Tuesday, December 4, 2012

Sound Design: Alpha Level

For the last spring before Alpha, I was assigned to produce and submit the sound design for our game. For Alpha, I created this list of foley and non diegetic sound effects that would be necessary for the initial build of our game:
  • Collection
  • Running footsteps
  • Hitting the ground
  • Ledge grab
  • Loading Screen Music
  • Victory Noise - Gong
  • Victory Noise - Objective Complete
  • Combat woosh
  • Double jump
  • Glide
My previous experience with sound design was with the course Machinima. As the director for both the short and final film in the class, I did a lot of sound design to have the correct natural and thematic music and sound effects.

Finding the clips took a large amount of research and comparison. It was interesting to me, because unlike the film projects I worked on previously, the sound I found for the game would likely be heard by the player multiple times. With that in mind, I had to find sounds that in some cases would sound natural and realistic when played together with other sound effects or when looped.

I used Audacity to manipulate and clean up the audio. With the effect controls, I changed the pitch, tempo, and length of the clips. Even the shortest audio file like the 'hitting the ground' sound effect required precision manipulation and work.

I enjoyed the process and look forward to seeing where I can improve in the coming weeks as we add more elements.

Ross

Tuesday, November 20, 2012

Alpha Prioritized To Do List

Here's the comprehensive prioritized list for our team for Alpha. There were some important design aspects that I'm glad I got to cover with the group - Getting the group to communicate on the most important features of our game is important and I'm glad I was able to help keep the team on task.

I'm looking forward to working on the sound design and user interface features in the upcoming sprint.

We have 9 days to get this sprint done. With Thanksgiving break, I think we should realistically have 10 / 14 of the tasks or features complete by next Thursday. It's gonna be close, but I know we can do it.

Ross


Alpha Prioritized To Do List
1.      Level structure : Max
a.       Objectives
b.      Layout
c.       AI storage
d.      Lighting
e.       Set Pieces
                                                               i.      Cemetery
                                                             ii.      Lighthouse
                                                            iii.      Buildings
2.      Collecting System – scrolls with counters, items : ART & CS, Mavin
3.      Animations – 10 different types of movement (done) : ART, Paulo
4.      Parkouring – climb cliffs, shimmy (done) : ART
5.      Ability/Skills – double jump (done), acquire : Blake
6.      Enemy – guard (done) : CS, Ron
7.      Way Points - “Purple lighting” to objectives; markers : Ron
8.      Combat – physical attack, magical attack (done) : Blake
9.      User Interface : James, Ross, Blake
a.       Flow chart
b.      Main Menu, In Game Menu
                                                               i.      Options, 1 Player - Multiplayer, etc.
c.       HUD
d.      Player Log-In
                                                               i.      Programming: Blake
                                                             ii.      Art – Functionality : James
10.  Sound : Ross, Adam
a.       Atmospheric
b.      Non-Diegetic
11.  Lighting (done) : Thaddeus
12.  Particle system – double jump : Thaddeus
13.  Clothing – hat for enemy guards : Kelly, Adam
14.  Loading Screen : Max

Scrum Meeting Results 11/15


These are the Scrum meeting results for our Thursday meeting. Everyone's progress is noted.
Scrum Meeting 11/15/12

Blake – better visual effects (not met)

Derek – Idle and update older animations

--Comprehensive list of animations--

·         Run

·         Idle

·         Vertical Wall run

·         Black flip off wall run

·         Horizontal wall run

·         Grab

·         Climb

·         Falling

·         Landing

To-Do

·         Shimmy

 

 

James – button mapping, dragging, HUD examples (not met)

Adam – Projectile system basic completed, AI searching (not met)

Paulo – rotating, front flip            

Ron – Tools and forms for later on, astar algorithm, AI pat

Ross – business plan (done), business done before end of the year, Game Design Doc, To-Do: Wiki, business law

Mavin – Code reviewing. Refining work

Thaddeus – lighting system (not met)

 

Not Present: Max & Kelly

Kelly –   To-Do: Modular objects – build cemetery and lighthouse  // Not accounted for

Max – Review art, research  // Excused

 

 

 

 

Thursday, November 15, 2012

Design: Real Talk from Rahjur

Today was my 1:1 with Roger Altizer in class.

We discussed my role in the class as well as the state of the game we are working on. I'm really surprised by how much the idea has changed over the semester. When the game was pitched and accepted, multiplayer based Mario Kart parkouring was the big draw.

After MP was shot down (for logical reasons), we transitioned to a single player more stealth based ninja title. Over the course of the next few weeks, we realized that parkour and free running were our real bread and butter.

Talking with Roger today, a couple of key things were brought up that I feel are important for our game.

1. "Good Design solves a problem" -- Roger Altizer
http://twitter.com/Romar55/status/266678313790095360

I tweeted about it because I felt like it really framed how I need to approach my role as designer. One of the reasons we chose to embrace parkour was because we really wanted to focus on the non violent aspects of our game. With Avatars, we're limited to what's permitted with the characters and choosing to focus on movement gives us more freedom.

It solves a problem, but not completely. In order for our game to have a purpose, I need to really consider why the player will want to move around on the rooftops and natural terrain. Roger had a good word for that - payoff. What is the payoff for the player to be doing these actions?

2. Don't be afraid to express yourself on your blog.

I'll admit it. I've been neglecting this blog. A part of me is anxious about writing in general (for the most part, I consider myself an above average writer, but it's a love-hate relationship), but a much larger part is nervous about writing something that will make me look inadequate.

Is it weird that I want to maintain a professional presence online? But that's where Roger corrected me. To paraphrase, it's more important to give off a sense of development or growth from the blog. Recruiters aren't looking for student devs who are all powerful, well rounded game makers.

They're looking for students who show marked improvement in a specific discipline coupled with a strong work ethic.

I mean, yes, obviously every recruiter is looking at potential employees in a similar way, but as a student, I'm here to learn and develop the skills I have. Failure is merely an opportunity for improvement. No one got to work in a studio without some decent amount of hardship.

That's all for now. (And writing that really wasn't that difficult)

Ross

Thursday, November 1, 2012

Sprint Objectives (ending 11/1/12)

I've almost completed my sprint objectives for the week:

  • Complete basic game design document
    • Print 4 copies for Thursday's class
  • Complete company business plan
    • Meet with Entrepreneurship Center on campus
    • Meet with Brock Jensen (Business student and company consultant)
    • Print 4 copies for Thursday's class
  • Document & Log
    • Team Razor, X Statement, Slogan
    • Official Company Name
    • Poll: Video Game Title (subject to change)
Our games gone through a lot of iterations and developments in the past week. Even just solidifying the concepts of where our game takes place and what we want to do with the avatar experience has gradually changed from the original ideas we talked about. Our game is a living, growing project, capable of moving in new directions and flavors. I love it.

Ross

Tuesday, October 16, 2012

Google Hangout Summary 10/16/12

Our team just got done with a 2 hour google hangout meeting. It was definitely a lot longer than I thought it would be, but it was necessary and we made a lot of progress. I'm grateful that the other leads and team members look to me for my opinion and creative ideas. I'm not very familiar with the designer role, but I'm very committed to making this project successful and most importantly fun. My old production background keeps showing its head when we tend to get off task and I try to give the team focus and direction. Whether we're in class or online, I can tell when we need to move on. I feel like I'm learning more about myself - I have a good ability at seeing the big picture and making sure that we stay dedicated to that vision. When I was in the pre-production phases of my initial pitch "Heroes of Rock" I had a good grasp of what we needed to focus on with AJ so we could get the prototype off the ground as well as what needed to be emphasized in the pitch. Focusing on the most important aspects of the game is now the task at hand with Ninja Royale and I'm happy to say we made significant progress tonight.

I've unofficially taken on the role as recorder for our team so here is the summary of what we discussed during the meeting in an email format I sent out to our group:

Friday, October 5, 2012

New Beginnings

It's official now: I am the lead designer on the future XBLIG title Ninja Royale (tentative name). While a part of me was saddened that I would not get to continue working on Heroes of Rock, the change makes a lot of sense. Having two designers/producers on the same project could be too confusing, complicated, or cluttered and more importantly unrealistic to the actual conditions project managers have to face in industry. Another reason the transition is sensible is the reality of the business world we live in. Very few people in management have the freedom to stay where they are if they want to move up in an organization. In my case, being on an entirely new project and finding what I can do to make the project successful will be a more productive and helpful experience in the long run. I know I'm not the only one who's a little disheartened at not being able to work on their pitched projects, but I'm moving on.

My New Game Developer Vows:

I am committed to making this new game great and putting in the time to learn what it takes to be a designer.
I appreciate the opportunity to be a leader in some capacity on this team and am excited to work with a new group of game developers.
I will put the time in to make this game fun and memorable.

Ross

Monday, September 24, 2012

Combat System

Thanks to my teammate AJ (http://foodiegamer.blogspot.com/) I recently read an article on Gamasutra about the process of creating and iterating a combat system.

http://www.gamasutra.com/view/feature/175950/the_fundamental_pillars_of_a_.php

I enjoyed how the article put the process of building a combat system into a simple and easy to understand module, but what really caught my eye was a comment by user Bart Stewart that described the external factors that can make conflict interesting:

"One thing I notice, though, is something that seems pretty common to combat AI in most games. Namely, that "tactics" is being defined here as really applying only to personal combat with internal resources. But tactics also refers to the smart use of external environmental elements to obtain and exploit a force advantage over an adversary.

This is mentioned indirectly by describing a "tendency" (presumably of novice combat AI designers) to want to allow multiple mobs to function as a squad, apparently just to make a game feel more "immersive" or to make enemies "feel human." It's a fair point that a small set of interesting choices is better than a big vocabulary of indistinguishable actions. But I think dismissing environmental tactical choices as mere "immersion" would miss some opportunities for offering more enjoyable combat play.

In addition to tactics enabled by internal resources -- e.g., HP/mana, cooldown timers, recovery delays, shields, movement speed -- environmental features can be resources as well. Line of sight may be the most common environmental phenomenon that characters can be programmed to respect, creating opportunities for movement and stealth tactics. But there are plenty of other phenomena that also allow tactically interesting character actions and choices: day/night cycles, rain/snow/fog, smoke, entrenchment (digging into the terrain), smell (what if you want to sneak past guard animals?), sound (the Muffle spell in Skyrim), camouflage, heat, pressure, radiation, mass, and so on.

Think about the Thief games. Both light and sound were functional environmental elements of combat AI design. By allowing characters (player and NPCs) to be aware of and make choices about these environmental phenomena, the range of interesting player choices possible -- and the coolness of what NPCs might do because they could detect those phenomena and make decisions regarding them -- allowed a truly satisfying game to emerge. Tactics weren't just about my internals versus your internals; the world itself mattered.

Not every game needs exactly those features. The point is that external environmental resources can also be valuable in tactical combat AI design because they enable more interesting choices. They're not just for immersion."
__________________________________________________________________________________

Environmental elements could be a really interesting component of our game. It's the Raymond Legends aspect of our design that makes our game unique compared to the other pitches as well as an indie title. How we could incorporate musical cues or objects in the foreground or background to change up the combat experience is something I want to do more research on and absolutely incorporate in our game.

Saturday, September 22, 2012

Scheduling, Presentation Outlines, and the Process

Task List

Colby
Buildings - Bitmaps and textures   (9/25)
Small Models                                    (9/21)

  • fire hydrants
  • trash cans
  • news stands
  • more
Scott
Walking Track - refined path             (9/21)
Collisions - player and semi enemy  (9/21)
Cameras - bridge angle                       (9/25)

Ross
Presentation - outline ppt, direction (9/25)
Marketing materials - handout          (9/25)

AJ
Garageband/Mixcraft 6 - music cues (9/25)
Marketing - outline and approach     (9/25)


The presentation is currently finished in terms of content and approach. After the two presentations, I will share the finished product with the blog, but until then, here is a brief overview of the highlights of the powerpoint:

Heroes of Rock : 

Rayman Legends meets Brutal Legendwith your Plastic Instruments

Fun Factor, Story, Gameplay: Combat, Art Direction, Unique Features, Projections/Scope/Organization, Take Away Message



I will go more in depth on the decisions AJ and I made for presentation on a later date. Hope this gives you an idea of the organization we have planned for the team. 

I've also decided to include a web link to my favorite game development  article I find on a given day. I hope this can show I'm interested in learning more about the creative process and that I utilize my time to improve myself everyday. Also, it will encourage me to blog more.

Thursday, September 6, 2012

Research: Platformers and Similar Games

Objective: Play a variety of games. Document positive and negative design principles or mechanics of each title and determine how it can relate to our project.


Brutal Legend

The first game I started with was Brutal Legend. In terms of rock n' roll and metal, this game was easily the most brought up title in relation to our game. While the genres are totally different (2D Platformer vs. 3D Adventure Strategy) the largest thing I took away from the experience were the consistent visual and musical themes. The art style of the game is rock inspired throughout and that aesthetic lends itself so well to the gameplay. Everything from the cutscenes to the soundtrack to even the menus has an air of metalness to them which is something I hope we can capture with our game.


Gunstar Heroes

My first trip into the run and gun 2D platformer. What I quickly took away from this game was just how sporadic and fast the gameplay and AI was. The closer point of view to the player makes the action more frantic and also causes the player to be more wary of jumps and movement in case another enemy enters the screen. With the use of the plastic instruments as controllers, I don't believe the sudden, constant stream of enemies or small point of view would suit well with the gameplay.


Slick - same calculated jump

I wanted to play a 2D platformer on XBLIG so I made a search on the website and this game, Slick, was one of the choices that came up. The first thing that caught my eye was the bland, almost monochromatic art style. Once I took the time to actually play the game, the core mechanic of timing jumps and avoiding enemies took center stage. One specific design I noticed with this game was the decision to include a calculated, level jump with each button press. Unlike other titles, no matter how long you held the A button, the jump was always going to be the same height. This was easy to become familiar with and made the attention to the challenges on the map (different platforms to reach, enemies to avoid or kill) that much more important.


Mister Jump - dynamic jumping

A very basic 2D platformer. The game looked like a port from a mobile device, but handled surprisingly well. Unlike Slick, the game had dynamic jumping that was dependent on how long you held the A (or jump) button. While I felt like this made the gameplay slightly more interesting, the biggest takeaway I had from the game was the poor level design. After 4 uninspired levels, I was disconnected from the action on screen. It usually takes a much longer or repetitive process for me to be simply going through the motions with the game, but with such simple maps and easy platforms, I became bored very quickly


Blocks That Matter - offset 2D visually

The biggest reason I tried this game (in addition to it also being a platformer) was the interesting art style. Instead of a flat 2D perspective, the game world takes place in a 2.5D 2D world.

Blocks That Matter

I've included a link of the gameplay. The game is still a 2D platformer adventure game, but I think the art style really complements the action on screen. Another design aspect that I really connected with was the point of view and distance in the game. One cubic block is the size of the player and he/she is able to also jump 2 blocks high. I think that the size of the screen and player is perfect for showing off action as well as introducing enemy types and objectives. There is space to move around (especially with the potential for 2 player co-op), but the screen is not too tight where you can't seen enemies approaching.


Dust: An Elysian Tail

Dust is an action RPG for XBLA. I wanted to get a feel for a fast-paced hack-and-slash title that was also 2D. What really caught me about Dust was the ability to interesting attacks and combinations that incorporated the player's verticality. The main character, Dust, can double jump as well as dash to the left and right of the screen quickly. While I don't believe we'll have a dash button mapped in our game, the ability to quickly get behind or stun enemies(with the right button press to parry) would add a certain level of complexity or challenge that I think our game needs. While combos are great for differentiating actions, putting the player in a setting where they have to incorporate defensive or strategic positions in order to succeed is ultimately more fun and interesting. The problem therein lies how do we incorporate that challenge using only the musical instrument controller? A question we'll need to address very quickly if we want to keep the player playing.


Rock of the Dead

Rock of the Dead is an on rails music video game that tasks the player with hitting the correct note(s) on their plastic guitar or drum in order to defeat enemies or complete objectives. If you've ever played The Typing of the Dead or any similar quick reflex rails game, you'll know exactly how this goes. Because our game idea also uses plastic musical instruments, I thought I would document how RotD incorporates the peripheral. For starters, when any challenge/obstacle appears, the screen suddenly becomes filled with note paths containing circles for specific notes that must be strummed.

Rock of the Dead

Unfortunately, unlike The Typing of the Dead, the sudden appearance of several different enemies is not something that can be as easily managed. The screen can easily become too cluttered when even four enemies are present and getting closer to your position and bigger. I played for over 30 minutes and even as I approached easier tasks, I still felt anxious at the thought that a large group of enemies would appear and I would be forced to start recklessly pounding on my fake guitar in hopes that I could clear even a few of the undead crawlers. The other problem with the on rails system was simply the lack of any reason to want to come back to the game. The game has very little replayability with exception of wanting to play on the hardest difficulty (good luck with that) or any general interest in rehearing the campy, but poorly executed story. In some circumstances, I believe the on-rails note system can work, but giving the player freedom to choose when they fight off enemies more often just seems like a better system.

That's all for tonight, I hope you enjoyed the notes from my 'research study'. Can't wait to do it all again tomorrow!

Monday, September 3, 2012

Pitch Reflection

Don't worry, I've long since submitted my top 10 choices for EAE game pitches HW. I just thought I'd briefly reflect on the sheer range of quality on ideas that were presented as future projects.

To be completely honest some pitches weren't very good, but I think there's a lesson to be learned from the poorer quality ideas. In the real world, do you think many industry game designers and producers get the option to choose which projects they want to work on? No? I believe most don't get that choice. With the subpar pitches, I think  it's important to look at what's possible with an idea to make the most fun game. Even if you aren't originally in love with the concept, being supportive of the project will do some much more good than having a bad attitude from the start.

With this capstone course, I just need to be proactive and encouraging with whatever team I find myself on.

Thursday, August 23, 2012

A Very Fitting Welcome from my friend DJV: "Why I Came Back"

Endgame Plus: Why I Came Back: Looks like I'm back to the blogging world... who knows for how long. The chief difference this time is I'm actually going to stick with my e...