Game theory – game mechanics

something that a player can do in a game, such as, moving, talking, jumping and shooting.

Call of duty – Some mechanics that are used within call of duty include things such as:

  • Jumping/mounting/climbing. – you use this in order to gain access of higer parts of them map
  • Shooting/aiming/reloading
  • Running/walking.
  • Crouching/prone position.
  • Throwing/placing.
  • Switch weapons.
  • Knifing/punching .

The video I watched – https://www.youtube.com/watch?v=ipqfyCCtsxk]

FIFA – Mechanics used in FIFA include:

  • Sprinting/walking/side-stepping.
  • Passing/tackling/shooting.
  • Changing direction.

The video I used – https://www.youtube.com/watch?v=HvA7K6uBy7o

World of Warcraft mechanics –

  • Change the P.O.V.
  • Strafe right/strafe left
  • Shoot/use ability.
  • Inventory/items.

Video I used – https://www.youtube.com/watch?v=1sH9-XTp274

Mechanic cycle:

A mechanic cycle is a tool in which we can use in order to determine how successful a mechanic will be when implementing it within a game. The best mechanic is implemented in the game and is used to see how they work. If the mechanics is successful then they can adjust it and make it good in any way that they can.

Call of duty game mechanic cycle. Aim and shoot > kill and enemy > Gain experience points > Gain experience towards kill streaks. The more times you do this the better kill streaks you will gain access toMechanic cycle..PNG

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2d – Using illustrator.

In this lesson we developed different skill within adobe illustrator. The orange patterns was what we started off doing, we were using the pen tool to experiment what different things you are able to do with it. The shapes with the stars and the circles show the different things you are able to do when you place to shapes on top of each other.
blog-post

What is the task?

What is the task?

We are being asked to produce a blog in which we have to have the eyes of an indie games designer, in which we have to investigate interactivity, audio and visual production. The theme in which we must include 2D mythology. We can base it upon the genre of our choice.

Task 1 – we have to research; sound in games, visual production and interactivity in games. After this we have to collect research based around mythology and other game genre’s using both primary and secondary research. After this we will be creating a bibliography including the following things; Mind maps, mood board, screen shots, game ideas, level design, UI design.

Task 2 – For this task we have been asked to produce a creative proposal for your level in which has to include these things.

  • Name of your game.
  • Show how the game will work.
  • Ideas generation, which will include things such as sketches, mood boards and UML diagrams etc.
  • Visual assets.
  • Audio assets.
  • Interactive assets.
  • 9 week development plan.

After we have completed this we need to think about the research that we have done and keep evidence along the way so you that you can upload it and prove you have researched what you have done. This will all be needed at the final deadline.

You now need to gather your research and create ideas for your final pieces, this is ideas generation. Again needs to be kept track of and posted in the blog as you go. Some of the things that you can do as part of your ideas generation include:

  • Mood board or photo bashing.
  • Level ideas, create a few different ones.
  •  UML diagrams, activity diagrams or flow diagrams.
  • UI planning in which you have to implement into your game at a later point.
  • Sound ideas.
  • Mechanic ideas.

After this has been completed we now need to create a prototype level and how its going to work. Where you are going to put things ect. You must use all of your research and ideas to create a final prototype of your game. Things that you need to be able to think about is:

  • Game environment.
  • User interface.
  • Graphical assets.
  • Audio assets.
  • Interactivity assets.

Task 3 – As per usual task 3 you have to write up a final evaluation. But even still you must include these things in your blog:

  • You must keep an evaluative development blog in which you have to keep updated during the course of your project.
  • After you have gone through the course and are approaching the end you must produce a final evaluation in which has to have the following included;

The effectiveness of the audio solution that you have added to your game.

The effectiveness of Visual solutions you have added to your game.

The effectiveness of interactive solutions used in your game.

 

 

Unit 1-2-3-4 final evaluation:

Evaluation unit 1-2-3-4:

For unit 1-2-3-4 I had to produce different pieces of work for each sector based around games development. Here is the names and details of the pieces of work I have completed for each sector.

For 2D art;

  • Carnival characters for 18+ audience and enemies – For this I had to create two character for an 18+ audience, so what I did for this was make some clown, but made them look scary by giving them small eyes, weapons and scars, this would not be suitable for an under 12 audiences because it may scare young people.
  • Characters for under 12 audience and NPC’s – For this I did some speed sketches of what I thought an audience for people under 12 would enjoy or like, an example of this is by giving one of the character’s big eyes so they look ‘cute’ and if I was to improve on this I would use bright colours because it catches young people’s attention.
  • Level design – For this I had come up with or sketch my own platform game level, so for this I made a 2 level platform level, also made some tile sets to show how if I was to make a platform game, how I would put it together.
  • 2D carnival game assets – For this I had analysed different games and took things from it in which I could use for my own carnival related game.
  • Animated sprites – We had to make carnival assets in which had to be related to the theme, also having to implement into our game. So I created an animated juggling ball along with a sprite sheet so the ball spins in the game.

For 3D digital art –

  • Carnival themed 3D models – For this we had to create our own carnival related model, I made a baseball you see baseballs in carnivals when you take part in the famous coconut shy game.
  • Hand painted texture – We had to create a texture in Photoshop and using shading, something that we could then place onto our 3d model to make it look more realistic. For this I made a wood grain texture in which I had wanted to apply to the crate in which we made right at the start of the course.
  • Photo realist materials – For this we had to get real textures such as wood or leather and apply it to a piece of work that we had already produced. I implemented a white leather material on my baseball, this makes it look extremely realistic.

For programming –

  • UML diagrams – For this we had to create a UML diagram in which we did not finish our lesson on, I did struggle on this and is defiantly something I can improve in the future.
  • Unity vs UE4 – Simply for this you had to compare which programme you preferred and evaluate them both to come up with a conclusion. In my comparison I compared things such as the price and different platforms you are able to make games for. All these play huge factors in the gaming industry in today’s world.
  • Pseudocode – Pseudocode is very simple in the fact that it is code but in an extremely simple form, basically explaining what is happening in the game but on different lines. For this I wrote a simple Pseudocode explaining how the game ‘pong’ works and how things are implemented within the game.
  • Flow charts – Flow charts is also something I’m not too keen on, by the simple fact that some of the shapes can be misleading and hard to understand. An example of this is when I created a flow chart related again to the game ‘pong’ You would have so use shapes such as Ovals in which signify the start and beginning of a command.
  • Class and objects – We had to identify class and objects from within code. An example of this would be Stripy_Cat in which you would think in a game would just be a stripy cat, but this is an object.
  • Using variables – We had to learn what to look for and how to use variables within Pseudocode and normal code, they sound like they are similar things, but when put into code the act differently to each one.
  • Movement collision – We learnt about movement collision in which does what is says in the tin. If you were to run up to something and push it, depending on the Collision components or gravity in which you add to an object, would it move or not?
  • Importing sprite and models – We got given a sprite sheet, in which we had to import from Photoshop into unity. After we did this we were shown how to create an animated movement, which helped us when we had to implement something like this into our game.
  • Simple physics – Simple physics is physics in which you can apply to an object which will make it react in different ways, an example of how I used this is by putting a circle collider on my ball, this make it so the edges of where the ball would bounce would simulate that of a real box. For instance, if I had put a box collider on it, it would have reacted differently and would have not made the same movements as a ball.
  • Instantiation – An Instantiation is something within a game that is the same as something else but is named something else for example of you were making a game in which you had a fat cook, in code it might be named as ‘White_chef’ this is what is called an Instantiation.
  • Collectables – We had to include collectables within our games that we produce, such as Powerups that increase the ball size. So the way in which I implemented this within my project was making it so when the ball in my ‘pong’ game hit the power up, it would destroy itself and would increase the speed of the ball making it harder for the opponent to hit the ball.

For game theory –

  • Job roles (mind map) – Create a mind map of different job roles, so what I did for this was research the different jobs within the gaming industry and list them all on a mind map.
  • Different games development job roles – This is the same and the job roles mind map in the fact that I found all the jobs I could within the gaming industry and made a list of them and explained how they can be useful/ what they do.
  • Pros and cons of different employment opportunities – List the different positives and negatives of employment opportunities and hand wrote them down and then later applied it to my blog.
  • Mind map, showing games careers identifying and describing different jobs in the industry – I used a mind map that I had created previously and listed the jobs down, from this I was able to describe how the jobs in the industry work and what you need to know about them.
  • Choosing 5 job roles and identifying job specifications for each – For this I choose the 5 biggest jobs in the gaming industry and listed all of the things that you need to be able to get a job within the certain job roles that you want, and how much you get paid, what they would want to see from you if you were to be employed.

Throughout the project we had to research and design skills, for example, you could research by looking at photos or watching videos in which help me by coming up with my own unique ideas. An example of this, is when we sketched out our 2D platform game. I took a picture from Mario, took the tunnel/pipe system and made my own version which looked different but acted the same way. This helped me and my project because I wouldn’t have been able to come up with a lot of the things I did on my own, it’s always nice to have something in which you are able to use as a reference. But most importantly you have to say that you used it as a reference and not copy it because if you do, you could breach the copyright of the product.

Throughout this project we had to use a variety of different tools in which include things such as in 3D modelling an ‘extrude’ tool, this was something new, also something in which I had never learnt before starting this course. Some of the tools I used and how they helped me include the graphics tablets and them having pressure sensitivity, this allowed me to be able create drawing and be able to use different brush strokes and helped when shading. This came in handy when making the woodgrain, in the fact that some of the indents in the wood are deeper than others, in which I would press harder with the pen on the tablet. Another tool in which I found extremely handy when doing this project was the ‘inset’ tool in which I used in 3D modelling. The way in which I used this tool was by creating my crate. The way I used it was making the sides on the cube smaller and making them inset within the cube this then made it look as if the outside of the crate was structured with wood or metal, in which is what I wanted because that was the point of creating a crate.

How well did I meet my audience’s need? Personally I tried my best to meet these need and I can say from my point of view that my over 18 characters did look scary and from experience look like clowns from an 18+ game. They also look scary because of the small eyes and scars they have all over there body. Another factor in which makes it for the 18+audience is because they carry weapons in which signify violence. For this I did some speed sketches of what I thought an audience for people under 12 would enjoy or like, an example of this is by giving one of the character’s big eyes so they look ‘cute’ and if I was to improve on this I would use bright colours because it catches young people’s attention. Overall I think that I would have met all of the audience’s needs.

I feel as if my knowledge in 3d modelling and the baseball that I had made worked really well in the fact that it was extremely easy to make, but on the way learning different tools I hadn’t used before, this will hopefully help me make something more complex in the future, another thing that I think worked well was the score within my game of pong, because it works perfectly and is coded to reset when it reaches a certain value. Things that I feel did not work very well include my drawing, I can tell you now that I was not raised to be an artist, I try my hardest in the fact that I attempt to draw things with the best possible details that I can and try to make it look as good as possible.

I made my first interim deadline easily, but there were a few pieces of work that were included for the 2nd deadline in which I was not aware about, unfortunately I fell a bit behind and tried hard at home and in college, spacing my time around work to catch up on my work especially as I knew the final deadline was approaching. On my peer review feedback sheet it mainly specified these thing, the fact that some pieces of work were missing.

I feel that I have taken part extremely well with the lack of group activities we have completed as a group, when assessing people’s work, I do try to spot everything I can about what they can improve on, not in a bad way but so that they can get their work up to standard, I just assume people would do the same for me.

How could I improve my work – Personally after looking back over all of my work I ca honestly say that when it comes to 2D drawing, I should watch videos or perhaps learn from other people on how I can make my work better and maybe up to an extremely high standard. Another way I could improve is spending more time on evaluating my own work and state Cleary what I have learnt and how I can improve in any way. Overall I’m really enjoying the course and can’t wait to see what challenges are up next for me to tackle.