Tuesday, November 12, 2013

Homework 14: State Diagram

State Diagram: Game
Main Menu
            -Click Play
                        Player Mode
                                    -Click Multi/Single Player
                                                Level Select
                                                            -Click Level 1
                                                                        Spawn Player on Level 1
                                                                                    -Time terminates
                                                                                                Player Mode
                                                            -Click Level 2
                                                                        Spawn Player on Level 2
                                                                                    -Time terminates
                                                                                                Player Mode

                                                            -Click Level 3
                                                                        Spawn Player on Level 3
                                                                   -Time terminates
                                                                                                Player Mode

State Diagram: Astronaut
Astronaut is Spawned
            -Movement button is clicked
                        Astronaut is in motion
            -Jump button is clicked
                        Astronaut is in  air
                                    -Jump button is clicked
                                                Astronaut in performing double jump                       
            -Attack button is clicked
                        Spear is thrown
            -Hit and damaged

                        Player dies/Astronaut is Spawned

Wednesday, October 23, 2013

Homework 12: Task Assignment 1 (10/17-10/24)

MY TASK ASSIGNMENT for our team is to come up with a working skeleton level that can be populated with logic and models made by my teammates. The theme of the level will be a lunar colony but that can change at any time.

I'm am Rigging the gameplay camera as I go, and by the time I am done (by this weekend), there will be a base level that will be playable.

Here is the link to the level.

Press NUM0 and then P to play the game. A and D move the character dummy and W makes him jump.

Monday, October 7, 2013

Homework 9: Balance

Our space fighter game uses all elements of balance to make sure that the player experience is desirable and lines up with what we as the designer wants.
The game will be asymmetrical when it comes to fairness. The player will be outnumbered the majority of the time, so the player will have to outsmart his or her enemies to level the playing field. As the player becomes used to the layout and gameplay of the game and starts to advance, the levels will advance in difficulty, keeping the Challenge vs. success ratio in balance. The further the player advances, the more enemies appear. Choices available to the player to take said enemies out are along the lines of which enemy to attack first though these choices are limited.
There is no chance in this game as it relies solely on the player's skill. There is also very little thinking in the game as the main objective is to kill as many enemies as possible, as quickly as possible, and it is because of said objective that this will be a competitive game against other players and computer-enemies.
The game will not last too long, but will be long enough so that the player has time to learn the use of the moon's gravity and tools against enemies. The game could be score based by how fast the player can beat a level, giving the player a rating at the end of each level. The player will be punished by when he or she dies, he or she must start the level over. This will create a fear of death within the player and he or she will become cautious.
When it comes to freedom, the player will be able to explore the 2d plane he or she is restricted to all the while being pointed to the main objective. The game play will be simple enough so that anyone can pick the game up and start playing. The art in the background will lean toward the complex side of the spectrum though. The moon will be the main stage for the levels, so this will be the most detailed part of the game, however, the space in the background will engender imagination from the player.
So as we try to keep all these elements in balance, we will create a fun fighter for gamers to enjoy.

Monday, September 30, 2013

Homework 8: Chapter 10

Chapter 10 Questions and Answers

1.) Is the Space in your game discrete or continuous?

As you know, we are designing a platforming fighter where the player will have control of a astronaut fighting different enemies as he transverses towards an objective. The space of gameplay will be continuous as he or she can freely move within the boundaries.

2.) How many dimensions does your space have?

The player will have only 2-dimensional movement accessibility, but will be playing in a 3-dimensional world. Elements of the world may have full 3-dimensional movement. 

3.) What are the boundaries of your space?

The boundaries will be defined as an invisible rectangular box  placed on the surface of the moon with access to the backside being blocked off by some object, the end of the course being the ending objective, the ground for the bottom, and the top leaving the moon's gravitational field.

4.) How many verbs do your players (characters) have? What are they?

Verbs are considered the actions of the player and the player will be able to:

All together, that is four actions, or verbs, that the astronaut can perform. My teammates may mention more actions.

5.) How many objects can each verb act on? What are these objects?

The two main objects that the verbs will act on are the ground or surfaces of different platforms (for jumping and moving) and aliens or enemies (for the striking or throwing). Jumping may be able to be used on the enemies as well.

6.) How many ways can achieve their goals?

The number of paths to reach the end of the level depend on said level. One level may be very linear, only having one or two paths, or the level may have more and different paths may be shortcuts to the end. However, there are virtually infinite ways of disposing of enemies with the variety of weapons.

7.) How many subjects do the players control? What are these subjects?

The player only has one subject that he or she can control which is the main character, the astronaut. Have more subjects to worry about would not make much sense in our fighting-platforming game.

8.) How do side effects change constraints?

As the combating astronaut, the player will have to achieve an objective that usually will be placed at the end of the level. The path(s) to get there will have enemies waiting to assault the player creating a constraint of a blocked path. Once the combating astronaut defeats an enemy, the path will become available for the player to travel on.

9.) What are the operative actions in your game?

The player will have access to the four operative actions of moving, jumping, striking (swinging), and throwing which will be used in combination to achieve the objective. The enemies will have similar operative actions that will be used against the player.

10.) What are the resultant actions in your game?

The player's operative actions will create the resultant actions of providing an advantage over an enemy, fighting and defeating an enemy, and reaching the objective in which the level will end. The enemies primary resultant actions will be blocking the player's path and ending the astronaut's life, causing the player to start over.

11.) What actions would you like your player to do that they cannot presently do? (based on your current knowledge of blender)

Everything that we want the player to do is currently able to be performed within the blender game engine with the exception of running the game in a custom engine.

12.) What is the ultimate goal of your game?

The ultimate objective is to defeat all enemies of the Lunar Space Colonies.

13.) Are there short and long term goals? What are they?

There are short term and long term goals that the player will focus on achieving. The short term goals will be the individual level objectives as well combating and defeating the enemies that block the player's path. The long term goal is the completion of the entire game which will be independence from whatever oppresses the moon colonies, whether it be aliens or earth.

14.) How do you plan to make the game goals known and understood by the player?

The player will be notified via text of what the goals will be. The player will quickly understand once the game starts and he or she transverses the level.

15.) What are the foundational rules of your game?

The foundational rules are as followed:
1. The player will have to stay within the boundaries of the levels.
2. Any actor of the game will not be able to transverse through objects.
3. The player is restricted to 2-dimensional movement only.
4. The current level must be completed before moving to the next one.

16.) How are these rules enforced?

The mechanics of the game engine will ensure that all of the foundational rules are enforced to where it will be impossible to break them.

17.) Does your game develop real skills? What are they?

This game, as with any other fighter or platformer, will develop reaction time and hand-eye coordination. 

18.) Does your game develop virtual skills? What are they?

Currently there are no virtual skills for the player to develop, but we may implement a weapon upgrade system to where a sword may do more damage after a certain amount of enemies perish from it.

Wednesday, September 25, 2013

Homework 7: Blender animation in the game engine

Here, I have made a simple crane animation. In the background, you can notice model space stations. I have made the surface of the moon for my scene. The camera being viewed through is parented to the crane and I have made the space station in another blender file. The crane has two types of materials.

The crane model can be modified to fit into a level as part of the platforming aspect. The player can use it to his advantage to jump higher or escape enemies.


Monday, September 23, 2013

Homework 6: Chapter 4-5

  1. For each of the four elements of the Tetrad, explain how it is addressed by your game. If one of the four elements is not used, please state this. 
The Lunar world and scenery of the environment adds to the aesthetics. The designs of the surrounding colonies with a few still under construction will give the appearance of a group of people separating from Earth. The fragile appearance of the space suits will force to user to be careful when piloting the avatar.  Even if our models will not turn out to be highly detailed, they will be detailed enough to portray the mysteries of space, mainly from the surface of the moon and the imminent future of human civilization.

 The story will have a broad scope on the time period and will focus less on the actual character the user will be controlling. The game will be set during a time when the lunar colonies are breaking away from the earth, mirroring the American Revolution, and as one of the lunar civilians, the user takes his or her stand to fight off the united countries with the tactical knowledge of the forces governed by the moon's small gravitational field.

We will be using blender for most of the modeling and game making, but we will also use ogre for the multi-player aspect. Ogre may as be used to play the game as well, but that is still in debate.

Our game will use the lunar gravity physics mechanic as the center of gameplay. The player will quickly realize how movement and actions on the moon's surface is very different from earth's gravity. Another aspect of the gaming mechanic is the use of unorthodox-ed weaponry. The player will have the ability to pick up a variety of weapons to attack his or her enemies with.

     2. Do the four (or less) elements work towards a current theme? 

All of these elements work towards are game's theme.

    3. In your own words, describe the meaning of a "theme", and how does it differ from an "experience" (see book for examples in Chapters 2 and 5. 

          Theme is the unifying idea that ties all of our game's elements together into one package. It is the reason each of the aesthetics, story, technology, and game mechanics were chosen.
          The experience is what the player will undergo as he or she will play the game. The experience will tie into the theme as we want the player to experience what has been drawn out by our reoccurring theme.

    4. What is your game's theme? 

The theme is the independence of the lunar colonies and how they go about retrieving it. 

   5. What are the elements in your game that are meant to reinforce this theme? 

The game mechanic of lunar physics reinforces the theme's implication of the colonies using what they have to fight back. Also using what weapons the player can find shows desperation-driven ingenuity his or her character has come up with to fight his or her enemies. The scenery of space in the background with the makeup of colonies being constructed will give personality to the lunar colonies.
   6. What is it about your game that you feel makes it special and powerful?

There have been games in the past that experimented with gravity mechanics, but the game we are designing has the factors of use of unusual weapons, a great story, and a unique map for the player or players to fight on.

Tuesday, September 17, 2013

Homework 4: Teamwork

Here are the questions to answer:

  1. Do you love your project/game. If not, how can that be changed?
Love is a strong word. I am very fond of our project, yes, but I feel like it needs to be developed a lot more with more input of ideas from the whole team. We are centered around one idea, but I would like to add more ideas from all the members.
  1. Does the team as a whole love the project? If not, what can be done? 
It would seem that every one is just accepting the idea rather than being thrilled about it. It is an interesting concept that we just went with, but the more ideas we get from each teammate, the more appealing the project will become.
  1. Are the team members communicating with each other?
Yes, we are communicating, though not on the level we should be. I believe we are communicating enough to produce a solid game, but during the semester, we will start meeting up a lot more.
  1. Does the team have a regular meeting schedule? What is that? 
Are meeting schedule is a brief brainstorming session before and after each class.
  1. Describe the modes of communication between the team members. 
The most efficient way we all communicate is through text. The most important way is through the google docs though.
  1. Regarding game documents, what must be remembered while designing your game?
The roles must be remembered. We all have designated parts to play, and if we do so efficiently, a beautiful Space-Fighter-Platformer genre will manifest.