Thursday, October 23, 2014

Homework 12

On Wednesday, October 22nd, Heather, Harsh, and I met at Dirac Library to discuss the components of the game that needed to be implemented to advance the game to a "playable" state. This information was posted in our Game Notes document. Some of these pending implementations include finding and inserting various sounds that will act as ambient nose and give realism to the game. Also, we will split up the implementation of various animations that will be integral to our game, such as breaking windows and doors, and entering buildings. We also discussed the mechanics of the game that needed to be implemented such as the character's movement when he is attacking enemies. We also discussed the beginning scene, the ending scene, and other aesthetics to be added to the game.

Regarding our established division of duties, I approve of the list.

Homework 11

The interface of a game plays an integral role in the attraction to and ease of playing a game. Some elements regarding the interface are discussed below.

1. The user interface will be simple and intuitive, that way it will not interfere with the gameplay, but flow seamlessly and enhance the player's experience. We are going to implement simplistic menus in which the player can choose to resume a game or start a new game, manipulate the sound levels, view controls, etc. An integral in-game element that is part of the interface is the health bar. 

2. The interface generally plays many roles in a game. In our game, the different ways in which the player interacts with the interface will all serve to help progress the player through the game, giving the player insight on the capabilities of the character in the game, helping the character navigate throughout the game world, etc.

3. It will be a relatively simple task to master the interface in the game. This will allow the player to be able to focus primarily on the decision making and action within the actual game and leave the interface to act as an aid to the player.

4. The player will have the strongest influence over the outcome of the game. The player's decisions will solely determine the outcome and conclusion of the game. The player has to make decisions about traversing the island and have to depend on the skills developed through experience to survive attacks by different enemies on the island. The player also has to find and make decisions about clues that may or may not aid his search for the father on the island.

5. The players will realize power in many different ways in our game. The inherent power introduced in the openness of the world is the most apparent. Also, the fact that the setting of the game is an abandoned island plays into this concept. Since realistically, an abandoned setting really reduces restriction, the player will feel the power of being able to basically go anywhere and use any resource he or she may find on the island while playing. To be able to access any car and drive where ever he or she wants to is another example of power. Finally, the use of weapons, which most players wouldn't have access to in real life, and the ability to fight of enemies introduces another dynamic to the realization of power in the game.

6. The player can pick up and touch a number of objects. These include weapons of varying sorts, vehicles, health items, food items, objects used as hints to find the father, the boat used to get to and from the island, as well as break windows and doors and fight animals.

7. Yes the interface helps to visually translate actual occurrences in the real world. For example, when the character is faced and attacked by an enemy, the realistic incident of getting hurt is illustrated through the health bar. If the player is attacked the health bar goes down, depicting that the player was injured. Finding and using a health pack will make the health bar go up, to illustrate the real world instance of someone receiving medical attention and being healed.

8. The interface of our game does allow the player to see, hear, and touch the world of the game. Of course there are always improvements that can be made to enhance the player's experience of the game as a whole.

9. The interface of our game will facilitate the realization of the player's desire to assume virtually complete control over the game play, keeping realism and available resources in mind. 

10. Our interface won't require much thought, but the player will benefit by learning the simple navigation throughout the interface. We will try and make the interface as natural as possible to promote seamless integration into the game.

11. Our game interface will be as simplistic and intuitive, and therefore, natural, as possible. If it were possible to use an actual joystick, whenever the character was attacked, we could make use of the vibration function of most controllers manufactured now for consoles. Also, when the character's health that has been diminished to the point where the character is near death, we could introduce a hazy affect to the camera to simulate the loss of vision and transition into unconsciousness until the character actually dies or regains health through a health pack, in which the haziness would clear up.

12. Our game will have many consistent instances of feedback. For instance, when the player comes to the door of a vehicle to drive to help him more quickly navigate the island, there will be a pop up on the screen telling the player what to press to enter the car and, after entering the car, on-screen directions on how to drive the vehicle. Also, when the player comes to a door or window that can be broken, or a door than can be opened, the interface will present a similar pop up stating which button to press to execute the respective actions. All of this helps the player in accomplishing the main goal of the game in retrieving the character's father.

13. The feedback in our game is continuous. Virtually every situation experienced and decision made in the game has a consequence, and these consequences are generally represented in the interface.

14. Basically, interface modes introduce the concept of remapping a specific control from one function to another, based on the specific parameters and situations in the game. Our game may have multiple modes, however we will try to implement as few as possible, so as to keep the game play as simple as possible.

Weekly Contribution(s): Discussed Game Notes document, downloaded items from Blendswap, looked for pictures and inspiration for poster.

Thursday, October 9, 2014

Homework 10

The following pictures are of the development of the health bar that will be used in the game.


Initial health bar (with black background for clarity).

Half full health bar (after animation was finished). 

"Health" text added.

Heart symbol added. Completed look.

In-game visual of health bar.



This video illustrates the in-game look and behavior of the health bar.




Weekly Contribution(s): Completed health bar animation. Downloaded heart from Blendswap and resized to be used with health bar.

Homework 9

Balance is an integral component of any game. Various types of balance and how they are related to and applied in our game are discussed below.

1. FAIRNESS
Seeing as our game is symmetrical, there are ways in which fairness is manifested. For instance, animals can attack the main character more quickly, however the main character may use weapons against the animal to deal significant damage. These weapons realistically would not be available for use by the animals. Also, animals would be able to fend for themselves during the night time, where as our character would either have to find shelter and wait until daytime, or use an item such as a light or lit torch to do the same.

2. CHALLENGE vs. SUCCESS
As it relates to our game, the main, most difficult challenge would be to follow clues to locate the father on the island. However, the difficulties of achieving a task may vary depending on which objective is trying to be achieved. For example, when fighting enemies, trying to kill one of the flying bird enemies will be more challenging than killing one of the other ground enemies such as a dog. Let's say the player has low health. It would be more difficult for him to break windows and smash in doors than if he had more health. The player's decision making may also introduce varying difficulty. For instance, if the player decides to fight through the night to locate his father, he is prone to more surprise attacks (especially from behind) due to decreased visibility, and would probably sustain more injuries from these attacks than he would had he waited until the following day. Furthermore, deciding to fight through the night without the aid of a light or torch would make surviving even more difficult.

3. MEANINGFUL CHOICES
Choices are a crucial part of our game. For instance, throughout the game, the player will have to decide which usable items to pick up and which to leave; whether or not to find shelter or fight through the night to continue looking for the father; which path of many to take to find the father; etc. 

4. SKILL vs. CHANCE
There are many skills required for the player to successfully progress through the game. However, instances of chance are also present. The most prevalent manifestation of chance presents itself in the openness of the island. The character may choose one of many routes to traverse to find the father. However, beyond that, skill is the most important part of survival. The player has to be skilled to survive the malicious forces present on the island, such as the various animals and birds. Also, the player must have the skill to get through barriers, like breaking through windows and doors, and drive the various vehicles/boat when necessary.

5. HEAD vs. HANDS
Our game involves thinking and physical activity fairly equally. The main element of the game is to choose a path to find the father. However, while traversing this path, he is confronted with various enemies to fight against. He must also make decisions on when to fight given the time of day, when to nourish himself, and when to heal himself.

6. COMPETITION vs. COOPERATION
Competition and cooperation (at the player's discretion) are both exhibited in the game. The player is frequently and consistently in competition with the malicious animals and birds that he must fight to survive. However, the player may choose to feed, and therefore befriend, one of these animals. From that point until he completes the game or chooses another companion (in which case the former will again become malicious), this companion will help the player fend off various other animals.

7. SHORT vs. LONG
The length of the game is contingent upon the actions of the player. The length is primarily dependent on the path that the player chooses to take to find the father. Another secondary factor that influences the length of the game are decisions such as choosing to fight through the night to continue the search for the father or to find shelter and wait for daybreak.

8. REWARDS
The primary reward of the game is finding the father on the abandoned island. However, other subsidiary rewards may include the discovery of more significant weapons to be used to fight against the various enemies on the island or items that will aid in traveling the island such as flashlights, compasses, etc. Finally, getting the father back to the boat will result in the completion of the game, also a reward.

9. PUNISHMENT
Punishment is realized in a number of ways in our game. Based on the player's decision, going out at night to search for the father results in the punishment of having to fight against animals with impaired vision. As explained before, doing so will leave the character more prone to surprise attacks from the back in addition to head-on attacks of which he may or may not be aware. Also, diminished health affects his ease of breaking through windows or doors. If the character is severely injured, it takes much more effort for him to accomplish the previously stated tasks. Also, as items are used by the character, based on the type of item, that item may be depleted and may have to be reacquired elsewhere in the game.

10. FREEDOM vs. CONTROLLED EXPERIENCE
In our game, the character a virtually large amount of freedom. Given the proposed openness of the game world, the character has many projected paths he may take. However, the game won't be completely open so that it will remain manageable to develop. We will limit access to certain buildings and paths on the island. Also, the player won't be able to freely leave the island at various points. To enforce this, there is a specific area of the island in which the boat used to get there can be docked, and the island can only be exited at that spot once the father is found.

11. SIMPLE vs. COMPLEX
As mentioned above, the general openness of the island introduces some complexity, however we will introduce some restrictions to limit this freedom. Decision-making abilities also introduce some complexity, for instance the ability to decide whether to fight at night or seek refuge until the day time. Another complex element of the game is the use of hints used by the character to guide him in his search for his father. There may be apparent clues, or there may be items found that have nothing to do with the father's movement at all.

12. DETAIL vs. IMAGINATION
There are various details that we have incorporated in the game, such as the historical reference to Hashima Island, an actual abandoned island in which our story takes place. The player's imagination will come into play in instances such as the hints left on the island to lead the player to the location of the character's lost father.

Weekly Contribution(s): Worked on health bar, downloaded objects on Blendswap to be used in our game.

Thursday, October 2, 2014

Homework 8

The following are videos of animations that will be incorporated in our game.

This video illustrates sliding doors, an animation that will be used when our game character enters or exits a building. Our character will be able to go into weapons shops, food stores, etc. for supplies to survive on the island.



This final video illustrates a door animation for a residential building, perhaps. Items may also be acquired from homes on the island by the main character to aid in the completion of his objectives.

Homework 7

1. The space in our game is continuous.

2. Our game is 3-dimensional (3D).

3. The edge of the island after which we are modeling our game acts as the game boundary. Also, there will be boundaries introduced when the character gets to a boat and tries to reach the main land of Japan. Obviously, seeing as, in reality, the ocean really has no boundaries other than land masses, to keep our game concise and practical, we will introduce some boundaries in that part of the game.

4. The main character in our game has 9 verbs: talk, run, jump, climb, pick-up (items), shoot, attack, ignite (fire), and drive (car or truck). 

5. The character will be able to run on the ground object, whether outside or in a building; jump on the ground object or off another object; climb onto chairs, benches, tables, and other objects; pick-up items such as guns, knives, health, flash lights, and other survival items; shoot animals, birds, and other enemies, as well as windows and doors; attack animals and other human characters, doors (to open) and windows (to break); ignite fires on torches; and drive cars and trucks.  

6. Seeing as the island is relatively unrestricted, there are many paths to take to achieve the goal of getting to the part of the island with a usable boat to escape the island.

7. The character can control 3 subjects: car (or truck), an animal companion used for defense against other enemies, and the boat used to escape the island.

8. There are certain side effects that affect the ease of achieving an intermediate goal or the difficulty of the game in general. This may be experienced when the character is low on health. It will be more difficult for the character to accomplish small tasks such as breaking a window or door as easily or quickly as when he has more health. This may also be realized, for example, when the player decides to feed an animal that is trying to attack him. This results in the animal becoming loyal to the character and aiding in his defense from other enemies. 

9. Operative actions: the main character of the game is able to talk, run, jump, climb, shoot, attack, pick up items, and drive. 

10. Resultant actions: the character will be able to move around the island and pick up items for use later. If the character attacks or shoots an enemy (animals, birds, etc.), these objects will die; furthermore, if he drives into a door or window, these items will break. Also, the character will be able to ignite torches to see more clearly at night or in dark areas.

11. The element of fighting off animals and other enemies with weapons such as guns and knives is generally something that most can't do realistically. This is one of the main things that I would like for players to experience and enjoy in the game.

12. The main objective of the game is to survive on Hashima Island without dying against various adversaries, be they animals or other human opponents. This will be accomplished through the aid of items such as health items (if, through fighting enemies, their health is depleted), weapons, and shelter.

13. The short term goals consist of fending off attacks from enemies, maintaining health, finding food and shelter, and finding items. The long term goal is to continuously do the previously stated things to survive the island and get to a boat that will help the main character leave the island and travel to the main land.

14. The player will be introduced to the plot of the game in an introductory video. This will show the character entering the island, and a discussion of an item to be retrieved (constituting the reason that they are on the island in the first place) and brought back, which is contingent on the survival of the character.

15. There are a couple of essential rules in the game. The character must not let his health be completely depleted (i.e. die) before he reaches a boat to escape the island. His health can be regained slightly by eating/drinking or resting and more significantly by using a health pack. Also, the player is confined to the island until he reaches a boat at the dock.

16. The game ends if the main character's life is completely depleted, or in other words, if he dies. As it regards to the boundaries of the island, Hashima Island is in reality surrounded by a wall. This is translated to the game. Therefore, the character cannot climb the walls to escape the island. That can only be done by completing the main objective: finding a boat on the other side of the island to escape. 

17. Our game does develop real skills. The foundational way to survive the island is promoted by using resources and items to survive and traverse the island to find a way to escape. Decision making and problem-solving skills are developed as well.

18. There are a few virtual skills developed. These include combat skills and driving skills are developed. 

Weekly Contribution(s): This week, I downloaded more items that may be used in the game, including a knife and other weapons. Also, I worked on animations involving opening and closing doors that will be implemented in the game.