My Task:
To figure out the best way to implement the journal pages into our game. Whether it be through the use of textures, text in Blender, or both.
Work Completed:
Our team discussed several ways that the page could possibly be viewed by the player. After much discussion and exploration about blender, I think the best way will be to add a texture to the a simple plane and set a camera to view the plane. When the player come near the pages in the game the cameras will switch and the actual text from the journal pages will appear. So far I have a sample of a "journal page" with a camera directly above the plane.
Future Tasks:
Find a way to "store" the pages so that the player can view them at the leisure.
Wednesday, October 23, 2013
Monday, October 21, 2013
Homework 11: Story and Game Structure
Chapter 15
A goal with no obstacles is not worth pursuing.
What is the relationship
between the main character and the goal? Why does the character care about
it?
The goal of the game is to find out what happened to the
citizens of this city. Carla, our main character, will navigate through the
levels of the game in search of missing journal pages with the details on what
happened to the city. She feels like it is her responsibility to find out what
has happened to the city.
What are the obstacles
between the character and the goal?
Carla will need to gain access into particular parts of the
buildings to retrieve the pages. She will encounter puzzles in which she will
need to solve to gain this access.
Do the obstacles
gradually increase in difficulty? If yes, how?
The obstacle (puzzles) will increase in difficulty as the levels
progress.
Great stories often
involve the protagonist transforming to overcome the obstacle. Does your
protagonist transform?
Carla becomes more aware of the situation when she overcomes the
obstacles because she is granted pages that tell her what is going on.
How is the game world simpler than the
real world?
Our
game is simpler because the main character is isolated. She is in this desolate
area though looks like a modern-day city we do not fully concern ourselves with
all the characteristics necessary to emulate a true real world.
What kind of transcendent
power do you give to the player?
Carla has the ability to have freedom to search through the
buildings and gain access into restricted areas to find the missing pages to
this lab notebook.
What is the weirdest
element in the game story?
I personally think the weirdest element in our game is the gun
we have decided to incorporate. Carla is supposed to be collecting the pieces
of this gun throughout the game. The story of our game does not necessarily call
for weaponry but it does as another element.
How do you ensure that
the weirdest thing does not confuse or alienate the player?
The gun will be an option of use during the final battle between
the protagonist and the antagonist at the very end of the game.
Will the players be interested in the
game story? Why?
The players should be interested in our game because our game is
story based. Every element of our game is based on the storyline.
Chapter 16
In what sense does the
player have freedom of action? Does the player "feel" free at these
times?
The player has freedom of exploration. The player should feel
free most of the time until they encounter an obstacle the must overcome.
What are the constraints
imposed on the players? Do they feel constrained?
The player is constraints include the inability to access
different areas (buildings/levels) of the game unless they solve a puzzle.
Ideally, what would you
like your players to do (lens #72)
Our team's goal is to have the player find journal pages that
will reveal the reason why this place is desolate. We want them to explore the
different laboratory building in search of these pages. They will need to gain
access into restricted areas to retrieve the pages. They gain access through
solving the puzzles. Once the pages are found they will be able to find the
antagonist and hopefully revive the city or at least stop the antagonist from
creating more desolate areas. There will be two other characters found in the
game that can help to partially reveal what has happened but the key
information are in those journal pages.
Can you set constraints
to "kind of" force the player to do it?
Yes, the player will not have a choice but to complete the
obstacles in order to progress in gameplay.
Can you design your
interface to "force" the player to do what you (the designer) wish
him/her to do?
Yes, the design of the levels and floors will force the player
to accomplish their goals.
Sunday, October 20, 2013
Chapter
eleven of "The Art of Game Design" by Jesse Schell discusses the
importance of having balance when designing a game. As I read this chapter I
compared the twelve types of balance with the game my team is currently
designing. I found that we have included, purposely excluded, and have not
addressed the types of balance. Types of balance range from fairness to
simplicity and complexity.
Fairness
The first type of balance the book
discusses is fairness and whether a game is symmetrical and asymmetrical. I
believe our game is asymmetrical because we are creating a game with an
interesting situation. Our game is centered on a very interesting situation.
People in this city have disappeared through a scientific experiment and Carla,
the main character, finds out this was the doing of her colleague. She tries to
find out what happens through exploration. This situation causes for an
asymmetrical game that will require a lot of balancing. It is important that
our game is fair and provides a challenge to all those who play.
Challenge vs. Success
Challenges in our game include puzzles,
encountering lab assistants, and the overall challenge to collect all the pages
to the lab notebook. The book stresses the necessity to have good balance
between challenge and success. We do not want our game to be too hard or too
easy. We have planned for our game to be balanced in this regard. Our
challenges will accommodate a variety of skill sets and be a mixture of easy
and hard puzzles depending on the level the player is on. Also, Carla will
encounter two lab assistants who also survived the experiment. One will be of
help to Carla while the other will be more on the side the colleague that has
cause this disaster. The level of challenges will increase as the gameplay goes
on with several types of puzzles to conqueror. The player should be able to
achieve success on all the challenges they will encounter.
Skill vs. Chance/ Heads vs. Hands
A game should have a good balance of skill and
chance. We want the players of our game to take risks and to be subject to some
judgment. Majority of our game is directed towards chance as Carla explores
through the game space for these missing pages; however, some skill is required
to solve the puzzles within the levels. This goes hand in hand with the balance
of physical and intellectual skill. Players should be expecting an intellectual
challenge when playing our game through solving the puzzles. There will be a
physical component to our game because our game does have the platform aspect.
To create a good balance of physical and mental, the player's brain will have a
chance to relax as Carla navigates throughout the building.
Short vs. Long
Time has been mentioned in our group
meetings but the length of game play has not been address but we recognize that
there needs to be a good balance between short and long. We have considered
implementing a time limit on the puzzles to make the game more interesting.
Also, finding the first set of pages may be faster to find than the pages
toward the end of the game.
Rewarding
We hope that our game will overall be
rewarding. There are three types of rewards our game consist of based on the
text. We will use completion, gateway and resources. Clearly, Carla collecting
all of the pages and finding out what happened to the city people at the end of
the game is an example of a completion reward. Carla will need to solve
puzzles. With the completion of these puzzles, she will be rewarded with a key
card or code to gain access into a building or room. We as a team have
discussed resources, such as, a gun, health bars, and a vending machine for
restoration.
Freedom vs. Controlled
When it comes to freedom and control
during our game, Carla has the freedom to navigate through the building until
she encounters an area in which she will have to gain access through puzzles.
It is debatable that Carla has to much freedom to roam the game, however, that
can be fixed with possibly a map or some directions on where she should look
for the lab notebook pages.
Simplicity vs. Complexity
In the beginning our story was too complex and still
may be but this is an area the team will have to work toward balancing. We hope
that the puzzles will have a level of complexity to it while the game as a
whole might be simple.
Detail vs. Imagination
In our game we have put great detail into the story,
maybe even too much. After reading this section on balancing detail and
imagination we may want to omit some pieces of the story and leave it up to the
player's imagination. During our initial game planning we decided to
incorporate detail and scale back where needed, which I believe is easier than
not having enough detail and added to it later.
We hope to continue to refine the balance
of our game using the types listed in Schell's book. These types help to
improve our game and make sure we have considered and covered all aspects of
the design of our game. We may even be able to incorporate triangularly,
meaningful choices, and punishment.
Tuesday, October 8, 2013
BALANCE
Chapter eleven of "The Art of Game Design" by Jesse
Schell discusses the importance of having balance when designing a game. As I
read this chapter I compared the twelve types of balance with the game my team
is currently designing. I found that we have included, purposely excluded, and
have not addressed the types of balance. Types of balance range from fairness
to simplicity and complexity.
Fairness
The first type of
balance the book discusses is fairness and whether a game is symmetrical and
asymmetrical. I believe our game is asymmetrical because we are creating a game
with an interesting situation. Our game is centered on a very interesting
situation. People in this city have disappeared through a scientific experiment
and Carla, the main character, finds out this was the doing of her colleague.
She tries to find out what happens through exploration. This situation causes
for an asymmetrical game that will require a lot of balancing. It is important
that our game is fair and provides a challenge to all those who play.
Challenge vs.
Success
Challenges in our
game include puzzles, encountering lab assistants, and the overall challenge to
collect all the pages to the lab notebook. The book stresses the necessity to
have good balance between challenge and success. We do not want our game to be
too hard or too easy. We have planned for our game to be balanced in this
regard. Our challenges will accommodate a variety of skill sets and be a
mixture of easy and hard puzzles depending on the level the player is on. Also,
Carla will encounter two lab assistants who also survived the experiment. One
will be of help to Carla while the other will be more on the side the colleague
that has cause this disaster. The level of challenges will increase as the
gameplay goes on with several types of puzzles to conqueror. The player should
be able to achieve success on all the challenges they will encounter.
Skill vs. Chance/
Heads vs. Hands
A game
should have a good balance of skill and chance. We want the players of our game
to take risks and to be subject to some judgment. Majority of our game is
directed towards chance as Carla explores through the game space for these
missing pages; however, some skill is required to solve the puzzles within the
levels. This goes hand in hand with the balance of physical and intellectual
skill. Players should be expecting an intellectual challenge when playing our
game through solving the puzzles. There will be a physical component to our
game because our game does have the platform aspect. To create a good balance
of physical and mental, the player's brain will have a chance to relax as Carla
navigates throughout the building.
Short vs. Long
Time has been
mentioned in our group meetings but the length of game play has not been
address but we recognize that there needs to be a good balance between short
and long. We have considered implementing a time limit on the puzzles to make
the game more interesting. Also, finding the first set of pages may be faster
to find than the pages toward the end of the game.
Rewarding
We hope that our
game will overall be rewarding. There are three types of rewards our game
consist of based on the text. We will use completion, gateway and resources. Clearly,
Carla collecting all of the pages and finding out what happened to the city
people at the end of the game is an example of a completion reward. Carla will
need to solve puzzles. With the completion of these puzzles, she will be
rewarded with a key card or code to gain access into a building or room. We as
a team have discussed resources, such as, a gun, health bars, and a vending
machine for restoration.
Freedom vs.
Controlled
When it comes to
freedom and control during our game, Carla has the freedom to navigate through
the building until she encounters an area in which she will have to gain access
through puzzles. It is debatable that Carla has to much freedom to roam the
game, however, that can be fixed with possibly a map or some directions on
where she should look for the lab notebook pages.
Simplicity vs.
Complexity
In the beginning our story was too complex and still may be
but this is an area the team will have to work toward balancing. We hope that
the puzzles will have a level of complexity to it while the game as a whole
might be simple.
Detail vs.
Imagination
In our game we have put great detail into the story, maybe
even too much. After reading this section on balancing detail and imagination
we may want to omit some pieces of the story and leave it up to the player's
imagination. During our initial game planning we decided to incorporate detail
and scale back where needed, which I believe is easier than not having enough
detail and added to it later.
We hope to
continue to refine the balance of our game using the types listed in Schell's
book. These types help to improve our game and make sure we have considered and
covered all aspects of the design of our game. We may even be able to
incorporate triangularly, meaningful choices, and punishment.
Tuesday, October 1, 2013
Homework 8
The Mechanics
Is the space in your game discrete or continuous?
The space in our game is discrete.
How many dimensions does your space have?
As it relates to the mechanics, our space will
have a 2-dimensional space.
What are the boundaries of your space?
The outermost boundary will be the city, though
once the player enters building the boundaries become the walls and floors of
the buildings.
How many verbs do your players (characters) have? What are they?
She can run, jump, shoot, and converse, therefore four.
How many objects can each verb act on? What are these
objects?
She will be able to run around the buildings,
jump onto or over items to solve the puzzles, get to the notebook pages, she
may possibly have to shoot the antagonist, and converse with those that know what
happen. A physical number cannot be determined.
How many ways can players achieve their goals?
Currently, there is only one but our team is
brainstorming other ways to improve our game.
How many subjects do the players control? What are these subjects?
The player only controls the main character,
Carla.
How do side effects change constraints?
If the player does not complete a level or
puzzle they will not be able to advance to the next step in the game which is a
clear constraint.
What are the operative actions in your game?
The operative actions in our game will be:
1.
Moving around within the building (left, right, forward, and back)
2.
Moving from one building to another
3.
Picking up items
What are the resultant actions in your game?
The resultant actions in our game will be:
1.
Obtain objects (Collection)
2.
Access to other levels
3.
Accomplish levels
What actions would you like your players to do that they cannot
presently do? (based on your current knowledge of Blender)
I believe that all the actions we would like our character to perform is possible on Blender.
What is the ultimate goal of your game?
To figure out what happened to the city and
find the person who did it.
Are there short and long term goals? What are they?
Yes, she will need to collect all the pages of
the notebook to find out what happened, complete the puzzles within the levels,
and survive.
How do you plan to make the game goals known and understood by the
player?
At the start of the game, there will be some
background information on what happened and what they will need to accomplish.
What are the foundational rules of your game?
I think the foundational rule of our games will become more established once we know the complete skeleton of our game.
I think the foundational rule of our games will become more established once we know the complete skeleton of our game.
How are these rules enforced?
Through the actual game.
Does your game develop real skills? What are they?
Yes, the game requires problem-solving skills,
logic, and memory skills.
Does your game develop virtual skills? What are they?
Potentially, the player will complete the
puzzles that earn her access into other areas that require more virtual skills.
My team also talked about her being able to collect energy to allow her to move
faster.
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