Tuesday, March 25, 2014

List #3

Work due by 25th of March, 2014

Assigned
Review Chapters 1-8 for Exam
- Mid-Term Exam Due Online
- All Mid Season Work Completed

Personal
- Exercise #3b: High Concept ALPHA (Alternate Game)
  - Program Type
  - Game Development Document

Monday, March 24, 2014

Exercise #9: Far Cry Map*

March 24th, 2014



This is where I would have placed my image of my team's far cry map. That is, if the console we were working on didn't crash and lose our save data...

I couldn't help but think how heartbreaking this must feel in the actual video game industry.

I feel that this was going to happen sooner or later. But, in a way I think it may be a blessing in disguise. Because I've learned early on that, in the future, if I ever work on anything at all, I need to back it up. Maybe even in several different places.

Technical Description:

Prototype Specs:
Map for a 1st Person Shooter
2 Opposing Strips of Buildings
Middle Obstacle (Ship)
(Spawn Point) Forest before Town Entrance

Visual Description:

If the Map we made were still in existence, it would have looked as followed. The map was simple. Our team thought of creating a map with two opposing towns. Kind of like a western movie with saloons and bars. In the middle of the two strips of buildings was an empty plane of sand. It was quite funny actually, as the map started of as really simple. What made the experience very memorable was what our team did with the mistakes we made. Because our team was unfamiliar with the controls, we at times would indent parts of the map on accident. In this case, one of us accidentally indented the middle between the buildings. So now, this area meant to be a barren center for shoot outs to occur was now in conflict with this bulge in the ground. As we tried to fix it, we found it much more interesting to work around it. What we did was actually add things to the hole. We first added water. Then added a boat. Then removed that boat and added a ship. So we had a ship in a small pond next to the sand. It made no sense at all. We definitely let our imaginations get ahead of ourselves. But we decided to keep it. I think this event was the catalyst that set off the rest of the map. After that we got more impulsive and ambitious. We put a Huge tree in the middle of an apartment project. We added machine guns to the ship in the pond in the middle of the sand. We added dirt bikes. We added a forest next to the town. At this point our imagination had no bounds.

This map we made no longer was grounded in reality. And it was all a product of that one mistake. Though in the future, we must give ourselves limits, I feel that this was a very therapeutic event because it allowed us to let go of our mental limitations and let our imaginations flow. This was an important event for me because in the last few years, I feel as if I have been holding back my creativity with my overly-critical views on reality and fantasy. It made me learn that in order to be creative and create new ideas, one must grasp the fact that if the program in which you are using is not bound by limits, then neither should you be.

Sunday, March 23, 2014

Exercise #3 (Alternate) - High Concept Statement B

March 23rd, 2014:

Information:

After much thinking and consideration, I have decided to postpone/substitute my original idea for a video game. As mentioned in a previous post, I was set on making my own personal fighting game called PFE (Prototype Fighting Engine). Though still a high possibility in the future, I believe that there is another project idea calling for my attention right now. There are many reasons why I am changing direction but to pinpoint the reason is mainly because of my experience with Flowlab. Originally, When I was working with Flowlab, I didn't see myself going in the direction of a 2d Platformer. However, I found myself spending more and more time in Flowlab than originally planned. I fell in love with the fact that I was creating more and more with what started out as nothing. As I continued working on the project, more and more ideas came about to what my first video game would be. Not to say I couldn't have also gained some ideas through MUGEN or another program, I felt that Flowlab gave me a feel for the limits of my abilities and the kind of direction I would like for my first game. I'm on the fence in terms of which program to use, whether it be Flowlab or GameMaker, but I am absolutely positive that I want to make a 2d NES Style Platformer Game.



My Final High Concept:

This is the final phases of my decision making process. There is very little time; thus less opportunities to make changes. This is what will ultimately come... or not come by the end of May.

My idea is to have a classic video game. Something that I can make now with my lack of programming knowledge and artistic ability. The game will hopefully be smooth and easy to play. I'm making sure the game has a very simple story line in order to coincide with these deficiencies I have as a designer.

G-Robot will have many basic elements common to NES games. Of course shooting and jumping will be an available option. The game will have basic enemies and personally made backgrounds.  This game will take influences from NES games like Megaman and Mario. I'm aiming for a visual style resembling that of Megaman specifically. Character designs will be influenced by a variety of different areas, one of them definitely being Gundam.

If I can achieve the goals I've set for myself, I can at least provide a GDD or an unfinished demo by the end of May. I am looking to make this game with either Flowlab or GameMaker.

Provided Graphics:

So far this is what I have done towards the game.

From Flowlab, I have some designs of what the main character will look like and a heavily unfinished first stage.



(Also provided is the original Powerpoint pitch)