Archive for the ‘Game Design 2’ Category

The Aftermath.

Posted: May 16, 2013 in Game Design 2
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Now that everything is handed in and I have spent a few days away from the projects I have started to notice small issues with my RPG that could easily be resolved. The first has already been discussed in a previous post to turn the text on the title screen from black to white to make it more legible:

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The next is that I did not get rid of all the red bits of the silhouetted figure in the first conversation scene.

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This shows how much I was rushing about focusing on getting everything done on time to over look such an obvious mistake.

I also commented in my evaluation that the dialogue in the first sequence is hard to differentiate but would be fixed with voice acting because I wanted to keep the characters anonymous by using question marks. I thought of another simple fix by putting something like encouraging voice in the name section you could easily see it is a different person seeking.

Original:

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Changed:

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These small mistakes have thought me that I need to step away from a project and leave it for a while when I have lots of work to do this way I can clear my mined and come back with a fresh view on things. Hopefully this will let me pick up on small errors like these and fix them much faster.

The following are the development stages I went through working on a walking mechanic for my code before I abandoned it and decided to go for a point and click game play style.

The first is the most basic were I just got a ball to move in a direction corresponding to the directional key you push and can be found here. You may notice there is a gray box on the screen in the SWF that you can walk through, all of the next developments are mainly focused on creating a collision system to stop the ball passing through objects. My first successful step towards achieving this removed the ability to move forward when the ball was touching the wall but it also took away the ability to move down which was a problem. all maneuverability was restored though when the ball moved away from the wall by going to the side. The SWF can be found here. I managed to over come this problem and made a box around the ball which does not let the ball pass through it when you walk into the walls unless you are already touching one wall when you walk into the other. By touching two walls at the same time the code is still disabling the moments from the first wall you was touching and allows you to get far enough into the second wall that you can walk out of the box this was a game braking bug if i were to use this system. the SWF file can be found here.

I was then pointed in the direction of hit test points instead of using hit test objects this would allow me to create an outline which the player would not be able to leave. To get use to hit test points I made a quick flash code were the ball would return to the center of the screen when the mouse touched the black line. The SWF file can be found here. With this new way to set up collisions I looked into how to set up a much smoother movement for the ball and did this by giving each direction a base speed of zero and added five, or minus five, when the corresponding key/s were pushed making a much more fluent movement. the combination of the two can be found here.

I then looked into how to move the ball from one screen to the next when it touched an object, this would be used for opening doors etc. This was relatively simple just been a collision which takes you to the next screen. the SWF can be found here. I then combined the two, this worked fine except that when the ball entered the next screen it was in the same position it was in when it touched the object. this could be solved by adding a move X and Y code along with the go to next frame action but this would take too long to set up and time was running out. along with this code I would also need to start and finish the sprites for the maps if I were to use this in my game. this is why I decided to go with a point and click game for my hand in to try and get a better looking piece produced that would represent the ideal of my game more accurately. The final walking test SWF can be found here.

I started to look at ways to change the mouse courser and make it play an animation when you hovered over an object/person you could interact with. I managed to succeed but you had to rapidly click the mouse until you clicked on the object before the animation goes into its next loop this is why it was not used in the final product. The SWF file can be found here.

Conversion of Game Genres.

Posted: May 13, 2013 in Game Design 2
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The conversion of game genres refers to the elements that are associated with a particular game genre been used in a different type of game. A good example of this would be the elder scrolls games, they use a first person view by default which is associated with FPS titles but is an RPG game. I think this adds to the accessibility to this title as people who usually only play FPS titles will feel familiar in this new setting and can even equip a bow and arrow to have that FPS experience. FPS games like Borderlands use skill trees as a way to level up and gain new abilities, skill trees are usually associated with RPG games witch contain a class system. This helps someone who may come from an RPG background feel like there is enough depth in the levelling system to sink their teeth into and allow them to customise the class as they like.

As well as helping with the movement between game genres, having a conversion between games can also add to make the experience more dynamic. A good example of this would be Final Fantasy Crisis Core in this game your character no longer stays in one spot till you give a command, you are free to move round the battle field and evade attacks with a doge button this system seems to have taken elements from platform games like god of war or even more action orientated RPGs like Kingdom Hearts or Star Ocean.

Conversion of game genres can also ruin the atmosphere and suspense of a game. The first example that comes to mind is quick time events; these have shown up in survival horror games like Resident Evil (four onwards) and completely take you out of the immersion of the game by flashing button commands on screen. Quick time events have also been used in boss fights which are anti-climactic and seem like a waist if all your skill at playing the game no longer matters only your timing at pushing a button an example of this would be at the end of Resident evil five were the final boss fight keeps swapping between game play and quick time which is really annoying and can mean you get a game over by failing to get one button input right.

Is the conversion of game genres a good thing? Yes and no it’s good because it can make a player cross over from one game type to another quickly and comfortable but can also be deceptive. For example if someone bought a game based on the screen shots they had seen it could be a completely different game type than they had expected which would lead to disappointment and possibly getting rid of the game. So it is very important for there to be clear indication of what game type it is. Some games that do this are Fall out 3 and Far Cry 3 were they clearly market themselves of a hybrid between an FPS and an RPG and they are both successful games.

I dropped my sketches into Photoshop and worked them up the following are the rooms at 2 different stages in their completion.

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coloured hallway

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Coloured downstairs

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With my storyboard complete and my prototype in development I started making the stills for my cut scene. I am only making the story board images up to the package arriving because I then plan to abruptly move the demo into a combat system if everything goes as planned.

I started by creating the dialog box.

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I plan to take these images and add the text so I can drop them quickly into flash and navigate to the next one using a simple button command.

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Two different people are involved in this conversation but its hard to tell besides the tone of what their saying because both characters are not introduced yet. In the real game they would be voiced making it easier to differentiate the dialog.

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RPG Title Menu.

Posted: May 12, 2013 in Game Design 2
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I decided to keep the title menu screen simple because there are usually only three options; new game, load game and options. I decided to stick with these three for my menu and placed an optical illushion in the background to represent one of the portals a player would have to go through.

Start menu

I got the optical illusion Image from here. I  then modified the colour and darkness of the image.

I had several people comment that the black text was hard to read so I changed it to white to help it stand out. I initially though of this problem myself but thought slightly lightening the background would be enough to help the text stand out as a bolder black but these comments helped inform me that this was a bad design choice.

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I recently purchased the book Heroes & Heroines, I thought it would be a good starting point for research because it is filled with different artwork of both anime and Games showing lots of different poses to reference and lists the artist for each work. This will allow me to fined more artists who’s work I’m interested in and research more into their carers. Hear are a few that I already found and want to research for various reasons:

Soejima Shigenori – Art Director for: Catherine, Persona 3 Portable, Persona 4, persona 4 arena, persona 4 the Golden and Persona 4 the animation. These are some of my favorite games so I’m interested to see what other works he has done.

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Nishimura Kinu – Art Director for: Nine Hours Nine Persons Nine Doors. I love the way the characters are coloured and would like to see more of this style.

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Miwa Shirow – Art Director for: 7th Dragon 2020. Again the characters stood out to me immediately because of how the colours giving a very crisp look.

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Komatsuzaki Rui – Art Director for: Dangan Ronpa. The art style of the characters stand out to me because of how soft the colours look.

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Yasuda Scuzuhito – Art Director for: Devil Survivor Overclock and Devil Survivor 2. I was drawn in by the crispness of the characters and how line light they are.

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There are many more in the book but these five are the ones I want to look into first.