Group tasks completed this week: Exploration of the day night feature, using a sky dome and game countdown to trigger a racoon attack.
The blendswap files were all downloaded on time by the 3rd of November. These included birds, a dog, a racoon, a snake, a mining hat, a jacket, a shoe, a necklace, a watch, a camera, and various potted plants.
The step due this week is the menu. It is is nearly completed, but needs descriptions for the tutorials and game story, and then integration into the main game file. It has a late 60s to mid 70s looking font and colors to match the timeframe of the story. This should be easy to complete this week.
Next week the night vs day sky and decision making programming are due. The plan for the sky is fairly straightforward with a rotating dome that portrays morning, day, evening and night. This should be reasonable to complete by the deadline, as there are online tutorials for building sky domes. The segment portraying night will be substantially smaller than the rest of the dome. A countdown that runs to match the onset of night in the dome will trigger a racoon attack if the player is not inside a building. The decision making has not been explored yet, so it may or may not be a reasonable timeline to have both completed by the same time.
Sunday, November 16, 2014
Monday, November 10, 2014
Group tasks
This week I have downloaded blend files to use in the game to represent items lost by the father, such as a shoe, a jacket, a locket, and a picture; and animals such as a pitbull, birds, and a racoon.
HW14: Indirect Controls
Players of this game feel like they have control due to the ability to move around the streets of the small island. However, this does not provide complete control.
Constraints
The island provides a constraint to where players can walk their character around, but simultaneously provides the feeling of an entire environment to explore. The view is limited to ground level, preventing players from seeing the entire layout of the island, which would easily provide an impression of how small it is.
Goals
The goal of the game is to rescue the father, which must be accomplished before the health meter runs out from enemy attacks or running out of food. This is what drives the player to traverse the island with purpose, instead of freely wandering around exploring wherever they feel like and taking as much time as they would like.
Interface
The game is designed to be simple to navigate through basic keystrokes and menu items. These are chosen and designed to provide minimum distraction from the game, allowing players to concentrate on their tasks and goals rather than being distracted by menu buttons and complicated keystrokes.
Visual Design
The island is set up to have the layout of the real Hashima Island of Japan. Players will get to navigate a place they may never have a chance to go to in real life, and the visual design of the streets and buildings is intended to be realistic enough to add to this interest, while maintaining a game-like feel and simplicity.
Characters
The player interacts through his or her character with the character's father, and animals that may be friends or foes. The goal of saving a relative will hopefully give players a feeling of having accomplished an intimate task if they complete the goals of the game. The interactions with animals provides choices to be made, regarding the type of interaction they player will have with them. The player can choose to fight or befriend a dog, and must figure out ways of defending him or herself against other attacking animals.
Music
The music in this game is used to give the feeling of being alone in an abandoned area. The focus is on natural sounds, of the surrounding ocean, animals, and the noises that the player's character would make by walking around or driving the boat. The sound of the main character walking will serve as a reminder that the player is in control of the character's movements. The sounds of animals will remind the player that he or she must be aware of the dangers that animals present and the choices that must be made to avoid being hurt by them.
Constraints
The island provides a constraint to where players can walk their character around, but simultaneously provides the feeling of an entire environment to explore. The view is limited to ground level, preventing players from seeing the entire layout of the island, which would easily provide an impression of how small it is.
Goals
The goal of the game is to rescue the father, which must be accomplished before the health meter runs out from enemy attacks or running out of food. This is what drives the player to traverse the island with purpose, instead of freely wandering around exploring wherever they feel like and taking as much time as they would like.
Interface
The game is designed to be simple to navigate through basic keystrokes and menu items. These are chosen and designed to provide minimum distraction from the game, allowing players to concentrate on their tasks and goals rather than being distracted by menu buttons and complicated keystrokes.
Visual Design
The island is set up to have the layout of the real Hashima Island of Japan. Players will get to navigate a place they may never have a chance to go to in real life, and the visual design of the streets and buildings is intended to be realistic enough to add to this interest, while maintaining a game-like feel and simplicity.
Characters
The player interacts through his or her character with the character's father, and animals that may be friends or foes. The goal of saving a relative will hopefully give players a feeling of having accomplished an intimate task if they complete the goals of the game. The interactions with animals provides choices to be made, regarding the type of interaction they player will have with them. The player can choose to fight or befriend a dog, and must figure out ways of defending him or herself against other attacking animals.
Music
The music in this game is used to give the feeling of being alone in an abandoned area. The focus is on natural sounds, of the surrounding ocean, animals, and the noises that the player's character would make by walking around or driving the boat. The sound of the main character walking will serve as a reminder that the player is in control of the character's movements. The sounds of animals will remind the player that he or she must be aware of the dangers that animals present and the choices that must be made to avoid being hurt by them.
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