Wednesday, May 2, 2012
Wednesday, April 25, 2012
MP13: OP1- Two Character Poses
Wednesday, April 18, 2012
MP11- OPT. 4: Powerups
For my game, the player can collect hidden tools in
the game that are required to open the locked doors at the end of
each maze. There are a certain number in the room, and a certain
number required to open the door. There may be more than the required
number in the room, leaving players options and not having to find
them all. So finding the maze exit isn't enough; you need to collect
the objects in order to open the door, so the player must search all
corners of the maze to open the exit. Wrenches, hammers, screwdrivers, and pliers, are featured collectibles that the player must locate.
MP11: OPT1- Portfolio Plans
My plans for a portfolio include a collection of everything I would have done that highlights myself as a designer. I would include storyboards detailing the kind of design and story flow I would want produced in my game. The mechanics for the game would be outlined in diagrams, and brief summations in text explaining how the game works and plays. The levels will be summarized in terms of how they work with the story and gameplay, and the basic structure and design though conceptual art and descriptions. Screengrabs of the levels will be included as well. I would want the portfolio to properly identify me as a writer, an idea man, a director of projects, someone who can help lead the other members of a game's production team.
MP11-OPT.11: Character Traits and Backstory
The character for my maze game is Ben Burns. He works as a repairman in the Saint's Hotel, an old hotel establishment from years ago; when larger hotels started springing up. Its located on a small street in the now overgrown bustling metropolis it used to dominate. The hotel is now recently put on a list for potential demolition. The hotel was always rumored to be haunted, but what creepy old building isn't? Especially hotels. Ben Burns, who had been working there for years now, is late at work in the old
hotel, cleaning and repairing anything that required it. He worked
tirelessly, floor after floor, as he was the only remaining staff
member at work besides the manager and security guard. After
finishing his nightly duties, he made his way down the old worn steps
to the basement. Putting away his gear in his leather tool belt
amidst the lonely dark, he noticed a flicker of light emanating from
a normally gloomy and nondescript corner of the room. He carefully
approached the mysterious white aura leaking from the hairline cracks
in the stone, and cautiously eyed the wall for any sudden movements.
He reached the strange light striations at the rooms edge and slowly
touched his hand to the wall. After a moments pause, there was a
thud, and a distinct unlocking sound, as the wall receded two inches
back into the room's side. It then slide back and left into the wall
itself, and revealed the odd wonders behind. Ben stepped in through
the light, and before him stood an immense room, littered with
winding twisting corridors. He had arrived on an overlook, starring
out at a bogglingly layered labyrinth of maze like masonry far below
him. The platform lowered with a sudden jolt, and Ben slowly
descended into the hallways of the stone trap, that laid sleeping
below the grand hotel's ancient foundation. He panicked as he dropped
lower, but with an unavoidable sense of awe as he watched the walls
rise around him. As he reached his destination, he suddenly voices
cry out; wavering towards him from the darkness ahead. They sounded
forlorn and in pain. A shiver shot through Ben's quaking body as he
took one first step off the platform. The moment he was on solid
ground, the platform shot back up with high speed towards the top
floor. Ben starred into the maze's maw as he heard the echoes of lost
beings wailing from beyond. He didn't know if these were real people
or just of his imagination. Or worse, a trick by the manic maze. All
he knew was he suddenly felt compelled to progress. So he picked his
tool belt up high on his waist, and proceeded into the unknown ahead
of him. What Ben finds out is that the hotel is actually built on top of an eternal portal to hell, and the demons below are slowly making their way up to the surface. The deeper Ben goes, the closer he gets to meeting the devil's minions on their way to the human world.
Positive Traits- Hard worker, determined, kind honest heart
Negative Traits- A little clumsy, sometimes puts work ahead of other things, a bit hot headed
Visual Characteristics- greying hair, a tool belt, a grease spot on the left side of his face, jeans and a t-shirt.; the shirt has the words, "Angel's Mechanics" written on it.
Positive Traits- Hard worker, determined, kind honest heart
Negative Traits- A little clumsy, sometimes puts work ahead of other things, a bit hot headed
Visual Characteristics- greying hair, a tool belt, a grease spot on the left side of his face, jeans and a t-shirt.; the shirt has the words, "Angel's Mechanics" written on it.
Sunday, April 15, 2012
Thursday, April 12, 2012
Wednesday, April 4, 2012
MP9: OPT3- Photoshop Brick Textures
I took these original images, scaled them down, removed their watermarks, and cropped them and used the offset filter as the book instructed.
MP9: OPT 2- Maze Sketches
Easy Maze |
Intermediate Maze |
Difficult Maze |
The maze maps have a key I included, to understand the layout. The S with the arrow is the starting spot, the one with the E the exit. The star symbol is a collectable that will open the exit door, and the number symbol with the number next to the exit, is the number of collectable objects required to unlock it.
MP9: OPT 1- Maze Backstory and Mechanics
Backstory:
Ben Turi was late at work in the old
hotel, cleaning and repairing anything that required it. He worked
tirelessly, floor after floor, as he was the only remaining staff
member at work besides the manager and security guard. After
finishing his nightly duties, he made his way down the old worn steps
to the basement. Putting away his gear in his leather tool belt
amidst the lonely dark, he noticed a flicker of light emanating from
a normally gloomy and nondescript corner of the room. He carefully
approached the mysterious white aura leaking from the hairline cracks
in the stone, and cautiously eyed the wall for any sudden movements.
He reached the strange light striations at the rooms edge and slowly
touched his hand to the wall. After a moments pause, there was a
thud, and a distinct unlocking sound, as the wall receded two inches
back into the room's side. It then slide back and left into the wall
itself, and revealed the odd wonders behind. Ben stepped in through
the light, and before him stood an immense room, littered with
winding twisting corridors. He had arrived on an overlook, starring
out at a bogglingly layered labyrinth of maze like masonry far below
him. The platform lowered with a sudden jolt, and Ben slowly
descended into the hallways of the stone trap, that laid sleeping
below the grand hotel's ancient foundation. He panicked as he dropped
lower, but with an unavoidable sense of awe as he watched the walls
rise around him. As he reached his destination, he suddenly voices
cry out; wavering towards him from the darkness ahead. They sounded
forlorn and in pain. A shiver shot through Ben's quaking body as he
took one first step off the platform. The moment he was on solid
ground, the platform shot back up with high speed towards the top
floor. Ben starred into the maze's maw as he heard the echoes of lost
beings wailing from beyond. He didn't know if these were real people
or just of his imagination. Or worse, a trick by the manic maze. All
he knew was he suddenly felt compelled to progress. So he picked his
tool belt up high on his waist, and proceeded into the unknown ahead
of him.
Gameplay Mechanics:
The player controls Ben in a first
person perspective, as they go through the series of mazes, spiraling
downwards into the depths of the hotel. The player can jump, and move
in eight cardinal directions with the arrow keys. The player can
collect hidden tools in the game that are required to open the locked
doors at the end of each maze. There are a certain number in the
room, and a certain number required to open the door. There may be
more than the required number in the room, leaving players options
and not having to find them all. So finding the maze exit isn't
enough; you need to collect the objects in order to open the door, so
the player must search all corners of the maze to open the exit. Once
they do, they descend to the next maze, where as each one gets
harder, traps may appear. Some mazes may have gaps to leap over, or
spikes that may drop on them that require timing to pass. Each level
presents an increasing challenge beyond the layout of the maze
itself.
Wednesday, March 28, 2012
Wednesday, March 21, 2012
Tuesday, March 20, 2012
MP7: OPT 3 Pitch Document MASS EFFECT
The third page details the squad-mate selection screen, and the ability upgrade screen the game features.
Fourth page is about the locations of the game.
Fifth page details the combat and gameplay.
Sixth page explains the dialogue system in the game.
Tuesday, March 6, 2012
Wednesday, February 29, 2012
Tuesday, February 28, 2012
MP5 OPT 4: Motivation and Objectives
One of the fundamental and vitally important aspects of video games today is the concept of motivation for the player, strung together through a series of objectives. When playing the game, you have to feel as if what you are doing is at least important enough for you to care and progress forward. If not, the game falls flat, and they have not entertained the player through story and gameplay at its most basic elements. Most games today whether single one time experiences or through years of a game's franchise, have these moments to keep players going. One franchise that reflects this and has been for 26 years, is the Legend of Zelda; a personal favorite of mine. The reason is in its simple yet addicting play style. The hero Link saves the princess Zelda from evil, usually evil in the form of Ganon, and the player is pushed through the game based on this building block concept as the foundation for play. And besides varying differences through the games releases over the years, the form is essentially the same each time. So why have players been anxiously returning to the series again and again? Its because it knows how to create objectives, and how to pace a game's conflicts and puzzles. Its the Zelda formula.
With the overarching quest theme as the background, players know what to expect from Zelda: Gather weapons and items in the hub world, locate and search through dungeons, encounter a mini boss, get a new item, progress in the dungeon, beat the boss, get some kind of important quest item, and head back to the established overworld to do it again. Each time it feels different, yet somehow the same. It creates a sense of familiarity from game to game, and ever since the first adventure in 1986, it works wonders to keep players moving through the game.
The mini boss reward is what keeps the dungeon exciting. Players expect it, and love it. And to reach that first conflict inside the puzzling chambers of Zelda dungeons, gamers are encouraged and motivated to explore and use their brain. This only enhances the experience, and makes you want to reach that boss and take whats yours. Its all about getting the girl in the end, and saving the day from evil's grasp.
Objectives and motivations are important in games. But that statement carries a lot more weight than it seems. In fact its an understatement. In a series like Zelda, its clear, but it can be said about any other successful franchise out there. The ones that succeed are the ones that understand that games are more than just getting a high score or shooting at something because you hand us a virtual gun. Its about making sure we want to play your game because we legitimately care about what happens. That we feel that playing this game is worth our time, and that there will be clear objectives showing the path to get that girl waiting for us at the top of the castle.
26 years later and fans are still fighting Ganon. |
With the overarching quest theme as the background, players know what to expect from Zelda: Gather weapons and items in the hub world, locate and search through dungeons, encounter a mini boss, get a new item, progress in the dungeon, beat the boss, get some kind of important quest item, and head back to the established overworld to do it again. Each time it feels different, yet somehow the same. It creates a sense of familiarity from game to game, and ever since the first adventure in 1986, it works wonders to keep players moving through the game.
Since the beginning the objectives were clear: kill the baddies, save the princess. |
Getting to that final boss is the push for gamers to progress. |
It has to all be worth it in the end. And thats what Zelda does best. |
Monday, February 27, 2012
MP5: OPT1- Pitch Document for C.T.F: BATTLEGROUNDS
C.T.F.
: BATTLEGROUNDS
(CAPTURE THE FLAG)
Pitch
Document
Author: Derek Sabety
Date: 2/27/12
OVERVIEW
Taking
the classic game of Capture the Flag and bringing it to the digital
world, C.T.F.: Battlegrounds is a multi-platform strategy title that
allows players to best their friends or computer AI in six on six
C.T.F. battles. There will be additional varying game modes for
different scenarios and play styles. Examples of such would include
larger battles of eight on eight, or smaller versions condensed to
four. These are included in the “classic” style of play, but also
in the BATTLEGROUND MODE version as well.
The
platforms handling the game would include the iPhone, iPad, Android
tablets, and a Facebook version as well. Its the best way to have the
game accessible anywhere and at anytime, and allow players to share
the scores and strategies with their friends. The game will be
monetized through ads and deluxe versions of the game, which will
include more playing field maps and a bonus DEFEND THE FLAG mode.
WHY ARE WE MAKING
THIS GAME?
The
original Capture the Flag is a great outdoor game, but its not really
played as much as it was in earlier years, and even then it was
generally left for kids. But now with digital games and technology,
we can bring the game to all new age groups, specifically the 17-25
age demographic, with a modern twist to a strategy classic. By
turning it into a touch and go multi-platform digital game, we can
make it new, exciting and competitive by transforming it with flashy
graphics, art and sound, all mixed in with the new game modes that
will change how young adult audiences think about C.T.F. We can tap
into the appeal of casual games, by creating an easy to learn and
diverse version of Capture the Flag, that will aim to have a little
something for everyone.
WALK US THROUGH THE
GAME
Players
begin by selecting their game mode, which may vary in options
depending on if they are using the standard or deluxe version of the
game. Players will choose the team size for the match, and then the
number of individually assigned classes for their AI teammates.
Players will create a custom team made up of defenders, hunters, and
chasers. Players will then choose their team color, a choice in the
battleground playing map for the match, and then be given a position
for their flag on the field. The player then acts as the “leader”
for their team, positioning them where they want on the field to
create strategy, as each AI class has different strengths and
weaknesses. Players, seeing only their opponents defenders and flag
visible on the map, attempt to turn by turn move their players across
the field, to reach the flag. In game items and game modes will
change gameplay, depending on what the players feel like doing. But
each offers this same basic concept, with the exception of DEFEND THE
FLAG mode, which entails on player creating a barrier of teammates to
defend the flag from being taken by an oncoming and increasingly
difficult horde of flag hunters.
SIMILAR
GAMES
RTS/Strategy
games
Battleship
http://en.wikipedia.org/wiki/Battleship_(game)
Civilization
http://en.wikipedia.org/wiki/Civilization_(video_game)
Defend
Your Castle http://en.wikipedia.org/wiki/Defend_Your_Castle
Friday, February 24, 2012
Monday, February 20, 2012
RPS: Two Players
I believe that RPS should remain a two player game. Adding more than two players only complicates things, and starts to cloud up the concept of two players using random chance mixed with strategy and predictions to beat their opponent. Adding to much to a game does not always make it better, it can just make it more confusing and add unnecessary features. RPS needs to stay balanced enough where two people can cleanly cycle through the 3 options without worrying about other circumstances.
RPS: Linear, Non-Linear, or Sandbox?
I believe Rock, Paper, Scissors, is a non-linear game. The reason being is that there are different ways to play the game, and different outcomes during gameplay. Its not linear in that the outcomes are random, and the game is flexible. Its not sandbox because its not an open customizable game with almost unlimited options. Its non linear because it has defined rules but there are those options in gameplay and the randomness to it.
3 Logo Designs for RPS
This image definitely represents RPS, and it is designed nicely, but it definitely loses points for the fact that it doesn't quite show the relationship between the three options. Also color would be nice but isn't necessary.
This one has good color, its got nice lines and shapes and does relay the relationship of what beats what going from right to left. I like this one overall.
This logo has good color, shapes, and shows the relationship clearly. I don't know if I like the imagery it suggests with the recycling logo, but it has a lot of necessary elements while maintaing a clean look.
Monday, February 13, 2012
Varying Game Types by Name
Games have many different styles and genres today, each to present a unique gameplay experience that caters to the creators' design. Different graphics, different perspectives, and different stories all come together to make new video game adventures. A game that features realistic graphics, would be a game like Assassin's Creed, displaying entire cities and people from centuries ago, from the Arabian lands during the Crusades, to the Renaissance of Italy, to modern day America and beyond. Detailed character models, textures, and lighting come together the represent finely tuned virtual city-sized playgrounds for your assassin to complete his quest in.
But some games lose realism in favor of abstract creativity. Some games like deBlob, take familiar, basic concepts like cities and colors, but abstract them into a wildly imaginative game about re- colorizing an entire civilization, using abstract blob characters and exaggerated cartoon-like buildings; all with bright and vibrant colors.
2D games, are most often thought to be left in the 80's and 90's, but they are actually still going strong today. An example of a successful modern day 2D game would be LIMBO, a game that features 2D graphics and a strikingly unique visual style.
A 3D game is something else entirely, creating three dimensional worlds and levels for the players to roam in. They are the most common game today, with almost every modern console game featuring 3D character models and landscapes. The Legend of Zelda: Skyward Sword, the latest entry in the Zelda franchise features a fully three dimensional world to explore, as they have been since 1998 when they first departed from the series two dimensional standard.
A game can be in first person, third person, or both views. A game like the recently released Elder Scrolls IV: Skyrim, features both first person and third person gameplay.
A game can be based on an idea or game from the real world, and then applied to home consoles. A video game like Mario Super Sluggers, takes the classic rules of baseball, but puts a Nintendo twist on it by adding Mario characters and power-ups.
And finally, games can present the player with a captivating and expansive storyline, to bring skilled and well crafted stories to video gaming. A modern game franchise that has been doing this in what will be three games, is the Mass Effect series. A lot of games have good stories, but this series is an epic being told by you the player in your actions. The character you make, the people you talk to, become involved with, befriend or destroy, or any choice you make carries with you to the next game, to custom build your own Mass Effect experience as you watch the story unfold.
So these are the examples I've chosen to display how the game industry features many different types of gameplay variants to give the enormous amount of players out there, their choice in what they want to play. But this is only the tip of the iceberg in video game experiences available to gamers today.
Assassin's Creed 2 makes 15th century Italy a work of art. |
deBlob 2 players slowly transform the abstract skyline from a gray wasteland, to a expanse palate of color and vivacity. |
LIMBO's air of emptiness and dark visuals make it a creepily engaging modern 2D side-scroller. |
Nintendo has been keeping Link in 3D since 1998's Ocarina of Time. Skyward Sword is another great example of a series' 3D transition. |
Skyrim has players battling and exploring in both 1st and 3rd person. |
A game can be based on an idea or game from the real world, and then applied to home consoles. A video game like Mario Super Sluggers, takes the classic rules of baseball, but puts a Nintendo twist on it by adding Mario characters and power-ups.
Super Sluggers makes baseball even more fun with Mario and Co. |
Mass Effect 3 brings the galaxy-sized story home with an epic player choice based conclusion. |
Wednesday, February 8, 2012
Quick Start Poster for Rock, Paper, Scissors
I put together the images given to us in a way to briefly visually explain the concept of RPS concisely.
Monday, February 6, 2012
How a game like Ultimate Marvel Vs. Capcom 3 is actually Rock Paper Scissors
The recently released expansion game to last year's Marvel Vs. Capcom 3, Ultimate Marvel Vs. Capcom 3, is a traditional 2 person fighter. Its a cell shaded sudo-2D/3D three on three battle game. Now, although it directly does not have any obvious allusions to a game so seemingly simple and mundane as Rock, Paper, Scissors, it does have a few key elements that can be correlated to the long time game of hand gestures.
The main factor is in its strategy in gameplay. Each player in MvC3, gets to choose from a roster of playable fighters, but gets to pick only 3 to use for the match. This means that just like in R.P.S, each player has 3 options for what to send out first during play. A player in R.P.S. can send out either Rock, Paper, or Scissors, while in MvC3 a player can similarly send out either Hulk, Phoenix Wright, or Wolverine; for one example.
Players can literally use "Paper" as an attack
But its not just in terms of matching characters with the physical rock, paper, or scissors in R.P.S., its the basic underlying concept that players must analyze their opponents arsenal, and then apply what they have to counter or attack the enemies group of three. They have a set of moves that do different things for each character, and must decide what to use next. It can be as broad as what character would best go against what other character, or broken down into sub categories such as which specific move would best counter attack an opponents specific move choice. The other main difference is that while there are choices being made among three major options, the battles and choices are being made lightning fast, even faster than R.P.S., which is very quick in play. The choices are being made in MvC3 without stop, in a constant button mashing extravaganza, to choose the move that will bring down your opponent.
Each player chooses which one of 3 characters to send into battle
The game goes on until one player has defeated all the opposing characters or alternatively until the timer runs out on the game clock. After a player wins a round, it can either end there, or matches designed to be best 2 out of 3 can be played, also like R.P.S. So yes, the game is enhanced greatly to modern fighter standards with super moves, specials, healing factors and combos, but when you strip it all away, there are lines to be drawn that connect this hectic comic book-video game mashup brawl to the simple rhythms of Rock, Paper, Scissors. Its just a matter of perspective.
The main factor is in its strategy in gameplay. Each player in MvC3, gets to choose from a roster of playable fighters, but gets to pick only 3 to use for the match. This means that just like in R.P.S, each player has 3 options for what to send out first during play. A player in R.P.S. can send out either Rock, Paper, or Scissors, while in MvC3 a player can similarly send out either Hulk, Phoenix Wright, or Wolverine; for one example.
Players can literally use "Paper" as an attack
But its not just in terms of matching characters with the physical rock, paper, or scissors in R.P.S., its the basic underlying concept that players must analyze their opponents arsenal, and then apply what they have to counter or attack the enemies group of three. They have a set of moves that do different things for each character, and must decide what to use next. It can be as broad as what character would best go against what other character, or broken down into sub categories such as which specific move would best counter attack an opponents specific move choice. The other main difference is that while there are choices being made among three major options, the battles and choices are being made lightning fast, even faster than R.P.S., which is very quick in play. The choices are being made in MvC3 without stop, in a constant button mashing extravaganza, to choose the move that will bring down your opponent.
Each player chooses which one of 3 characters to send into battle
The game goes on until one player has defeated all the opposing characters or alternatively until the timer runs out on the game clock. After a player wins a round, it can either end there, or matches designed to be best 2 out of 3 can be played, also like R.P.S. So yes, the game is enhanced greatly to modern fighter standards with super moves, specials, healing factors and combos, but when you strip it all away, there are lines to be drawn that connect this hectic comic book-video game mashup brawl to the simple rhythms of Rock, Paper, Scissors. Its just a matter of perspective.
Sunday, February 5, 2012
3 Games and Their Genres
1) Super Mario Galaxy is a platformer due to its use of the familiar "Mario" style. Players reach the goal of the level by progressing through timed jumps and basic puzzle solving, but adds a new element of physics in both 3D and 2D space.
2) BioShock is a first person shooter through the use of multiple guns, traps, and powers relating to elements and forces of nature. The player progresses through levels by shooting, trapping, and numerous other methods all through the first person perspective.
3) Tetris is a puzzle game classic, that has players move dropping shapes quickly to form solid "lines". Players must strategize which pieces to place where in order to prevent them from filling up the entire Tetris space to the top, thus ending their game.
2) BioShock is a first person shooter through the use of multiple guns, traps, and powers relating to elements and forces of nature. The player progresses through levels by shooting, trapping, and numerous other methods all through the first person perspective.
3) Tetris is a puzzle game classic, that has players move dropping shapes quickly to form solid "lines". Players must strategize which pieces to place where in order to prevent them from filling up the entire Tetris space to the top, thus ending their game.
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