Wednesday, 31 October 2012

3D Model Design - Spaceship Part one

3D Model Design

For my 3D model that I am doing for one of my course modules I really wanted to do something with a space theme. I have always been a big fan of space and sci-fi. I have spent a bit of time in the past on  awell known mmorpg called EVE online. It is basically a super size space sim where you do everything from fight space pirates to mass manufacturing of in game items that the player can then sell to other members. When playing the game I used to use a ship called the Drake. It was my favourite ship and it served me well. So I thought that would be really fun to practice my 3D modelling with. The EVE online version I believe is a masterpiece of a simple ship. It is seemingly simple in design however with the amazing texturing and detailing it looks a formidable ship that you wouldnt want to run into as an enemy. 

 This is a nice side shot of the ship
 This is the Drake from underneath
 This is the Drake from top back to front
This is a direct front view


I have took a few screenshots above so you can see the overall shape of the ship. Now the ship does have allot of detailing however the intricate detailing is clever texturing to give the impression of 3D.

Now I wanted to do my own version of this ship in 3DS max to get used to the tools available to me and sculpt something I am fond off.

I started messing arround with max and after I spoke with some of the tutors and other students I learnt a couple of tricks that made the modelling allot easier.

So I started of with the top of the Drake and wanted to do as much of the main body with a single primitive which was allot harder than I first thought. 


So I started with a basic box primitive and got the basic cuboid shape. I then converted the primitive to an editable poly which allowed me to change and alter the shape.

Once I had the primitive as an editable poly I then used a new feature to 3ds max called the swift loop. This tool is fantastic for moulding the shape of your primitive. It allowed me to break it down into separate polys that I could extrude to get the effect I was after.

As you can see also I am working on just half of the model. This allows me to then add symmetry and get a nice even shape which is identical on both sides.



So after applying the symmetry this is what i got and as you can see it already starts to resemble the ship I am trying to sculpt.


This is a view from the back where I have added engine like insets. Also on the front end of the ship I have added these raised parts which I did by selecting the faces and simply applying a bevel effect.

For the very front sticking out parts of the ship I used extrude and that is a very handy tool. To make the wings fold down I selected all the face edge of what I want bent down and used the rotate tool in 3DS with the "E" shortcut.

Next I wanted to add some other detailing which I decided to use separate primitives for. Now in my model anything which is the same colour is all made out of a simgle primitive and moulded into the desired shape with the 3DS tools, primarily swift loop, extrude and bevel.

As you can see here I have shaped the bridge area of the ship. I done this working with symmetry also. That is so much better as its doing double the work in half the time.

Here I have started to add a bet more detail and I also added some inset bevels to give it a bit more detail

Here I am starting to see a bit of progress with my model as it is starting to look allot more like a ship.
 Now I added some side wing detailing. As before I used symmetry again the difference is they are not directly adjacent to each other like the other objects but it doesn't matter in 3ds as it works the same wherever they are.

I then modelled the basic shape missile turret covers. Now even thought they are simple there is quite a few of them and I need them to look symmetrical and even. What I did was model one side and then first used symmetry to get the side next to the previous then I used symmetry to get the turret covers I made to mirror on the other side. If you look on the second diagram you can see I have two symmetry modifiers.





I now wanted to add some belly detailing. I used another primitive which I sculpted on the flat side of the underneath then i scaled it up and bent the sides up with the same process I did for the wings to get it to fit on the underside of the model.





 I wanted to add allot more detailing to the ship but I didn't want to over scope as I have still yet to add the texturing which I also need to learn. Though overall this is pretty much the basic model of the ship finished ready for applying textures.






Next blog post I will be covering my attempt and research into texturing this model. I have learnt some of the basics in lesson but this barely scratches the surface on the overall texturing area. Anyway I hope you like my model and any questions please ask.






Friday 12/10/12 group module project notes

Friday 12/10/12 group module project notes

common elements of a definition include;-

  • rules
  • conflict
  • goals
  • decision making
  • the point about these activities are that they are artificial

other elements of a definition:

games will involve no material gain
  • the activity is voluntary
  • the outcome is uncertain
  • involves representation
  • the games are unreal
  • they are inefficient (rule bound)

Board games 15 minutes task

draw a track or path
divide into spaces
decide on a theme
-what are the players represented as in the game?
Decide on an objective
-what is the goal of the game


Board game review notes

confusion of the rules need to be clearer
maybe bomb path goes quicker
be clear on win condition
decide exactly what a double does
have clour coded dice to represent the side
change size of bomb path
be more exact on what landing on another counter does

more notes:



Iterative method- rigorous play testing and note taking

design -> implement-> playtest -> Evaluate


Advantages of iterative method

iteration lowers the risk in game develop[ment

changes can be implemented into a design and thier effects can be measured

iterating your board game

board games are determined by rules and player interactions, there is a clear connection between rules and player experiences.

this is sometimes obscured in video games by fantastic graphics, compelling stories etc.

Rules for iteration

take your existing game
tidy up the rules so that people can understand how to play the game
based on the feedback you got from the game by others make 1 change to the game that you think would make it more fun or compelling
make the change
replay the game
Feedback on the outcome
better/worse/get rid of rule/ etc








Formal Abstract Design Tools - Notes

Formal Abstract Design Tools -  Notes


What is a modern computer game made of?

Games are evolving, from the base elements of design, art, audio, levels, code to the platforms they are played on.

Games Design isnt evolving as fast with people failing to share successful elements of their games.

We can use cool elements from one genre of a game and apply it into another genre entirely. Pick a game we enjoyed apart from maybe a certain part which we found annoying  and learn not to make the mistake of implementing that annoying part of the mechanic.

Lack of a definitive language in games design. A games design vocabulary as such. A generalised vocabulary we could use across all platforms and titles.

This localised game design vocabulary will be called Formal Abstract Design Tools or FADT for short.

Broken down we have 

Formal
Implying the precise definition and the ability to explain it to someone else

Abstract
To emphasize focus on underlying areas, not specific genre constructs

Design
As in we're all designers

Tools
Which will create the common vocabulary we want to create.

Example on Formal constructs would be things like Player reward as it is well defined and explainable and not interoperated as anything else like "cool" for example saying a game is cool is effectively meaningless as it can be interoperated differently by players and doesn't always mean the same thing. 

As for abstract saying +2 giant slaying sword in an RPG is not abstract, but rather an element of one particular game. Now the notion in which the sword is based on like the mechanic for delivering a more powerful equipment to the player would be a more appropriate explanation. To simplify that more so a "player power-up curve" might be a good FADT definition.

FADT are game designer tools and not actual building blocks to make a successful game.

With Mario 64 anything that exists in the game world you can use. It gives the player the power to make decisions and has a nice and simple learn as you play game style.

Mario had lots of mechanics and effects that made the game brilliant however say you wanted to take what made Mario 64 and make it successful in another game of a different genre. You couldnt take something like Mario's hip drop and add that into a racing game for example what we need to do is take the abstract design from it.

So in Mario it allows the player to set their own goals and then act on them. So the key to take from that is that the player knows what to expect from the world and made to feel in control of the situation. Goals a player can set can range from making it across a certain part of the level or a big goal of get all the red coins in the world. So the FADT to take from this is intention.

Intention: Making an implementable plan of one's own creation in response to the current situation in the game world and one's understanding of the game play options.

Another by-product of the intention FADT is perceivable consequence. This is basically a player seeing where they went wrong and so can correct on their past mistakes to achieve their goal.

perceivable consequence: A clear reaction from the game world to the action of the player.

So in RPG games however their consequences are not always perceivable. Take for example a player deciding to stay at and inn and then in the morning they get ambushed. Now the coders could of made so that a player gets ambushed if they stay at the inn too much however the player doesnt know this and to them it seems completely random. Players do not like being forced in to a bad consequence as another example take a fork in the road and a player has to make a decision and the decision they make has a bad consequence without the player possibly being able to know. So the best uses of consequence is when they are attached to intentional actions.

Story: The narrative thread, whether designer-driven, that binds events together and drives the player forward toward the completion of the game.

There is also statistical type game play. For example in allot of sport games there is a statistical element playing away behind the scenes. A player may press a button and expect a result however its all based on that characters statistics so the result might not be exactly what the player was expecting like shooting in Fifa and missing due to the characters bad shot stats.

So overall the FADT is a means of having a generalised definition vocabulary to cover the actual aesthetics and mechanics that make a game good across all genres.























Friday, 26 October 2012

26/10/2012 robs lesson notes

ask yourself the following:


  • what challengers do the players face, what actions do they take to overcome them?
  • How do players affect each other
  • is the game perceived by the players as fair
  • is the game re-playable? if so why?
  • what is the games intended audience
  • what is the "core" of the game, second by second minute by minute the things you do over and over that represent the fun part.
In this lesson we played a basic game of battleships. Our task has been set to make iterations to the original game and see how it plays. We have decided on adding retaliation guns on the ships in predesignated areas. For example if you fire and hit their destroyer that has 3 retaliation guns however if you hit one of the guns only two would fire back as a retaliation.

So with the basic battleships the challenges are simple arrange your ships in any order the same with the opponent and you take turns firing at each other to hit the ships. The iteration we made adds a new dynamic. So if you hit depending on the retaliation shots received you know what ship you are hitting and where to hit back as to not trigger more retaliation shots.

To show this as an example and more clearly here is a diagram below:



As you can see on this board there is two example hits. On the top hit your opponent scored a hit however in this hit he missed all your ships turrets so in instant retaliation you fire back three shots. Now straight away the player knows what ship this is and roughly whereabouts he hit it so to reduce the retaliation shots received, See when you hit the ship and know what shots you got back you can play it safe and not hit this ship again for a while as not to keep triggering retaliation shots this can be done in two ways wait till his destroyer is hit and with his retaliation shots take out that ships remaining turrets or most of them with no retaliation or little retaliation as retaliation shots are all instant or quite simply hit one of the other turrets in his go but he would receive a retaliation shot for every remaining turret on the ship. On the other hand if the player uses no strategy and basically hits the next block that would invoke another two retaliation shots as that ship still possesses two of its remaining turrets.

On the second example he hits the ship straight away on its only turret and receives no retaliation shots.

There is many more fun iterations you could add to this to make it more interesting however this iteration was still very fun to play. 


The players effect each other by taking turns to fire shots on each others board. Now the players are not aware of the locations of these ships and some good strategies evolve from this mechanic.


Is the game fair? I would believe so you both equally have the chance to strategically place your ships and the equal chance of hitting. With the iteration however depending whereabouts you hit an opponents ship would effect how many extra shots one player gets over each other.

I believe the game does have quite a bit of replay value but only on the bases of game score. The game itself its very basic and is the same pretty much every time you play it.

The games intended audience would be families nights and a game your young children.

The core mechanics of the game are to cleverly place your ships to mislead your opponents and the mechanic of strategically make shots as not to waste your hits.  




Sunday, 21 October 2012

Part Three
Reading Foundation Games Design with ActionScript 3.0 Second Edition
Rex Van Der Spuy

All following information was referenced from the book Van Der Spy, Rex.(2012) Foundation Games Design with ActionScript 3.0 Second Edition friendsof

In this part of the blog I will cover

  • How to load image files into Flash Player
  • How to position objects on the stage
  • What variables are and how to use them
  • variable types
  • How to make objects that you can target with programming code
  • Method calls and function definitions
  • Method arguments and parameters
  • Event Listeners
Loading and displaying images

All the images you want to import into flash player have to be imported into a Loader from an address location on your computer. Once it is in the loader you will then need to copy it into a sprite. Then from a sprite onto your stage.



There are two other options available when importing graphics into flash. They are MovieClip and Bitmap. MovieClip is identical to sprites with the exception that they can contain pre-planned scenes of animation.

So you have your pre made images and you want to start a new project. What you do is you create a new ActionScript project. In the project directory create a new sub folder images. You will then copy all your PNG images you made previously into this folder. 

note: Ensure your image names are easy to remember as you will need to use these later and they need to be the same name exactly as what you type. 

Import Statements

As previously mentioned in part one of my notes when we import code it comes from the Flex SDK's vast library. allot of what we import are called classes. We know they are classes because they start with a capital letter.

for example import.flash.net.MouseEvent;

notice MouseEvent starts with a capital letter so that means it is a class if it was mouseEvent on the other hand we would know that it isnt a class because its first letter doesn't start with a capital letter.

When importing classes you will never actually see the code itself. It will run invisibly in the background. As long as you are aware of the class names and what they do then this is not a problem.

Some of the common used classes are

Sprite - Containers that let you control and display your images on the stage

Loader - A temporary container that loads your image from the project directory into your AS3.0 program.

URLRequest - Understands a directory location on your computer, such as ../images/background.png.

MouseEvent - Code that lets interact with game objects using the mouse.

metadata tag

When you debug or run you program you will notice a window that pops up. This is the flash window, what the metadata tag does is set the properties for the window like the frame size. the frame rate and the background colour. Also many more.  An example metadata tag would look like 

[SWF(width="550", height="400",
backgroundColor="#FFFFFF", framerate="60")]

So in this example it is describing the properties of the SWF file that your program will create and creates it with a flash window which is 550 pixels wide by 400 height and with a background colour of white and updates it at a rate of 60 frames a second. You need to put all this information inside the parentheses within the square brackets. metadata tags are framed with square brackets so anything inside square brackets is metadata. The #FFFFFF is what's called a hexadecimal colour code. It is the standard way of describing colours with letters and numbers. A simple web search of a hexadecimal colour chart will bring up a comprehensive list of colours and their respective hexadecimal codes. 

Here are a few of the common colours:

Black #000000

white #FFFFFF

Red #FF0000

Blue #0000FF

Green #00FF00

Yellow #FFFF00

Orange #FF9900

Violet #CC33FF

note: if all the letters or numbers in the hexadecimal code are the same then you only need the first 3 letters. 

Framerate

The frame rate is how often flash updates the animation on screen. Now anything between 30 and 60 fps will look nice and smooth but anything over that and it will be a bit taxing on the CPU.

Variables
Variables are like virtual containers that store information. Each container has its own name and stores different kinds of information. So for example you could create some imaginary boxes called score, name and enemy for example each storing that particular information that the variables are named. So if you wanted to use the information contained within that variable you would simply write "enemy" anywhere it would then use the information in the variable virtual container. All in all variables are simply fancy named virtual containers. 

Variable types

You can also lock a variable to specific type of information like:
number
string
sprite

This would stop you accidentally say putting a Sprite(graphic) into a box designated for numbers for example. So all you would do is say you had the variable you named enemy and usually an enemy would be represented by a graphic so you would use a Sprite so the variable would be enemy:Sprite. The same if you had a variable named score for example you would only want to store numbers in that variable and it would be score:Number. Also fro a name variable and any information that is made up letters is called a string. So with that you would have a variable called names:String.



Creating the Sprite and Loader objects

To create the Sprite and Loader we need three things:

  • We need to know the location of the image file.
  • We need a loader to load it into the program.
  • We need a sprite to control the image with programming code.
So the first line of code would be something like public var backgroundURL:URLRequest; 
background URL does the job of telling the program where to look on your computer to find background.png file

note: URL stands for Uniform Resource Locator. It basically is an address to find a dertain file. It can be used for local places on your hard drive or a web address.

You will now need another variable for the loader which is public var backgroundLoader:Loader;
This line of code will load the image from its locationin the folder in your computer into the program. 

That bit of code will create a third variable public var background:Sprite;

These bits of code haven't created the objects yet just informed the program that we have created the variables that will store them.

As mentioned in part one any code that ends with a semi-colon is a directive and the semi-colon pretty much means "do this now". In programming terms these variables are known as variable declarations. So with the code above it would create three variables

So the three mentioned lines of code are basically creating information specific variable containers. So now basically they are sitting empty in the warehouse labelled up ready to be filled.

backgroundLoader
background
backgroundURL



Creating instances and objects

So you have your empty variable containers now lets say at the start of your program within the package you imported a class URLRequest what we want to do is create an object. Now objects are programming elements that are copies of the previously imported classes or user made classes that we can control with the computer program so basically we can put the imported classes  within the variables to make objects. 

backgroundURL = new URLRequest();

The backgroundURL part is the variable created by typing public var backgroundURL:URLRequest and made it information specific by typing :URLRequest and the URLRequest is a bit of pre imported code(class) that you would of imported at the start by typing import flash.net.URLRequest;. So basically you have put the class into the variable creating an object

So the classes are imported from the Flex SDK library and put into the variables.

The variables are being filled with all the hidden code from within the classes giving them the power of the classes they are copied from. In AS3 terminology any copied classes contained within a variable is known as an instance. The three variables above are now instances of the classes they have been made from.

The keyword new is basically to create a new instance(copy) of the class and the = is used to assign the new copy to the variable. The equals sign is not to confused with the mathematical equivalent equal to as in AS3 it means the value to the right is to be assigned to the variable on the left.

The overall result of the things above is to create objects we can use in our program. Objects are at the heart of computer programming.

Displaying an image on the stage

So the next lot of code would be

backgroundURL.url = "../images/background.png";
backgroundLoader.load(backgroundURL);
background.addChild(backgroundLoader);
stage.addChild(background);

So lets break this down. 

backgroundURL.url = "../images/background.png";

The first part we should know by now it is the object we created with the variable and class. The .url part shows that url is property of the backgroundURL. The job of the url is to store the locations of the file that is assigned to it by the = which is in this case ../images/background.png. The /background.png part is the name of the image that is being assigned. The /images is the name of the folder that the image is located in. The ../ part is to say that the images folder is not within the SWF file and is outside of this.

So think of the property as  location information being stored in the storage cupboard for use within the object.

So what does the next line do?

backgroundLoader.load(backgroundURL);

Well if we remember from before the backgroundLoader is the object that was made from the loader class and the empty variable to make this Loader object. The job of this object is to quite simply to contain the things loaded into it and to load them. The .load part is a method. Methods are actions used by objects to help them do their job. Methods have parentheses at the end for information required for the action to do its job. This time its basically saying to load the object within the parentheses into it which contains the background.png image. So .load(backgroundURL);

In simplified terms the load method has loaded the backgroundURL object into the loader object.
So its basically another container but temporary for holding the files to be loaded into flash.

So far now we have used an object that stores the url location of the background image, then we have used a loader container and loaded the image at the url location into it now we want to send this image to an object that can use it. 

background.addChild(backgroundLoader);

Now the background is the object made from the Sprite class and the variable. As we know from part one of my research that Sprites are things you can see on the stage. Obviously being that this is research in making games and flash games contain allot of visual elements we will be using allot of Sprites. So this object is a virtual box that will contain the graphics that are displayed in the stage area.
Now the .addchild method gives the Sprite something to take care off. In this case shown by what is contained within the methods parentheses we are giving it the contents of the background loader object. Which is a background.png. 


          

So as seen in this diagram showing a flow process of what we were just talking about. Now the very first list shown is the file in its location on the computer. We are then using our URL request object to record the location of this URL. Which is shown on this diagram as a box which now contains the location of the file we want in the staging area. Next we use a loader object which will act as a temp container for the file which will be loaded into it from the information stored in the url object so now this container contains the file which is shown in the diagram as having the image file in it. Now we want to give it to an object which can use this in the staging area so the Sprite object "background" will now take the file with the help of the method .addchild for it to use itself. 

 At this stage we still wont see the image in the stage area there is still one more line of code.

stage.addChild(background);

Now the stage.addChild part of the code is a built in object contained within the AS3 library which is used to display whatever is contained within the addchild parentheses as long as its a sprite, MovieClip or Bitmap.

The .addChild has taken the background Sprite and added it to the display list. Any instances contained on the display list will be seen in the stage. 


Understanding the code structure

As seen in the diagram below there are three main block statements. In the order as follows

The package block

This contains important statements and the SWF metatag.

The class definition block

In this block we declare our programs variables and objects. These are all the things that you are going to make that you want to use in your program.

The constructor method block

This is where you construct and do the things required to set up your game.

Positioning Sprites on the stage and understanding the x and y positions of objects

So lets stay on size mentioned earlier when we covered metatags high. So the SWF metatag before set us a stage area of 550 pixels wide and 400 pixels high.  So lets see this as a grid


So as seen in this diagram the top left of this grid is point "0". It is useful knowing this when positioning your Sprite. Now in default without giving the sprite any x and y co ordinates your graphic will appear in the top left hand corner like so.

Also note that your image has what is called the registration point. This is the point in which your picture lines up with the given x and y co ordinates. It is by default the top left hand corner of your image. Now without prior thought this could cause problems when wanting to display your sprite in the centre because what you would normally do to put it in the centre is set the x position at 275 pixels and the y position and 200 pixels. This is where you need to know what the actual pixel size of your image. In this example you can clearly see it is 100 by 100 so as the registration point is the top left of the image we will need to reduce the x and y position co ordinates by half the x and y co-ordinates of the image which would equate to x 225, y 150. This would put the image in the centre of our grid.

You would simply input the code 

character.x = 225
character.y = 150

after the stage code displaying what you want to position. 

Using the information above I have used it to code my own basic design
















Friday, 19 October 2012

Schell.J (2008) A book of Lenses

What skills does a game designer need?

Animation 
All modern games these days are full of animation. The word animation means "to give life". Understanding how to effectively use animation will open the door to clever game ideas.

Anthropology
Understanding what your users desire in their own homes. What would satisfy your target audience.

Architecture
Useful skill for designing in game buildings. Understanding the relationship between people and spaces.

Brainstorming
Skill in creating new ideas by the hundreds

Business
This is exactly what the games industry is. Games are made to make money so understanding the business side of things the more chance you have at being successful.

Cinematography
Games contain movie sequences. To make compelling and emotional experiences the art of cinematography will help when using the in game virtual camera.

Communication
The communication between you and your team will be essential in finding out any flaws in your game. Also communication to all of the disciplines mentioned here will be essential to gain that upper hand knowledge. 

Creative Writing
Will help when creating your fictional worlds and the virtual characters that live within them.

Economics
This will help if your game has an in game currency. Some games out there have fantastic virtual economies and understanding these economies will be paramount.

Engineering
Allot of the games today use complex engineering and technologies that are in the world today. Some of the top AAA games have code by the millions but understanding the limits of your technology is essential in the designing of your game.

History
Great for games set in a historical setting. Even those from a fantasy world use allot of elements from our history.

Management
Good game designers should be able to manage themselves even if their management is bad

Mathematics
Mathematics is fundamental in computer games design and development. From the computer coding that governs the games physics to the math that supports complex scoring systems. 

Music
Music really get peoples emotions going. If you want to touch your audiences soul then music is essential.

Psychology
Your goal is to effect human emotion. You must understand what makes the human mind work

Public Speaking
you will need this when pitching your game ideas. You may need to convince an audience that your game is genius and that they must fund you.

Sound Design
Great and realistic sound effects will really give a nice aesthetic to your game

Technical Writing
Very good skill when creating your complex design documents outlining your game.

Visual Arts
You will have to create visual masterpieces with your graphics. It will overall be setting the mood in your game

There is allot of disciplines here and mastering them all would be near impossible however having a deep understanding of each of them will help you become a game designer. There are many many more disciplines as well but they will become obvious depending on the type of game you are creating.

The most important skill
The most important skill for any game designer is "listening" with creativity second. You must hone your listening skills to tune in to your team, audience, game, client and self.
 This isnt just surface listening but deep listening. You must read the body language as well as what they say.










Wednesday, 17 October 2012

Weekly reading

Newman, J., Videogames (Routledge: London, 
2004). Chapter 2, “What is a Videogame?” pp 9-
28.  
http://www.scribd.com/doc/94833797/James-Newman-Video-Games-Routledge-org


Notes:
What defines a video game? 

Elements of a video game

Graphics 
Any images that are displayed and any effects performed on them. This includes 3D objects, 2D tiles, 2D full screen shots, Full Motion Video (FMV), statistics, informational overlays and everything else the player will see.

Sound
Any music or sound effects that are played during the game. This includes starting music, CD music, MIDI, MOD tracks, Foley effects, environmental sound.

Interface
The interface is anything the player has to use or have direct contact with in order to play the game. . . it goes beyond simply the mouse/keyboard/joystick {and} includes graphics that the player must click on, menu systems that the player must navigate through and the game control systems such as how to steer or control pieces of the game

Gameplay
Gameplay is a fuzzy term. It encompasses how much fun a game is, how immersive it is and the length of playability.

Story
The games story includes any background before the game starts, all information the player gains during the story or when they win and any information they learn about characters in the game.
Source: Adapted from Howland 1998a
Classifying Videogames
The best tool the gaming industry had for classifying the thousands and thousands of different games was with genres. Genres are split into seven main game types:

1 Action and Adventure
2 Driving and Racing
3 First-Person Shooter
4 Platform and Puzzle
5 Roleplaying
6 Strategy
7 Sports and Beat -em-ups.

Newman talks about famous designers like Shigeru Miyamoto who made Super Mario and other famous titles as well as Hideo Kojima (Metal Gear Solid) and Sid Meier (Civilization) and their unique inventiveness). For example Each of the Metal Gear Solid series both used actual in game advertising. His argument was whether or not the implementation of this in game advertising was to influence their games aesthetically or whether the game designers themselves were attempting to gain credibility by association with the respectable media. 

Coin-op VS Home Systems
Majorities of studies focus on the use of home consoles or PC's. Whereas little consideration is given to arcade systems. Lets think about home systems. There are no limitations other than its playability for how much of the console is played but lets think about the arcade machine. The arcade machines focus is to make money and so this brings other considerations into scope. Like the games throughput and ease of access. Where on consoles certain games can require hours upon hours of gameplay as for the arcade its primary time length is going to be around a few minutes. The general gameplay on arcade machines is also intense and loud.

An example he goes on to explain in Gran Turismo. The actual console game consists of intricate gameplay where you can tune up your cars with many upgrades earn the currency to get better and bigger cars and so on which would itself be impractical for arcade machines however Gran Turismo offers an arcade mode and cuts out all the intricacies and allows a player to jump straight into a souped-up car that would normally take hours of gameplay to aquire.

It may sound negative to some hardcore solo gamers but this arcade mode has its benefits. It allows for a much richer socail interaction allowing players to quickly jump into 3 lap races with eachother and battle it out which can be fun and rewarding and opens up a whole new type of fun gameplay to the game.

Another distinguishing factor betweeen the two system types is its peripherals i.e things like light guns, dance mats and hydrolic rigging. Consider the game Daytono USA . The games themselves are identical however one you are sitting in you comfy chair at home with you joypad in you hand and probably alone or with family around and the other you sit in a mock up car chassis that throws you around every corner you take. This certainly does not imply that a home console version cannot offer excitement and playabilty rather that the experiences can vary quite differently. Quite different in these examples is the game location aswel. Just being in another location can alter the game experience.

What a video game isn't?
A videogame is not just a bunch of fancy graphics. Graphics however are still important. The audio-visual composition of a gameworld has a massive impact on players. However still just focusing on an audio-visual masterpiece can still fail for a game take dragons lair for example or Myst which have fantastic visuals but fail in the amount they allow a player to interact with the gameworld. On the other hand take games like Pacman and Tetris which have minimal audio-visual experiences but instead offer rich engaging and absorbing gaming experiences.

Why do players play?
So what do users want from a gaming experience? There are three notable areas

  • Challenge
  • Immersion
  • Players expect to do, not to watch
So games must also provide novel and exciting experiences, stimulating puzzles and interesting environments to explore. More still a sucessful game must offer abilities that can be earned, honed and perfected. Players want to work for their rewards and not obtain them effortlessly. Players actualy expect to fail at some point or another it is part of the challenge. Pleasure of gameplay can be achieved from the failure then refinement and practice. 

Once a player is into a game, she is in a level, she has a good understandingof the game’s controls, she is excited, and she is role-playing a fantasy; shedoes not want to be snapped out of her experience ... the player does notwant to think about the game’s GUI [graphical user interface]. If the GUI isnot designed to be transparent and to fit in with the rest of the game-world art, it will stick out and ruin her immersion ... If the player comes toa puzzle, figures out a perfectly reasonable solution to it, and that solutiondoes not work, the player will again be reminded that she is ‘only’ playinga computer game.(Rouse 2001: 12–13)


A short and powerful statement describing what a player likes in their game is to have the feeling of being there rather than playing a game. To completely immerse a player in the game is important as not to break up their gameplay with non intractable cut scenes for example. 

Rules, winning and losing: Videogames as games

Paidea - Simple rule mechanics

Ludus - More complex rules

Paidea and Ludus

many flight simulators include different missions (particular goal-orientedactivities where the player has to accomplish a certain task, such as bombinga city or landing under bad weather conditions). These
ludus
are hard-codedwithin the program: the program includes a ludus rule and it will tell theplayer if she has succeeded or not at the end of the session. However, thesame mission-based simulator could also be used for
paidea
: the playercould simply not follow the rule and would just play around with the airplane... It is the player and not the designer who decides how to use a toy, agame, or a videogame. The designer might suggest a set of rules, but theplayer always has the final decision.(Frasca 2001a: 13–14)
So what exactly is a videogame?

 any forms of computer-based entertainment software, either textual orimage-based, using any electronic platform such as personal computers orconsoles and involving one or multiple players in a physical or networkedenvironment.(Frasca 2001a: 4
















Monday, 15 October 2012

Avoider Games Research

Right I have been tasked to do some avoider games research for a game we are designing. I am going to basically play allot of different types of avoider games and see what makes a good avoider game. I will play close attention to all aspects of the games I try including, graphics,sound, UI, mechanics and aesthetics

Websites I will be checking for my research 




Graphics) Fantastically simple straight forward geometric shapes
.
Sound) Right from the get go there is a really catchy techno type track that gives a good "Lets Go!" feeling

UI) Nice and simple movement with the arrow keys. Very clear and minimalistic UI

Mechanics) After completing level one the level changed from downward moving avoidable objects to side moving avoidable objects. Very nice Also note that the player(square) has a good mechanic where it doesn't stop dead when you release your finger of the arrow key but keeps moving a little. Like its sliding on ice.

Adding lives is good especially at the difficulty this game progresses. Also I found out that when reaching higher levels you can gain lives back.





Lost a life taking that screenshot!
 As the levels progress they really add in there some interesting avoiding mechanics coming from all angles. I really like the pong avoidable level very nice touch.


Aesthetics) Nice retro feel and with the techno track in the background it really gives a frantic feeling when playing



Graphics) Once again very simple graphics. Just a stick man and some line lasers but did not one bit effect the fun I was having



Sound) Another game with a techno back beat. Seems work well with avoider games adds that frantic feel again. Also the track itself is awesome. It alone makes me want to keep playing just to hear the awesome beat.

UI) Nice menu and very simple in game UI. I like the fact you can use Keyboard controls as well as mouse though I would not recommend keyboard as the controls for that are substantially harder than that of the mouse.

Mechanics) Another game where the avoidable objects come from different directions. Also they have added hit area specific mechanics that have different effects depending on where they hit. For example getting hit in the head as you can see on the first screenshot is an instant death where as being hit in the arm itself would just result in that appendage being shot off.

They have also added some power ups in there which is fun as it encourages you to take dangerous risks to acquire them. 
Along with all that they have in there a A to F ranking system 

Aesthetics) Determination to achieve a higher rank. A futuristic feel to the game. Fun watching the characters arms and legs get blown off.



Graphics) This avoider game was made with the unity engine and is 3D. Its very basic but is practical and little more


Sound) Has some basic sounds however the backing music is a little boring but it does fit the Egyptian theme.

UI) Has Hi-score in the top middle and current score in top right. The new game option though is not really needed as pressing space bar also starts a new game. Also at the bottom there is a slider for adjusting the in game sound volume. It has no menu and no instruction though it doesn't really need them as it is very straight forward.

Mechanics) Basic avoider but with a twist. You start of with only one avoidable but every time you collect a gem you add another avoidable to the game. There are no levels and no goal apart for best your previous high score.

Aesthetics) Very boring and dull as long as you have options this game will probably not be played. There is nothing really here to keep you coming back apart from the personal hi-score. Maybe even a leader board would make it more fun so you are competing with other people other than yourself.


Graphics) Straight away the graphics do not match. You have some nice laser effects coming down but the character and boss are don't seem to match the level they look like they have been pulled out of another game. I enjoy fun simple home-made graphics and do not one bit criticise the individual assets just that they don't feel they match. A bit like cartoon among real people. Also nothing happens when you get hit other than the game abruptly ends with no sounds or effects just a retry button. 


Sound) No sound

UI) No menu, no instructions, no indication on what the numbers on screen mean. The middle top was clearly the score however. No indication what the power up does. 

Mechanics) The game mechanics themselves were good. You had a basic single direction avoider with power ups that give you a shield which you can use to bounce lasers back at the boss! Yes a boss that was unexpected but fun. The boss also strangely for no reason that you are made aware of fire bats at you which is funny. I feel this could have been a good game with a bit more added to it to imrove the aesthetics  

Aesthetics) Unfinished product feel to it. 


Graphics) very basic and quickly put together. Though they all fit together. No major graphics and no animations. Just moving still objects. Not really sure what the background is? 






UI) Has a menu and instructions. In game there are various numbers, one is labelled lives but the others don't seem to be labelled and don't really know what they all mean. The game is controlled by the mouse so basically wherever the mouse cursor is the player character is.



Mechanics) Straight forward avoider game mechanics with downward moving avoidable objects. There are collectable tokens in game to collect for points which you can see at the top right of the first screenshot. 

Aesthetics) No real emotion felt here other than the urge to quickly move on. I feel this game also has a very unfinished feel to it and lacks a goal of sorts. I have no reason to carry on playing.

Into Space 2 http://www.kongregate.com/games/BarbarianGames/into-space-2?acomplete=into

Graphics) Really great graphics with lots of effects. Some really nice clean and consistent artwork with a high end finish.


UI) Very complex though intuitive user interface. Very informative layout showing you air speed, rocket speed, booster fuel, rocket fuel, height, money and many many more. The control system is also fun and very easy to use and there is allot to do.




Mechanics)I thoroughly enjoyed this games mechanics. You start of with a very weak powered rocket in you conquest to reach the moon. However at the start you fall miles short and need to earn cash to upgrade your ship to reach the moon. It is also an upward avoider game where you have to avoid many obstacles from aircraft to clouds of lightning. There is even some checkpoint gates thrown in there to give you a small upward travelling bonus.

Aesthetics) The game doesnt have much story but it excels in pure gameplay.

Sound) Very good sound. Fits very well





Points taken

I enjoyed playing the first two games the most. I liked Avoidsters multi direction and clever use of avoidable objects. I enjoyed that it had levels and progression. The innovative ways that it made use of the avoidable mechanic was fun and made me want to see what they were going to do on the next level. I like the adding of lives also which gave you a bit of breathing space. The music in the first two games was fun and set a frantic atmosphere

On Ragdoll laser dodge I enjoyed the effects you got from hitting the lasers with different parts of the characters body. I liked its use of dual controls also. The ranking system gave me a small urge to keep playing. All these games though were lacking in a story and didnt have much to offer in the form of aesthetics. None of the games really had a goal and all lacked leaderboards. 

Some of the games had no sound at all which really dulled the mood and when there was lots of other games out there to play had no reason to stay and play their game. I liked the look of the 3D game that was made in unity. That had some of the best graphics out of the games I played but was lacking in other areas.