today so I may post again or just update this one tonight.

Wednesday, 29 May 2013

Spider Boss

Chapter 6 

The Boss Spider

EDIT: I've passed, but only just. My teacher has asked if I could work on the aesthetics a little more by next week. So by then I need to finish my spider then implement it into the level, make my web and fix my grassy plane, record it then upload to Vimeo. When I have I'll either link or embed the clip here.  

I spent most of my time working on my boss spider and frankly I think the quality regressed half way through. As I was modelling I tried to keep in mind that I would like to rig this at a later date but I don't know if it was really worth it or not. You can't really see, but I have ball joints in the legs so they could bend. Don't think I'm going to get it rigged in time.

Model

Next is the first basic texturing. I found a 'Seamless' dog fur texture but the colours were too warm for the cold environment I was to place it in.  

Texture 1

Next texture fit for what I was going for. A dirty, pale brown. Looking a lot more like a spider.

Texture 2

Now I've added the Thorax Plate (Dunno what it's actually called) and eyes. I have to remake the uvw map that I was using.

Final Texture

Having a little trouble with my webs...




Wednesday, 22 May 2013

What I Need done by Monday


Chapter 5

What I need done by Monday


EDIT: Okay I feel like an idiot for not realizing sooner and I'm blaming this on being tired and stressed last night, but those should be Egg Sacks not stand alone eggs like a bird. I am so sorry, I am banging my head against the table over this.

EDIT2: Got until Thursday actually

After talking with my teacher, he's told of a couple things I could do to fix up the level. The reason why I couldn't do the cave was because in my mind I was over complicating it. He told me just to use cubes and extrude an archway then extrude that to make the system, so I'm going to try that over the weekend. He also fixed my spider web issue by reminding me of alpha channels in texturing so I can make a bunch of low poly spider webs to litter around the place. Because there's not any buildings he's asked me to model my boss spider...That's going to be interesting. I personally want to fix up my grassy area to resemble more of a forest and fix up my spider eggs to look less like rocks and more like creepy eggs. 

Got a lot to do, along with other assessments. Hoping I can actually get it done.







Building the level


Chapter 4: Construction

Building the level



Looking over my design I've realised the predicament I've put myself in by deciding to do a level mostly in a cave.  I may need to look up some tips/tutorials on how to model caves. The most troubling may be the maze. I found a tutorial on cave construction so that will help out a lot.
..........
Or so I thought. At this point in time I've given up on trying to make a cave and now I'm going to make a canyon. There's not a lot in the scene because I want to portray desolation, the feeling of nothing ever being there. Until you get into the maze and the only sign of life is the spider eggs littered around. I wanted to have spider webs in there too, initially to further implement the feeling of abandonment then as fore warning of what is to come, but I haven't gotten around to making them yet. Not too sure how to go about it without it looking massively fake though.


Terrain


Forest Area


Spider Eggs


Arena

Tuesday, 9 April 2013

Level Design


Chapter 3: Paper Design

creating the level blueprint





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.



2. Create at least three gameplay mechanics for your level. How do these objectives relate to your original story idea?

3. Come up with five level objectives that correspond to your gameplay mechanics. How will you identify these objectives in your level blueprint?

I'll just sum up questions 2 and 3 with this. 

This game is to be designed to unnerve and disturb the player. Most mechanics should follow this.

Level Objectives:
Avoid pursuer then navigate through the cave. Endure hallucinations, defeat the boss and escape.

  1. Area 1: Learn controls and run away from chaser.
  2. Area 1: Find opening for cave before being caught.
  3. Area 2: Stay hidden and quiet to avoid chaser but keep mindful of small critters scuttling around.
  4. Area 2: Entrance guarded so only progression is crawlspace.
  5. Area 3: Navigate maze. (a small, almost out of sight trail of spiders leads the way through)\
  6. Area 3: Random 'Unnerving' cinematic events (e.g. hand transforms into spider momentarily)
  7. Area 4: Dark hallway walls reveal mass spiders.
  8. Area 5: Boss battle.




Asset list:

Type
Object (Description)
Detail
Model
Monster (Chases player)
High
Model
Hands of Player (Will be transformed into a spider)
High
Model
Spider attached to arm (Transformed from player hand)
High
Model
Various Trees (Lines pathway, four variants)
Medium
Model
Shrubs (Hidden cave entrance, four variants)
High
Model
Rocks (Littered around cave, eight variants)
Medium
Model
Stalagmites (Littered around cave, can hide behind)
Medium
Model
Small Spiders (Randomly crawling around cave)
High
Model
Spider webs (Decorative five to six variants)
Low
Model
Spider Eggs (Largish, can block access)
High
Model
Boss Spider (Fight it)
High
Texture
Grass/Forest Floor (Area 1)
Medium
Texture
Dirt road (Area 1)
Medium
Texture
Cave Walls (Area 2 onward)
High
Texture
Cave floor (Area 2 onward)
High
Sounds
Forest floor (crunch of twigs and dried leaves)

Sounds
Windy (Wind through trees)

Sounds
Dirt road (Walking on dirt and loose stones)

Sounds
Cave floor (walk/slam on concrete)

Sounds
Cave Crawl (scuffing concrete)

Sounds
Cave impact (hitting concrete)

Sounds
Jeremy (Huffs and gasps from player)

Sounds
Monster (spooky indistinguishable voices)

Sounds
Small spider (scuttling small creature)

Sounds
Rubble (falling pebbles and rocks)

Sounds
Spider Screech (Monstrous screech as boss attacks)

Sounds
Hypnotism (Boss special attack)

Music
Soft (whistling of wind mixed with violin)

Music
Incoming (drums starting slow then pace increase)

Music
Sinister (violin, rainstick and flute/wind instrument)

Music
Boss (Mix of all from the above)


Sunday, 17 March 2013

Imagination!



Chapter 2: Conceptualisation

Spawning your imagination





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.

An idea I've had for a while of a horror puzzle centred around a weak backpacker who's become separated from his friends when they were attacked by kidnappers. They injected the travellers with a drug to knock them out, but it has hallucinogenic side effects. Now the lost backpacker must decipher what is real and what isn't whilst navigating bushland to save his friends. Each puzzle will have a common phobia as the theme and play on the players fears. To do this I'll need to explore the psychological reasons behind the ir/rational fear and use this information along with the hallucinogenic drug effects to recreate it through abstract puzzles.

2. Create a back story, environment, and three character descriptions associated with your
original game idea. How are these elements integrated and linked through a central
theme?

BackStory: The player plays as Jeremy, a teenager from England who's currently mid way through his course. His body couldn't handle much assertion when he was little, but even after mostly healing it was hard to break out his cocoon of protection so he stayed inside most of the time. He became very smart however fearful of the outside world. He even considered being homeschooled if his parents didn't tell him otherwise. He had few close friends and even though they shared the same interested they were still young and adventurous. During their first semester of university there was much talk of travel and it was decided that during their next end of semester break they'd backpack, much to Jeremy's dismay.

Environment: The dank, dark bushland of outback Australia. The player will need to navigate through forests, rocky areas, wild animals, abandoned houses and whatever garbage that may have been dumped to get to the next stage.

Character Description:

Note: My original idea was for the player to not take the role of a particular character, but to be themselves to allow for better emerge into the game. 

Jeremy: Jeremy is one of those people who fears almost everything. But that's because he knows what it can do to a person. His friends are long used to his 'irrational' scares and tend to make nothing of them. He spends most of his time inside and away from the dangers of the outside world, only leaving for class and the occasional time the friends nag him to hang out with them. There have been many times when he thought he was sick but never was.

Alanna: One of Jeremy's few close class mates, she knows too well of Jeremy's fears. She will try to support him but she's easily influenced by James to have some fun teasing Jeremy then later try and make it up to him. 

James: Jeremy's other close class mate, they really only became friends because of Alanna. James likes to have fun with Jeremy's fears, teasing him and playing pranks. In his mind he's never taken a prank too far. He doesn't like to seem afraid or not in control and will cover it up with jokes. 


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.

I've taken some inspiration from various 'Lost in a forest/wilderness' horror survival games. For the main characters I just went with some basic travelling attire crossed with what young adults are wearing today. They are still first draft though and will be subject to change. The spiders came from searching Arachnophobia and looking at the art made. 


Concept of Forest and Various Cabins/Shacks encountered
Concept of Forest and various Cabins/Shacks encountered
Concept art of Characters
First draft concept art of main antagonists
Concept for Arachnophobia areas

EDIT:

I found some awesome Australian Spiders that I have to include in this.

List of references for Spiders: 
Warning! Some images may be disturbing
http://blogs.unimelb.edu.au/sciencecommunication/files/2012/09/Image1.png
http://i.imgur.com/lYG3o.jpg
http://cdn.scahw.com.au/cdn-1ce09c113f0a840/ImageVaultFiles/id_142032/cf_7/Fun-Spider-Sky-Brazil-Erick-628.jpg
http://fc01.deviantart.net/fs70/f/2011/012/4/c/arachnophobia_by_cheddarbomb-d370nct.jpg
http://dastafiz.deviantart.com/art/arachnophobia-35427857
http://winstontong.deviantart.com/art/arachnophobia-64852366

Wednesday, 27 February 2013

History and Backgrounds of game Levels


Let me just start off with, I've never blogged before. I have done a personal diary in the past but after most entries I got scared of someone reading it and destroyed it, thus making the whole point of owning a personal diary redundant. Not even my journal on Deviantart gets that much attention. But alas I am obliged to do this for my game design class. Who knows, maybe I'll come to enjoy making blogs and do this as a regular thing.


Chapter 1: History and Backgrounds 
The world of the Level Designer


1.  Imagine that you are a level designer working in the 1980's. Knowing the limitations associated with this era, what type of game would you develop?

1980 was the decade of the third and forth generation consoles, most notably the Nintendo Entertainment System the Sega Mega Drive/Genesis and Nintendo's Game Boy. It also marks the first ever console war/rivalry between Nintendo and Sega. 

During this era we see 16 bit games introduced early and take the world by storm. Despite this, my console of choice would have to be the Game Boy, which was developed in 8 bit. The Game Boy became immensely popular and I would like to develop a mulitplayer game that kids could verse each other with via a link cable. A game which players would collect points by defeating monsters to reach the highest score before time runs out. The stronger the monster, the greater the points you receive  However, the other player can attack you and steal your points.

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.

1980: Super Mario Bro's
1990: Pokemon Gold
2004<: Bioshock

The leveling system and final goals become more and more obscure over each game. The typical 'Start to the left of one area and cross the finishing line to the right has changed to various different objectives. For example: Find this person to receive you mission then proceed to infiltrate building and assassinate target (That example was so not based off Assassins Creed).

Super Mario Bros is fairly straight forward. Start from the left, make your way right over obstacles and enemies whilst collecting coins and power ups until you reached the flag which indicated the completion of the level. Some levels have a boss fight, and the last level has a big boss.

Pokemon's leveling system is more personal. The player and their Pokemon will do battle with wild Pokemon and trainers to become stronger then they can choose when they fight the Gym Leaders (Boss Battle). Sometimes it is impossible for the player to advance straight to the next boss and win, they have spend time training with their Pokemon before the player is strong enough. The game has the illusion of an open world to explore where it pays to investigate and revisit areas. Going to the next 'level' can be seen as defeating the gym leader and moving to the next town.

Bioshock follows a linear story through the depths of Rapture, an underwater city in ruins. The initial set up of levels are even more ambiguous with the start and finish of the 'levels' either not clear or change. Any resemblance of traditional levels could be seen as the different areas of the city. There is 'personal leveling' were the player themselves become stronger through weapon and power upgrades. There's no Mini bosses however the enemies grow in strength and numbers. 

In conclusion, as the years go by Traditional Leveling is used less and less and adapts to a more flowing tactic to keep the player immersed in the game. Any sense of leveling is done by the players choice in how they make their character stronger.