Okay. Right now this isn't going to be illustrated. XD
My role in this game is doing artwork/concept art. It's a little difficult because I'm actually a horrible artist, as in I can't draw with my hands. Well, everyone can, but I just suck. Horribly. So most of my concept art is deemed either useless, not detailed enough...or just horrible. Mostly by me.
I've done the concepts for Anna, which I deemed important because she isn't appearing in the part of the game we're creating but is an essential character. Therefore we have a concept I drew of her and also one that my far more talented bestie drew up for me. Unfortunately, my printer isn't working so I can't print it out to color it, and I keep forgetting to send it to Brandon dang it all. D:< I did a concept for the main enemy, but we ended up finding a far more terrifying texture and using that for the enemies. I also have not been able to color that concept. I hate coloring originals. Let's see...I've done a few lamp designs, only one of which I think is actually kind of cool. I also came up with the concept for the outside of the mansion, which is the first thing I drew up. I have a colored version that hasn't been scanned in because my printer/scanner hates everything. >.< Pretty sure I have other concepts that I just can't think of right now.
I am also the primary person in charge of the poster. I've come up with a draft and hope to get started once I receive measurements for the poster. Brandon is in charge of coming up with the words for the poster, but otherwise it's all me. I'm pretty darn excited about the poster. Like I said, it's almost completely planned out, just about down to the types of images that are going to be used and page layout. All I need are measurements, the actual images, and text.
Blender contribution...well, I will admit that mine is little to none. Closer to none. I have almost no patience, and this program certainly requires time and patience. I don't want to say that I'm under the learning curve, but I will admit that I don't learn well from tutorials and by experimenting. I would just need more time to learn the program than most people, I suppose. It's not really akin to Photoshop or Illustrator, which I'm used to working in.
By the way, if you guys enjoy being around Asians/maids/butlers/random girls in lolita, join AASU for the Halloween Social this Friday at 8:00pm in the Globe. It's on Facebook. Just saying.
Wednesday, October 27, 2010
Tuesday, October 26, 2010
Homework 14~
All right. Homework time.
Let's see...I'd say the human characters model the real world pretty well. I mean, the game starts at a garage sale, a common event in reality. You are traveling through a house which is pretty true to a real house as far as proportions go. It's a bit small right now though lol. The guns are...kinda real. The one we have now looks pretty realistic, at least.
So, my thoughts on the challenge versus skill graph. The player starts off facing simple enemies that are relatively easy to kill as a sort of training round. You've got a simple gun that isn't super powered, but you can take the enemies out easily. As you progress farther into the mansion, there are more enemies, making them harder to kill. At different points throughout the house or at the end of the house, you receive a new, more powerful gun. The process then continues at the next mansion, but the times between getting new weapons sometimes increases or decreases.
Our game probably lies in the level with almost primal instincts. Survival. You aren't searching for food or anything, lol. You're also not trying to perfect your painting skills. You're trying to stay alive. I guess in a way it fits in with acceptance because you're pretty much doing this for your sister, but oh well.
As far as objects go, right now we have guns and enemies. I've drawn up some different lamps, as lighting is probably going to be essential in the bottom floor of the first mansion. We're going to have stationary furniture in the mansion as well to make it look more like a mansion. Some way of restoring health and bullets should also be implemented.
The space in our game is continuous, I think. 3D. You can walk just about anywhere (you can't walk through walls, floors, or ceilings).
Players are going to see at least most of the data. For example, the player will be able to see their health status, remaining bullets, inventory, etc. I think an interesting thing to do would be to have the number of enemies killed and other random statistics listed in another menu, so it would be visible for those curious but not shown on the HUD.
Operational actions. If I remember correctly, these are the basic actions in the game? Most basic would be moving forward, backward, left, and right. I think you can also strafe left and right, and you can definitely jump. There is also shoot. Less basic would be picking up objects, such as health and guns. Also interacting with objects such as the flicking of a light switch and the opening of a door.
Resultant actions are fun. I'm thinking it would be cool to be able to shoot down a door, which, if implemented, could be a resultant action if nothing explicitly says 'shoot this door down.' Having more interactive objects would lead to more resultant actions, such as being able to throw the furniture in the room. For example, if you could throw the lamp, you could kill enemies by it.
I think I just listed verbs. XD Let's see, walking, running, shooting, strafing, picking up, maybe throwing, interacting, flicking, opening...er...dying...killing...emerging from your battles victorious...saving...winning...and I'm running out of ideas. ^^;
The all-important RULES! I'm horrible at describing any sort of rules. So you're in the mansions. You can't walk through walls. Your goal is to get to the top, preferably without dying. You have to kill the enemies and fulfill a task in order to progress to the next floor of the mansion. You will have chances to resupply your gun and health. Once you reach the top...I propose we have a boss battle or something and then move on to the next mansion, which will be harder than the one you just left. I feel like this isn't enough elaboration on the rules. XD
Let's see...I'd say the human characters model the real world pretty well. I mean, the game starts at a garage sale, a common event in reality. You are traveling through a house which is pretty true to a real house as far as proportions go. It's a bit small right now though lol. The guns are...kinda real. The one we have now looks pretty realistic, at least.
So, my thoughts on the challenge versus skill graph. The player starts off facing simple enemies that are relatively easy to kill as a sort of training round. You've got a simple gun that isn't super powered, but you can take the enemies out easily. As you progress farther into the mansion, there are more enemies, making them harder to kill. At different points throughout the house or at the end of the house, you receive a new, more powerful gun. The process then continues at the next mansion, but the times between getting new weapons sometimes increases or decreases.
Our game probably lies in the level with almost primal instincts. Survival. You aren't searching for food or anything, lol. You're also not trying to perfect your painting skills. You're trying to stay alive. I guess in a way it fits in with acceptance because you're pretty much doing this for your sister, but oh well.
As far as objects go, right now we have guns and enemies. I've drawn up some different lamps, as lighting is probably going to be essential in the bottom floor of the first mansion. We're going to have stationary furniture in the mansion as well to make it look more like a mansion. Some way of restoring health and bullets should also be implemented.
The space in our game is continuous, I think. 3D. You can walk just about anywhere (you can't walk through walls, floors, or ceilings).
Players are going to see at least most of the data. For example, the player will be able to see their health status, remaining bullets, inventory, etc. I think an interesting thing to do would be to have the number of enemies killed and other random statistics listed in another menu, so it would be visible for those curious but not shown on the HUD.
Operational actions. If I remember correctly, these are the basic actions in the game? Most basic would be moving forward, backward, left, and right. I think you can also strafe left and right, and you can definitely jump. There is also shoot. Less basic would be picking up objects, such as health and guns. Also interacting with objects such as the flicking of a light switch and the opening of a door.
Resultant actions are fun. I'm thinking it would be cool to be able to shoot down a door, which, if implemented, could be a resultant action if nothing explicitly says 'shoot this door down.' Having more interactive objects would lead to more resultant actions, such as being able to throw the furniture in the room. For example, if you could throw the lamp, you could kill enemies by it.
I think I just listed verbs. XD Let's see, walking, running, shooting, strafing, picking up, maybe throwing, interacting, flicking, opening...er...dying...killing...emerging from your battles victorious...saving...winning...and I'm running out of ideas. ^^;
The all-important RULES! I'm horrible at describing any sort of rules. So you're in the mansions. You can't walk through walls. Your goal is to get to the top, preferably without dying. You have to kill the enemies and fulfill a task in order to progress to the next floor of the mansion. You will have chances to resupply your gun and health. Once you reach the top...I propose we have a boss battle or something and then move on to the next mansion, which will be harder than the one you just left. I feel like this isn't enough elaboration on the rules. XD
Tuesday, October 19, 2010
Homework 13
Well, the game is pretty much being developed as we go along. The most we're really prototyping is attempting to come up with decent concept art.
I suppose a lot of things could go wrong. XD There could be some programming errors, as in we can't figure out how to make the character pick something up, or some similar malfunction. We could attempt to model something and it just ends up looking like crap!
I'm pretty sure men and women will not like our game equally. Most women do not like shooting teddy bears. The most feminine aspect of our game at the moment is the concept of Anna. She's friggin' adorable. Making the game more appealing to women would be a terrible ordeal, unless they are women of a different caliber, in which case adding a "dress-up the teddy bear" minigame may work. ^^;
Shooting things is definitely appealing to 15-18 year olds trying to get their hormonal rages in check. XD To make it more appealing to them...add skimpy outfits and boobs. And explosions. Blood and gore. Ages 40-50...skimpy outfits and boobs? Maybe some Pong?
Pleasures...I'd assume it would be pleasurable to destroy/annihilate your enemies. I mean, killing vicious looking bears that consume souls is pretty pleasurable to me. Discovering new weapons, maybe even toss a grenade or two in the mix.
I feel that iteration is probably a problem for us. XD There's a level of awkwardness our group experiences when conversing simply because of the huge gap in Blender skill. My primary focus is art (even though I suck at drawing) and as of now I'm concentrating on the poster. I have some ideas that I've been sketching out and I'm pretty excited about making it. I LOVE MAKING POSTERS. I'm not sure how my ideas are going to come together yet, but I can tell you I'm excited. :Db I try not to take on Blender things for the game just because I know I won't be able to deliver.
Changes to the game...Right now we have no way of figuring out how much health you have, or recovering your bullets. So that definitely needs to change. Progression through the house may change as well.
Currently the game plan is to work out some of the mechanics of the game, like, as previously stated, recovering health and bullets, tracking health, tracking objectives...right now those things aren't really working, partially because they aren't there. The player doesn't have a set goal at the moment, and that certainly isn't working.
I think the player will enjoy shooting unconventional enemies. I mean, these are vicious teddy bears, not humans or evil birds or something. The combination of shooting things and solving puzzles seems to be pretty popular, as shown by games such as Dead Space, etc. They may not like our initial thoughts on handling health; we were considering making the screen steadily turn red as you begin to die. While it's not something done often, it can also make it hard to see your enemies and thus you'll die and then ::ragequit::. I obviously expect players to keep playing, but hopefully will do so repeatedly, as in find the game worth going back and replaying multiple times.
Tuesday, October 12, 2010
Er...
I decided that I'd share the fact that I spent the weekend in New York City. My friend and I went to see VAMPS and X JAPAN in concert. This is why I've been kinda...slacking...and being made of fail.
In order to make it up to everyone, I'll post this video I took of X JAPAN singing 'Kurenai.' <3
I apologize for the horrible quality; I was standing right underneath an air conditioner that was going full blast. ;-;
I also have no idea how Google Docs works. XD
Tuesday, October 5, 2010
Homework 10
Okie dokie. Theme of our game. I'd say...teddy bears? I mean, we do kinda have a teddy bear motif going on. Teddy bears and pimps.
I'm having a really hard time coming up with an experience. The only thing I can think of is that fact that my two best friends and I always fight around each other. Not fighting as in arguing, I mean full-on cat fighting. XD It's pretty amusing to watch. So I don't know, maybe a way to incorporate that into the game would be to have characters with that fighting style. Maybe have enemies that jump you in a similar fashion and try to foot sweep you and kick you in the fact. Not that my friends actually kick each other in the face, but it's mentioned quite often. ^^;
Reinforcement of the theme...well, right now, we have a main character as a teddy bear, the enemies are teddy bears (and pimps)...I think another thing discussed was to put random pictures of teddy bears throughout the house, like portraits and such. The mansion is...a broken down pimp mansion, lol. We could also have teddy bear sounds and stuff.
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