Monday, September 27, 2010

Us vs. It

Us vs. It

Robot Action List:
1. Mine Drop
2. Laser
3. Rotate
4. Move
5. Rotate
6. Fist
7. Move
8. Rotate
9. Rotate
10. Laser

Maximum Actions Per Turn: 4

Laser Eye Trigger:
0112234

When a tank is in range of laser, including ‘0’ space.

Fist Trigger:
011
0>2
011

When a tank is directly in front.

Mine Drop Trigger:
121
242
121

When hitpoints < 4.

Explosion Trigger:

When a tank is directionally beside a mine.

Rotate Trigger:

Rotates toward goal line. Rotates towards tank if tank is within a 5x5 area. Rotating toward
tank takes precedence. Will not rotate if tank is in direction of goal line.­­­ Rotates toward
goal line if hitpoints < 3.

Move Trigger:

Moves if space in front is empty.

Death Explosion Grid:
12321
23432
34>43
23432
12321

Friday, September 10, 2010

Sunday, September 5, 2010

Game Proposal Draft

An in-class exercise on the final game project:

Title
Target Audience - age/gender/etc
Gameplay mode - single player? multiplayer?
Platform - PC? Console? Web? Smartphone?
Camera mode - 3rd person, 1st person? top down? side-scroller etc?
Genre - arcade? action? puzzle? shooter? management? simulator? toy/virtual pet?
Characters - player controlled, non player controlled (NPCs)
Typical level - environment,
User interface


Here is the exercise from Friday that we worked on:


1) Write a high concept statement: a few sentences that give a general flavor of the game. You can make references to other games, movies, book, or any other media if your game contains similar characters actions or ideas
A game where you control an awakened puppet that searches for a mysterious girl who may hold the keys to restoring his humanity. As you explore many diverse themed worlds, you get to customize and upgrade your character to unlock new exciting places and characters. Kingdom Hearts meets Banjo & Kazooie.

2) What is the player’s role? Is the player pretending to be someone or something, and if so what? Is there more than one? How does the player’s role help to define the gameplay?
The player gains control of the main protagonist, which is the puppet character who is in the process of understanding his purpose. The player searches many different worlds and chooses the paths in which the marionette embarks on its adventure.

3) Does the game have an avatar or other key character? Describe him/her/it
Your avatar is the puppet, whom you can customize with various different kinds of equipment and colors. There will also be another character who is critical to the story but is non-playable. We also have the main villain who will be the antagonist and pursue the main character.

4) What is the nature of the gameplay, in general terms? What kinds of challenges will the player face? What kinds of actions will the player take to overcome them?
The game-play will involve exploration, communication and combat using button commands and items within his environment to defeat enemies and explore his surroundings. There will be boss battles and secret areas to unlock using the power ups and enhancements that the player acquires.

5) What is the player’s interaction model? Omnipresent? Through an avatar? Something else? Some combination?
Through the avatar.
6) What is the game’s primary camera model? How will the player view the game’s world on the screen? Will there be more than one perspective?
Third person, the camera will follow behind the character and at times focus on whatever the avatar is interacting with.

7)
Does the game fall into an existing genre? If so, which one?
Action/RPG hybrid.

8) Is the game competitive, cooperative, team-based or single player? If multiple players are allowed are they using the same machine with separate controls or different machines over a network?
Single player story mode and an online multi-player mode.
9) Why would anyone want to play this game? Who is the game’s target audience? What characteristics distinguish them from the mass of players in general?
This game will cater to a broader audience with fantasy elements for younger players, but enough depth to appeal to mature and more hard-core gamers. The players can either get the more basic experience or they can explore all the secret areas, collect all the items and unlock special areas.
10) What machine or machines is the game intended to run on? Can it make use of or will it require any particular hardware such as dance mats or a camera?
Wii, PS3, Xbox360 & PC/Mac. The player will only need their control or keyboard.
11) What is the game’s setting? Where does it take place?
A fantasy fairy-tale world with a gritty edge ala the original Grimm's Fairy Tales, Shakespeare's The Tempest, A Midsummer Night's Dream, and Macbeth, Charles Dickens, Edwardian England, and revolutionary France. Inspirations also include the movie Coraline, the artist and work of Edward Gorey. Game influences include Zelda, Kingdom Hearts, Little Big Planet.
12) Will the game be broken into levels? What might be the victory condition for a typical level?
There will be a common world that will have access to all the different worlds in the game. Each game world will have a boss to defeat or a special item to uncover.
13) Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two.
A game where you control an awakened puppet that searches for a mysterious girl who may hold the keys to restoring his humanity. The puppet explores various different worlds and acquiring new abilities to stop the "Evil Puppet master" from ruling the world.

Game Design Inspired By Artist

View my game design Powerpoint here.

Friday, September 3, 2010

Design a Ball Game

Objective: Design a competitive two-player game with a ball that does not incorporate throwing or kicking.

Balance Ball

A balancing game with two players of similar weight, a sturdy ball, and a wooden plank or beam long and large enough to support a player on either end. The players must knock the opponent off the seesaw and stay balanced on it in order to win the game.

The plank cannot be wider than a foot and must be between 4.5 to 6.5 feet long. It must be sturdy enough to balance two people.

The players cannot use physical means to knock off the opponent (e.g., no slapping or pushing the opponent). They may bounce on their end of the board to knock the opponent off balance. At the same time the players must try to gain enemy territory but cannot touch the opponent. One player must stay balanced on the seesaw in order to win. If both players fall off, the game starts over with no winner. The person who first wins 6 times is the Ultimate Balancing Champion.

This is considered a game because it is challenging, there are rules to follow, and it has a symmetrical fairness, to name a few points. The players must use physics, a good balance, and quick reflexes to win while obeying the rules of no purposeful physical contact. Both players start off with the same: one occupation at the end of a plank and must achieve the same goal.

Saturday, August 28, 2010

Chess Alternative Cooperative Game

"God Save The Queen"

OBJECTIVE
Two players cooperate to rescue the Queen on the opposite corner of the board and bring her back to their base, the Home Corner.

GAME PLAY
The pieces move from one corner to the next, sliding across the lines of the board. Each player chooses a character type from four different pieces, each with different attributes, and places them on one corner of the board. The Queen is on the opposite corner, guarded by five enemy pieces that share the same move attributes. Once one of the player pieces reaches the Queen, it must move back one space at a time while the other player helps guard the two.



PIECES
Player Classes
King: moves three spaces, but cannot move cover any spaces from previous move
Rook: moves two spaces, but spaces have to be different directions
Bishop: moves two spaces, but spaces have to be in the same direction
Knight: moves three spaces, but must be L-shaped

Enemies
Pawns: move one space at a time, but can go any direction.

Non-playable
Queen: moves one space, but does not move until a player rescues her

RULES
Players may jump over enemies. In order to kill an enemy, the player must move to the enemy’s occupied corner using the player’s designated move attributes.

Player rescues Queen once they are placed on a corner adjacent to the Queen’s position. That player must now move back to the Home Corner by moving one space at a time, regardless of their class. The Queen must move to any adjacent corner after the player made the move. The second player must keep the escorting player and Queen safe from enemies by either blocking or defeating them. The second player’s move attributes are still the same

Only one player is required to rescue the Queen. The second player must help the first player and Queen from being defeated by enemies. If the rescuing player is defeated, the second player must deliver the queen to the Home Corner.

The game ends when both players are defeated before saving the Queen, resulting in Game Over.

The game ends when either one or both players escort the Queen to their home base, resulting in Game Win.

Friday, August 27, 2010

Cartoon Network Game Creator Exercise

A) What options are available to you as a 'game designer'?

As far as game design, my options are limited with character and game objective, but the Clone Wars Game Creator offers many different elements to make the game level unique.

B) How are these options provided?

These options are provided step-by-step. Once you make the layout (game level), you go on to background, game type, character/vehicle, and then the most time-consuming part: customization of the game level. These systematic steps help the creator start from the big picture and later tweak to their liking.

C) What types of elements are provided for you to use to 'build' the game?

You may start with a pre-made level and work from that, or you can start from scratch. Other options are backgrounds (pretty much ground color), game characters and vehicle options (with different attributes/weapon types/specialties), walls, floors, and enemy placements to mix up the game level and difficulty of the game.

D) What limits are set on the level of the game play able to be customized

The game play is limited to a bird’s eye view; there is no other option available. The designer is allotted only a small amount of space for the level, and there are only the set number of available elements, nothing more.

E) What does the process of using these game creators teach about the notion of the 'difficulty and achievement' balance? Explain using an example from your research.

Regarding the seemingly infinite amount of elements, such as enemies, that one can place in their level, it is up to the game designer to think of a target audience and also consider difficulty, re-playability, and overall a “fun” and “good” game experience. Some people may be inconsiderate and place many enemy spawns so the player cannot survive. Others may make the game “too easy,” like the one I created.


In Response to My Clone Wars "Find The Door" Game:


Response from a Female Classmate:
1) Is the game level fun to play? (be honest!)

-I thought it was pretty fun to play.

2) If so, why? If not, why not?

-I liked it because right when you start the action of the game was ready to go. It was very busy which kept your attention to the game. I also liked how there were other tasks you had to take beforehand before the door would end up opening. There was a lot of action with the enemies too.

3) What could be done to improve the level?

-Only thing I would say as for as improving the level is making the pathways a little bit more tricky when collecting the orbs while getting chased.

Response from a Male Classmate:

1) Is the game level fun to play? (be honest!)

Not very, though it would make a good bonus level. If I was short on power-ups, I would like to see a level like this.

2) If so, why? If not, why not?

It's way too easy. I finished in 12 seconds by the third try. It's also very confined. There only appears to be one short path from beginning to end. However, I was able to create a game within the game by first trying to see how quickly I could finish, then trying to see if I could achieve the goal without firing any weapons.

3) What could be done to improve the level?

Include less power-ups. The game would have been more fun with none at all.
Move the exit farther from the starting point, and add more paths. There is a lot of space in the level that I was unable to explore.