Wednesday, 14 March 2012

Testing and De-Bugging


Problem 1 – The first problem I had come across was that the images I had used came out huge on the Director screen, but that was easily solved with cropping the images on Photoshop.

Problem 2 – The next problem was that the script was still handling weird and after debugging it they’re as still problems with the movements, but that was sorted eventually by rewriting the code completely.

Problem 3 – After completing and publishing the game I noticed that the navigation buttons were spaced oddly but that was easily sorted out by making the box for the buttons bigger.

After playing through the game several times I have managed to hopefully clear all problems and make the game clean.

Evaluation


Research

I started off this project by researching the 3 different games that I had chosen and explored the different aspects of each of those games and decided on which I could take into account when it came to creating my own game. Next I had completed the research on the principles of game design, which allowed me to evaluate the different aspects of the 3 games I researched and at the end of it I was very interested.

Sketches

The next step was to draw out my initial designs for my game and decide on what it would look like. My original idea that I came up with was going to be a samurai vs. ninja showdown fighting game, but after watching the TV show American Dad I was given inspiration to create an alien game. And thus Gabe was born. I drew up designs of the characters and the splash screen to see what it would look like.

Structure Diagram

The basic flow of the game is quite simple, so it won’t be any trouble when it comes to scripting the game. The splash screen leads off in 3 directions; Play, Help and Quit. Play takes you to the game and if you win it takes you to a separate page called Winning Page, and if you lose it takes you to the Losing Page, but they both lead you back to the splash screen. Help leads you to the Help Screen and gives you information on how to complete the game, and Quit simply quits the application.

The Game

Creating the game itself was tough because of complications like missing files, coding, and etc. but I managed to complete the game and the scripting on time. I used Photoshop to design the backgrounds and characters and then imported them into Director so they could be placed accordingly. The different screens were also created in Photoshop and the navigation buttons were simple words typed in on Director. I used coding from one of our old tutorials to allow my characters to move the way I wanted them to, such as a wall hit script and a movement script.

8 Minute Pitch

I was worried at first that I wouldn’t be able to finish the pitch in accordance to the time limit that we had, but I managed to finish the video on time. Firstly I described my influences of my ideas and the 3 games that I took aspects from, and then went on to discuss my views on why I believe this game will hit the market by storm. Next I talked about the target audience, and went on to explain about availability and different platforms. I was really nervous about trying to finish this to meet the deadline but the time was met and I am happy with the overall progress.


Structure Diagram

Examples of Finished Designs for Game





G.A.B.E. Initial Designs


Principles of Game Design

1.     Focal point – This principle is self-explanatory. The player has to understand what his focus is in the game and whether or not the focus is kept as the game progresses. An example of this is in Oddworld: Abe’s Oddysee, where the focus is always kept on the main character Abe and his quest to rescue the Mudokons, while completing the tasks set for the player.

2.     Anticipation – This means that the player must be informed that something is about to happen, whether it would be through visual or audio means. A clear example of this is in the game Metal Gear, when Snake is seen by any of the guards a loud ping sound occurs and an exclamation mark appears above the guard’s head, showing that Snake is in danger.

3.     Announce Change – The meaning of this is to let the player know where he exactly is in the game and keep them in control. This principle is often overlooked, but is necessary for the player to be aware of the change. Examples of this are in many games but to specify, Abe’s Oddysee uses this when you rescue a Mudokon and a number appears on the top of the screen, signifying that you have rescued that many Mudokons in total. Also in Metal Gear when Snake collects ammo or weapons the number or name of the gun appears to show he has collected that many of that item.

4.     Behavior and Believable Events – This means that the characters and events must behave according to the expectations of the player, and the actions and behaviors of the game itself must satisfy the player’s logic. An example of this is in Tenchu: Silent Assassins when the player uses flash bombs to blind the guards and get away, the player expects the guard to be disorientated.

5.     Overlapping Events and Behavior – The game needs to be interesting and not only have one change occur at a time. This appeals to the player and helps the overall dynamic of the game. A good example of this is in Abe’s Oddysee when Abe uses his friend Elum to complete the puzzles ahead and finish the level.

6.     Physics – The player will play the game with a basic understanding of physics, so you should always adhere to the laws of gravity, weight, elasticity, etc. but at the same time not be hindered by it. An example of this is in Tenchu: Silent Assassins when the player uses his grappling hook to climb to the top of a building, and then performs sneak attacks by jumping off the building without taking any fall damage.

7.     Sound – Sound is key to set the scene for the player, to let him know where he is and what is going on around him. In game this can range from sound effects to background music. A perfect example of this is in Metal Gear, where the music is quiet and calm until Snake is seen by a guard, and the music changes from calm to hectic and loud sound effects accompany the background music to signify the danger and suspense.

8.     Pacing – This means that the player should always have diversity and be given a choice of whether or not he performs a certain action the right way or the wrong way. This can include areas of high concentration accompanied by shorter areas with a straightforward goal.  One of the examples of this is in Tenchu: Silent Assassins where the player can choose to either fight the guards head on with power attacks and light attacks, or he can choose to assassinate the enemy silently as to not draw attention.

9.     Spacing – The player needs space in his environment to exact the right move and thus complete his task. You must consider the right elements for what the player is about to encounter. A good example of this is in Metal Gear when Snake moves into a new room and guards are patrolling the area, so the player must use the environment to either sneak past the guard or fight them.

10.            Linear Design Versus Component Breakdown – Linear design means to solve the challenges as they come, which can lead to loss of focus but provides creative solutions to the game. Component Breakdown provides insight into primary objectives and allows for logical thinking, but can restrict innovation. This doesn’t necessarily mean you use one and not the other though, as one method can be more appropriate than the other at times. Examples of component breakdown are in both Metal Gear and Tenchu, where the character has the choice to either face the enemy head on or attack silently. An example of linear design would be Abe’s Oddysee, where the character has to solve puzzles or defeat enemies to enter the next level.

11.            Player – This means to help the player contribute to the experience, either by making the player feel empowered throughout the game or to simply blow them off their seats. An example of this is in Abe’s Oddysee, where the character can transform into the Mudokon god Shrykull to defeat the enemies in the level.

12.            Communication – This means to question whether the player is using the correct move to complete the task, or is the player being pointed in the right direction. A good example of this is in Abe’s Oddysee, where the environment is shaped to always point the player in the right direction.

13.            Appeal – An important part of game design, as it establishes whether or not your game idea is compelling enough to keep playing or, to put it simply, if the game is boring then do you want to keep playing. This could mean when punches actually shake the screen, or the sound is affected by elements in the game itself. An example of this is in Tenchu: Silent Assassins, when your character is attacked by a guard, the screen shakes to accommodate the pain your character feels, and thus makes the game feel more realistic.

Screenshots of my chosen 3 games











Tuesday, 6 March 2012

Game Concept Design Research - 3 Comparable Games


Oddworld: Abe’s Oddysee

Abe’s Oddysee is a cinematic platform game created by Oddworld Inhabitants and released in 1997 for the PlayStation, and later for DOS and Microsoft Windows. The story begins with a Mudokon called Abe, shown to be forced into slavery by the evil Glukkons and work in a factory called Rupture Farms. Upon overhearing that the Glukkons are going to harvest the Mudokons for meat and sell them for profit, Abe immediately escapes from the factory. A Mudokon called Big Face appears to Abe in a vision, telling him that the Mudokons are the ‘chosen race’ and need to be rescued, but Abe needs to complete the trials in order to gain the power needed to rescue them. After completing these trials, Abe is bestowed the power of transforming into the Mudokon god Shrykull and then sets forth on his quest to rescue his brethren.

The game itself is a 2D dimensional platform game and the game progresses by reaching the end of the screen, thus continuing to the next level. Abe is able to complete set actions, such as running, jumping, etc., but he also has a few unique abilities, such as Gamespeak and possession. Gamespeak is the name of the interactivity that Abe has towards the captured Mudokons, allowing him to tell them to wait or follow at his command. Abe is able to possess a certain enemy creature called a Slig, which is found numerous throughout the game, and this proves useful when activating traps or attacking other Sligs. Abe is also able to interact with his animal friend called Elum, a mule-like creature, which enables for increased mobility and jumping.

I have chose this game in particular because of the 2D puzzle theme that it follows, e.g. Abe uses his power to open a door and passes into the next level, in which it gets more challenging. This is an element that I would like to use in my game, not just for effect but also because this particular element allows the gamer to engage on the task at hand and focus on the primary character, which could allow for the gamer to get blindsided by something else. In my game an example of this would be something like, the alien passing through closed doors and suddenly an alarm trips, which alerts the security guard to his whereabouts, thus the player loses the game. It’s the repetitiveness of the level and the gameplay that helps engage the player and focus on the primary character that I believe will help make my game successful.

Metal Gear

Metal Gear is an overhead military action-adventure video game released for MSX2 in 1987 and later for the Nintendo Entertainment System (NES). This game is considered to be the progenitor of the stealth game genre. The story begins with FOXHOUND leader Big Boss sending operative Solid Snake into Galzburg, South Africa to rescue Gray Fox and carry out his mission. After meeting up with resistance leaders Schneider, Diane and Jennifer, they rescue Gray Fox and he tells them of a machine called Metal Gear, capable of launching every nuclear warhead in the world. He also tells them of the group Outer Heaven, who plan to use Metal Gear in order to establish a new world superpower. Snake fights through Outer Heaven forces throughout the game and dodges traps, but realizes the traps are too precise and begins to question his mission. Soon after, Big Boss acts strangely and tells Snake to abandon his mission (in game Big Boss breaks the forth wall and tells the player to turn the console off) and this leads to Schneider being ambushed and killed by enemy hostiles. Snake eventually neutralizes Metal Gear before it reaches completion, and before long Big Boss is revealed to be the leader of Outer Heaven, using his military connections to steal intelligence and fund his own activities. They engage in a fight, and upon losing to Snake he sets a self destruction timer off, attempting to blow up the facility with Snake and him inside. Snake escapes from the facility and the game ends with a message from Big Boss exclaiming that he will meet Snake again.

The player must navigate through the levels by avoiding visual and direct contact with the patrolling guards. If seen at all by the guards, the game enters the ‘Alert Mode’ in which Snake must escape. There are two different ‘Alert Modes’ in the game, the first being guards with single ‘!’ marks above their heads, and guards with two ‘!!’ marks above their heads. The single ‘!’ means that only one guard is wary of your presence and can be avoided by moving to a different screen. The double ‘!!’ means that all guards are aware of your presence, and you can only avoid them by defeating all the guards, moving to a different floor or just simply walking outside. The player starts off unarmed but eventually gains use of heaps of firepower and ammunition, such as the RPG-7 rocket launcher. The game consists of 3 different buildings, each with their own floors and basements, and Snake must access each building to progress, while also rescuing hostages for extra capacity and ammunition.

The aspect of this game that I have chosen to include in my game is the stealth movement. What intrigues me about this game is that it basically started off the stealth genre series with a simple design; hide and you won’t be seen and also avoiding the traps set out for you. In my game the example of this would be, the alien uses his powers to allow him to pass through tripwires and laser grids, while also not being caught by the security guard. This is another game that has inspired my game’s main aspect and it was a good choice.

Tenchu – Stealth Assassins

Tenchu is a stealth game developed by Acquire for the PlayStation in 1998. The game incorporated stealth as a major aspect instead of running in recklessly, which made the player think twice about his/her actions. The game takes place in feudal Japan with a pair of ninjas, Rikimaru and Ayane, who are members of the Azuma ninja clan. The two work for the heroic Lord Gohda, and work for him as his secret spies to root out corruption and to gather intelligence in his province. However, the evil demonic sorcerer Mei-Oh seeks to destroy Lord Gohda, and using his demon warrior Onikage who wreaks havoc throughout Gohda’s province.

The gameplay differs depending on what character you choose. Rikimaru, armed with a single ninjato, is stronger than Ayame but relatively slower. Ayame carries a pair of tantos and is faster and has more combos than Rikimaru, but is the weaker of the two. All of the levels take place at night to compensate for the technical limitations of the PlayStation; the game's high rate of redraw is reduced by setting events at night and reducing the distance the player can see. Both characters are armed with a grappling hook, which allows them to zip up to the tops of buildings and move freely across rooftops, which gave the game a sense of verticality that was rare among most action/adventure games of the time.

This is another stealth game that has influenced my ideas for my game because I like the idea of using dark areas to conceal you, which is an aspect I will be using in my game. For example, the alien could use a shadow to cloak himself as the security guard tries to find you. This will be a common theme of my game and will be very useful for the mechanics of my game.