Thursday, September 30, 2010

Game Design Homework 9 (aka: Heads up seven up!)

(see assignment here: http://fsugd.blogspot.com/2010/09/homework-9-hud-and-menu.html)

  • Design a menu system relevant to your game (on paper, not on the computer)
Davide has already been coming up with good ideas for our menu/logo screen, so instead of reinventing a very nice wheel, I'll just do a mock-up of the core idea with my non-existent art skills:




I don't think we actually have a name for our game yet?  Anyway, the idea is that we start off with an external view of the mansion with some spooky stuff going on, and you can click on the door to enter start the game.  Clicking on a window may take you to a help screen, or settings, or about, or whatever other kind of things we need, and maybe we'll have a title up at the top.  Ta-da!~

  • Design an HUD system that your game might use (on paper, not on the computer)
As we've discussed, we intend to have little or no HUD;  The interface will be very minimal to help with immersion and thematic elements, and we'll give players information they need though other means.  In particular, we're still working towards the idea of having music convey how close the player is to death. The player's "inventory" may be just the single weapon he holds in his hands, and perhaps a flashlight, forcing you to have to trade one weapon for another to fit your preferences, or else we may end up adding some type of backpack to hold multiple weapons; that has yet to be decided.
  • Use the logic panel to construct a menu with two items, that are clickable. Use scenes to achieve this (or some other means). Menu should have “Play”,“Help”,“Prologue”,“Exit”
  • Create one or more panels that with a brief description of your game (“Prologue”)
Well, you didn't specifically ask for a video, but here it is:

Tuesday, September 28, 2010

Game Design Homework 8 (aka: All four parts equal, but one clearly more equal than the others)

(see assignment here:  http://fsugd.blogspot.com/2010/09/homework-8-elemental-tetrad.html)

  • Consider any non-computer game that you enjoy playing, and describe the four elements for that game. For example: monopoly, battleship, dungeon and dragons, etc
 For this question, I've decided to analyze the game Nomic.  Since it pretty likely you've never heard of it, I offer a description from it's creator (as quoted on Wikipedia):
Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is proposing changes in the rules, debating the wisdom of changing them in that way, voting on the changes, deciding what can and cannot be done afterwards, and doing it. Even this core of the game, of course, can be changed.
—Peter Suber
I chose this game because it is clearly a very non-traditional game, and I believe it does a good job of breaking our book's author's ideas of what is needed for a good game.  The game in its core does not truely rely on aesthetics, story, or even technology beyond the written word.  At the same time, any of these elements could be introduced at any point in playing the game, if the players so chose to do so.  The effectively-limitless flexibility of the game means that hypothetically all bets are off.  That being said, my analysis is based only off of the core idea behind the initial rule set.

Story:  Nomic is a fairly abstract game and as such, there's no explicit story.  If you want to force the idea of there being a story, though, there's the general idea/feeling that the players are legislators/law makers in some sense, working together, but each with the goal of winning as an individual.  It's impossible to make any progress without cooperation, but everyone is always suspicious of one-another, because they all know that the others are always, in the end, trying to win at their expense.

Aesthetics:  The original rules of Nomic call only for paper and pencil to write the rules and propositions upon, and a single die for using to gain points at the end of your turn.  The aesthetic as the game has played out in my experience has always been one of the players sitting around a table with pads of paper, and with the table littered with little scraps of this and that, dominated by the central rule sheet in the middle of the table... the resulting feel, if you were to look at it as an outsider is something between a brainstorming session, a game of D&D, and an intensive study time for a life-crushing final exam... and that combination is indeed how the game itself usually ends up feeling.

Technology:  As mentioned above, the technology is pretty minimal; paper, pencils, and a single 6-sided die.  Some more recent adaptations of the core rules have called for the use of computers/laptops/internet connectivity, as the game lends itself very well to shared workspace environments as opposed to writing everything out on paper; but this adaptation changes nothing of the core aspects of the game.  The simplicity and utilitarian aspects of what is needed to play add to the overarching feeling of legalese or doing some kind of work in governing, if you'd like to look at the theme as such.

Mechanics:  There is where the "more equal" of this entry's title comes into play.  Nomic as a game really exists only as a set of mechanics.  All the rest is created by the players themselves in the act of playing.  The core mechanics of the game are that of proposing a new rule, debating the meaning and merits of that rule, voting on if this new rule will come into effect or not, and then (through continued play) determining what the real effect of that change is.  As it sounds, the entire experience feels very much like acting as a law maker or founding father of a country or some such, which as I mentioned is the overarching theme of the experience.
  • Describe the mechanics, aesthetics, story elements and technology for your team’s game, in its current state
 Story:  The story behind our game is pretty simple;  the protagonist (for reasons which may or may not be developed later) finds himself trapped within a haunted mansion.  He has few resources available to him, and has to make his way through the mansion in search of the root of the evil haunting to rid the mansion of its curse and to allow him to regain his freedom.

Aesthetics:  Haunted Mansion!  Dark corridors, old, dusty, creepy furniture, spooky music and sound effects, room layouts that make no sense and make you feel confused and lost, creepy lighting, etc.

Technology:  Blender, obviously, and python scripting.  Sam is also using some programs he's familiar with for music composition.  Scripting will allow for a dynamically/randomly generated house layout, ensuring that the player does not feel comfortable in the mansion if they replay the game, and allowing for it to remain challenging.

Mechanics:  Basic first person movement, you find various weapons (probably all non-projectile, but that's not set in stone) and use them to destroy haunted objects.  You travel between rooms and look for new tools (weapons, flash light, possibly health items(?), etc.) and search, too, for the boss and the item needed to defeat him.  Also, as time progresses in the mansion, the level of haunting increases; more items in each room will be dangerous, and returning to rooms you had previously cleared my yield new enemies.

  • How is each of the four elements working towards a common theme? What is this theme?
 As mentioned many times by now, the theme is that of fighting through a haunted mansion.  This is the premise of the simple story line, the aesthetics are all designed to present this environment, the mechanics reflect the lack of resources available to the player and a lack of screen clutter (no HUD, etc.) helps give an immersive feel, and the technology behind it, especially in the form of the dynamic level generation, helps make the house feel strange and twisted.

Thursday, September 23, 2010

Game Design Homework 5+6 (aka: Cylinder Man vs. The T.V.)

(see assignments here: http://fsugd.blogspot.com/2010/09/homework-5-game-logic.html & http://fsugd.blogspot.com/2010/09/homework-6-it-builds-character.html)


So here we're working with having multiple objects, groups, add object actuators, tracking, changing states, shooting, and any number of other new minor skills.  I've got a simple little quazi-game going here in which the player (Cylinder Man) attempts to destroy a chain of haunted T.V. sets, who in turn are trying to kill him.  They do this by shooting different-colored bolts of electricity, or magic or some such at one-another.  The player has, in this demo, 5 health, and each of the T.V. sets has 2.  The player can run and jump has he or she pleases, and the TVs simply rotate and bounce menacingly forward while shooting at regular intervals.  Each time you kill a TV, it falls over and spins around a bit before disappearing, at which time a new one spawns.  When the player inevitably dies, he/she also falls over and bounces around a bit, just for good measure.

Tuesday, September 21, 2010

Game Design Homework 7 (aka: What are you doing? NO FOR REAL)

Assignment has yet to be posted on class blog, so here we go:

The homework is individual, post to your blog
• Describe some surprises in your game

Well... everything attacks you?  Hopefully that's at least a little surprising.  The levels are dynamically generated in a way that makes the inside of the house seem supernaturally large, and somewhat nonsensical, as a result of it being haunted.  We're toying with the idea of having certain enemies being effected oddly by certain weapons, but that is a back-burner idea.
• Describe the goal of your game (as opposed to the experience)
The goal, from the player's perspective, is to find the source of the haunting and a way to stop it
• Why would a player wish to achieve the goals stated in your game ?
Because s/he doesn't want to be eaten by a toaster?
• What is valuable to your game players?
Baseball bats, hammers.... things that they can use to break things.  Also health-regen items, if we choose to implement them (still being debated)
• What problems are the players asked to solve?
"How do you break these things?"  "Where the heck is the door?"  "Which way do I go to find what I'm looking for?"  "Why is this toaster eating me?"  "How do I destroy an evil, haunted potato?"
• How could your game generated(?) additional problems so that the players keep playing?
Dynamic level generation!~
• Give some initial thoughts to the four elements (mechanics,elements, story, aesthetics) of your  game. (We will go into more detail in the following week.)
Mechanics are mostly standard for a FPS, though we are not currently planning on having any projectile weapons.
Technology is blender, obviously.
Story is pretty simple and straightforward; you're in an evil haunted mansion, and do not like it.
Aesthetics are simple by necessity, but we hope to give a general sense of creepy haunted-ness through use of lighting and music (Yay for Sam's music skillz!).

Now I shall go back to my pulsing headache. 

Tuesday, September 14, 2010

Game Design Homework 4 (aka: What are you doing?)

(see assignment here: http://fsugd.blogspot.com/2010/09/homework-4-experience.html)

So... our game, hm?  The basic idea is this:  You're in a haunted mansion, and your goal is to A: survive, but also B: fight off haunted house-objects while you search the house for the source of the haunting and a way to stop it.

The background/plot of the game is pretty minimal.  Perhaps we'll have a wall-of-text screen at the beginning describing the basic set-up... something about having been called to the house to fix a problem, or the likes... for whatever reason, you're in the house, and now you can't get it.  Various objects (sofas, toasters, refrigerators, beds, etc.) are becoming haunted and attacking you, and you have to beat them up with whatever household objects you can find.

One of the primary "gimmicks" of the game is that the mansion will be randomly/dynamically generated every time you play.  The layout will be strange and twisty, and not necessarily make any sense in terms of real architecture... and that's entirely intentional.  It's part of the effects of the haunting; the house is much larger on the inside than would make sense from seeing the outside.  Why are there 20 kitchens?  I dunno... it's spooooky~  We're also hoping to do some nice subtle tricks with the music, to help with a atmosphere/general creepiness factor, as well as to convey useful game information. (ex. we're considering having the game tempo increase as your health decreases, so that you know you're in danger and it becomes more suspenseful.)

In terms of characters, there's really only the blank-slate protagonist (the game is 1st person, so the only details offered will perhaps be what his/her hands look like).  The "antagonists" are household objects which have been possessed by evil.  Also (spoiler warning), the "big boss" of the game, and source of the evil hauntings, is a big, evil potato.  One found, you must locate the Holy Potato Peeler to destroy it and free the house from its evil grasp.

Typical "levels"/rooms would be something like a kitchen in which there are a number of mundane objects... say a toaster, some plates, a table with some chairs, etc. and, mixed in, some haunted objects such as a refrigerator, a blender, and maybe a couple of the chairs, which will attack you when you come near to them.  You have to attempt to interact with the various objects as you search the house for tools and the source of the evil, but if you interact with an evil object it will attack you.  Also, as time passes, more and more objects become possessed... so rooms will have higher percentages of objects which are dangerous, and new objects may become haunted that previously were not in rooms you've already passed through.

I am not an artist in any way, so... uh... here's some "concept art" from random Google image searches?








(This toaster is brave, but not very evil)






(Here's a mean-looking couch)






(The quintessential game-that-takes-place-in-a-mansion)

Thursday, September 9, 2010

Game Design Homework 3 (aka: I like to move it - move it!)

(see assignment here: http://fsugd.blogspot.com/2010/09/homework-3-action.html)


 
(Apparently the server rejected my original video without informing me.  I've converted it to WMV and it's slightly butchered the video in the process... hopefully it still makes some sense though?)

So here we go, homework 3...  Today's assignment is a direct extension of #2;  I took the file from the end of that assignment, and simply added in some sensors and the likes to make it interactive.  I stuck a dozen keyboard triggers onto my ship, so now you can awkwardly fly it around by rotating and/or accelerating about any of the three axis.  wasd+qe for motion, ijkl+uo for rotations.  I also made it so that the spacebar key would move the camera to something resembling an isometric view on the ship, in case you fly off into nowhere land.  Lastly, I made it so that if you can manage to bump into the big orb-thing, it'll reset the scene for you.  Ta-dum.  I think what this best demonstrates is how amazingly complex and counter-intuitive it is to move a ship through a vacuum.  JANE!  STOP THIS CRAZY THING!~

Thursday, September 2, 2010

Game Design Homework 2 (aka: Does it Blend?)

(see assignment here: http://fsugd.blogspot.com/2010/08/homework-2-blend.html)

So for this task, we're basically familiarizing ourselves with the basic object-constructing functions of Blender.  I'm playing with version 2.49b here, and I make myself a neat little space ship like such:


After I finished recording that, I played around and made the ship more symmetrical, smooth out the back a bit, and redid the texture.  I also generated a nice, bumpy little world with colorful pools of... I dunno, magic voodoo juice?  I stuck a random star map behind it, added a bit of lighting, imported my ship, and... ta-da!  Here's my final result:

Neat-o, huh?

I had a lot of fun with this assignment, actually... I spend a few hours over the past couple of days just playing around with shapes and getting more-or-less accustomed to the controls. I still don't know how to do anything of much use with texturing, but perhaps a time will come for that one.

I'm looking forward to the next assignment, because now we're getting into actually moving things!  Hoo-ray!