Here I am trying to gather my thoughts to create what the main rogue character will look like. It was a bit hard since I am actually going to have this made out of pixels (16-bit art), but quickly coloring possible color schemes helped guide me in a direction. However, I am not fully satisfied, as described on the page, I want something distinctive about the character (like all good main characters do) but I can't seem to think of anything that will fit is such a small space. Otherwise, I believe I fulfilled the traditional characteristics of a rogue-like character.
Tuesday, September 27, 2016
Bomboy - Schedule 9/19-9/23
Monday - Spent whole period trying to open Game Maker in Parallels
Tuesday - Game Maker YouTube tutorials
Wednesday - Game Maker
Thursday - Photoshop time?
Friday - Character ahgaksfga
Tuesday - Game Maker YouTube tutorials
Wednesday - Game Maker
Thursday - Photoshop time?
Friday - Character ahgaksfga
Sunday, September 18, 2016
Bomboy - First Video Game Proposal
In regards to the first story arch (rogue), so far my main controls are as follows:
Space = jump
W and D = left and right movement
Return/Enter = attack
S = hide in objects
W = climb walls
Some other features I am brainstorming are possible hooks to pull the player places (I need to figure out how to do this); I want to implement assassinations as the only way to kill enemies (so you have to sneak up and get them from behind) so I have to figure out how to make that happen; and since, as a rogue, the main fighting style is avoiding enemies and detection, I need to get the enemies to react whenever they "spot" the character (I have an idea of how to accomplish this). So while I have most of the mechanics down, I still have some others I need to research, but in the mean time the basic features should be enough to start coding.
Also, most 2D platform/story games usually have a serious theme or idea as the whole drive of the story and gameplay. For example, To the Moon is a 2D game that explores the theme of grief and mental illness. It also has a bittersweet ending that is mostly sad. It reaches out to the player's emotions. Therefore with my game, I have the theme of no matter what you do - no matter which option you choose - there will always be critics. At the start of the game there is going to be an unnamed "voice" (words that show up on screen) asking you who you think you are, ending with the question "Are you one to fight from the shadows?" Which will lead into the rogue story, and your told goal is to assassinate a figure head of some kind and the player will purposefully have no information of why. Once the player reaches the person, they will receive the option to either kill or don't kill. If they choose kill, the voice will shame them: "Why, you didn't have to do that... You don't even know why you killed him. Tsk tsk. We haven't even gone through all the options yet..." Or, if the player chooses to not kill them: "Coward. You can't even do one simple thing." While I do acknowledge that the player may get upset from all of this, that's the point of the game. At the end I may have a statement talking about the criticism everyone faces daily and that there is no way to stop it, so just be yourself. Haters gonna hate. As for the wizard, the idea I have so far is that the player is going to have to choose whether or not to return a rare and precious tome to the rightful owner, which will be hard since a wizard's main goal in life is to seek knowledge.
Anyway, after getting this far I decided to do research on how to do the tasks I'm unsure of. And I found some YouTube videos by Lewis Clark and Tabular Elf that I believe will help me. Not only that, I found a video by the Extra Credits (if you don't know them, they are a group of game design people who put together videos on how to make good video games) titled "What Makes a Good Stealth Game?" I received some good advice from watching the video: keep stealth STEALTH (not much action - it's a puzzle); good stealth games are puzzles with more than one solution (traverse, not combat); time as a "score" since there will be waiting (which gave me the idea to reduce your time score whenever you are "spotted" by an enemy); the world resets (predictable movements after observation); and triumphing despite weakness (this follows the typical stealth game story line where the minimal one could just be "I'm small and weak so I have to put the jump on stronger people to prevail"). Also for research, I found a very good stealth game to study for mine. Mark of the Ninja is a very popular and successful 2D platform stealth game right now and I intend to buy and play it, or watch videos.
That's all I have so far in the brainstorming period so my next step is to create my GDD which is going to be slow and painful but beneficial in the end when I need it during the creation process of my game.
Schedule - 9/12-9/16
Monday - Brainstormed ideas
Tuesday - Found idea
Wednesday - Refined idea
Thursday - Short and rough outline of first rouge levels
Friday - Researched what makes a good stealth game
Tuesday - Found idea
Wednesday - Refined idea
Thursday - Short and rough outline of first rouge levels
Friday - Researched what makes a good stealth game
Sunday, September 11, 2016
Bomboy - What Makes a Good Video Game?
Before I started coming up with ideas of video games and creating some, I thought I should do some research on what makes a good video game in the first place. Good games have all aspects at the same level of quality or polish; if even one aspect isn't as great, the entire experience is let down and the game stinks. So, after reading multiple articles and thinking about my personal favorite games, I came up with a list of the key elements games should have in order to be enjoyable.
Responsive Controls
So many games get controls wrong, whether they are frustrating or don't work well. It's essential that they're right because controls are half the fun. If the controls aren't fun, then players can end up frustrated or, worse, bored. So, in order to guarantee fun controls you "Find the Toy." This phrase refers to setting up an action and reaction that makes the player feel powerful. For example, cutting the rope in CutTheRope is a toy and so is flinging a bird with a catapult in Angry Birds. Games with toys are fun to play and they include tilt, touch and swipe, motion controls, pushing buttons, and so much more. Once you have a cool toy, design a game around it; build some levels that explore the limit of the toy and find out what is fun. In all, the player should feel in control of the game. The moment the game feels too hard to play due to the controls, it stops being fun. Also, the game should follow the usual conventions established in a genre. Changing something players expect to be able to do is not creative, it's annoying.
Solid Concept
What is the player doing, where are they doing it, how and why are they doing it? Game concepts are usually inspired by the chosen controls and then a strong concept makes it easy to flesh out the game. Gameplay, level design, art style, music, story, characters - all will be easy to accomplish if the concept is strong. So what makes a strong concept? Well, simplicity, while hard to achieve, is essential to communicating the idea to the gamers. You risk losing people's interest. However, while simplicity is good to initially hook the player, the game also has to have depth or layers that a player can slowly discover as they go through the game. One rule though: DON'T add inconsistencies!! Lastly, make the game clever. Put something in there a hardcore gamer may not expect but make it good. If you're not excited about making the game yet... you should go back and redo it.
Learning Curve
First select your target audience. A good game is accessible for newcomers, while also supporting and rewarding those with great skill with a challenge right away. Also, notice how most games these days don't have instructions? That's because the levels are designed to teach. Another VERY important point that I've read in many articles and learned at USC is that a game is only fun when the player is learning. If the player stops learning in the game, it can become repetitive, easy, and boring. A good game always gives the player an opportunity to learn something new. The trick is to have a stepped challenge curve that tracks closely to the learning curve; this way, the player is always learning but there are also pauses where the player can feel powerful with their knowledge. Scoring a player also provides them with incentive, so a player should know how to win, but there should also be punishment when they fail (this can be as simple as sending them back to the beginning of a level).
Positive and Negative Feedback
Feedback is any event or action that is a direct result of a player's performance or interaction, and it is essential for heightening the experience. This can include, say, firework animations and noises after winning or maybe a horribly abrasive sound when the player dies. Small rewards and punishments makes the player want to jump back into the game to either get that small satisfaction or correct their mistake.
UI
Four things: fast animation, short loading times, instant restart, and skippable cut scenes. Everything should flow and not interrupt the experience the player is having. Period. If any of these things are ignored, it feels extremely punishing.
Visual and Audio Style
This should (sadly for artists like me) be the least important element out of everything, simply because graphics aren't as important as they used to be. That being said, they still have to be good, or the game will suffer. As said above, if you have a great concept, this shouldn't be too difficult. Concept, gameplay, and art style all have to be pointing in the same direction to make the game cohesive. Decide on an art style that can be produced at a high standard very quickly (aka 2D games). Also tip number one: make the core aspects of the gameplay look and sound great first, and then move outward. Tip two: get great music. It can elevate a good game into great territory. Repetitive music can be irritating.
One Step Further
Even if all the steps above are achieved, the game can still go further, and it comes down to innovation and flair. Look at the play aspects of the game and make sure it's innovative; whether it's in the controls, the concept, or the journey the player is being taken on. Also look at what the game is doing presentation-wise and ensure those aspects are being done with artistic flair.
Now that I basically have a checklist to run through, creating a game seems way easier to accomplish. Time to get writing.
Nagle - Rough Composition Ideas
These are the two rough composition ideas you asked us to draw. I drew possible characters and how they look, the colors I am thinking of using, what media I plan on using, and I did some research such as the constellations and also how to combine water color and gouache. I am glad I laid this out because I already have some things I wish to change to better the pieces as a whole.
Bomboy - Schedule 9/5-9/9
Monday - No school
Tuesday - No G.M.
Wednesday - Sketch
Thursday - Planning
Friday - Planning
Tuesday - No G.M.
Wednesday - Sketch
Thursday - Planning
Friday - Planning
Tuesday, September 6, 2016
Nagle - Proposal
What the light green Sharpie says:
I interested in semi-realistic fantasy characters. I usually only sketch and line my art, but I really want to try and use acrylic, water-color, and gouache paints. I'm mainly into the figure-drawing and details in the people themselves, so I may try to attempt background environments and landscapes.
I am also very into Dungeons and Dragons and their races/classes which influence my art greatly-that's mostly what I will draw. Not only that, but two-person interaction, or my drawings interacting in some way, will be prevalent throughout my art.
My main idea throughout the year:
For a series, I am very interested in drawing the zodiac signs as humanoids. This way I am still connected to the fantasy and invention I love but also the stories or storytelling since zodiacs usually come with their own history or way of being. In this series, I would mostly like to use water-color, gouache, and Copic markers. I would also like to include this series in my college portfolio so I hope it turns out well.
Bomboy - USC Summer Program Reflection
Summer 2016 I was accepted into University of Southern California's summer game design program. On campus using the school's facilities, I got to live through and learn a whole semester's worth of knowledge in one month. I previously had applied with the mentality of figuring out whether I enjoyed the programming or art side of game making more; instead, answering that question became ten times more difficult. While there, I had the time of my life while also being brain-achingly stressed.
First, the lectures every morning, while being a bit stiff at 9 a.m., were also full of important and interesting information I never thought about or related to the game design major. We went over the meaning of beta, alpha, and the golden spike; when the due date of every video game would really be (JUNE) in order to get in on the shelves before Christmas; how to paper prototype for both physical and digital games; the meaning of working together and the SCRUM process; and SO MUCH MORE. (Where all the information was then put into a huge midterm exam the day after a Disney trip when we got home at 2 a.m. but I'm not crying on the inside or anything.)
In the afternoons, the class would have lab. Here, we made projects in Unity, GameMaker, talked about other game making applications, the use of Trello as an organization and communication tool, how to write/what are postmortems, AND the talk about the dreaded, terrifying, tedious GDD (Game Design Document). The GDD is basically the Bible equivalent for a video game, where EVERY SINGLE detail must be included in order to make the game. The first piece of information about it I received was "Each one of you is going to make your own GDD for an original game"... okay, can do, it can't be that hard right? "Oh, by the way, a typical GDD is ranged from 50 to 300 pages." Say what. I basically had a mini heart attack, stroke, and developed cancer in two seconds (sorry, had to bring out the memes to explain my inner turmoil). Later I found out that we didn't have to reach that page requirement (thank goodness), but my final GDD did end up being twelve pages. I may post my GDD later as another sketchbook page because I am contemplating creating that original game this year.
During lab, the first project we had to accomplish was a recreation of a classic game. Inspired by my computer science teacher's room decor, I decided to recreate the classic Asteroids. We used GameMaker to make the game: I recreated both the art by myself and then had to code the game to my liking. We were encouraged to make the game as similar to the original as possible and then HIGHLY encouraged to add our own hacks XD Again, later I may post screenshots and a reflection on my Asteroids game. The second project was then one in Unity: we had to make a walking simulator. Basically, we had to create an environment, choose a song that evokes a certain emotion, and then time the walk to the song so that the person controlling the player in that world ends up feeling that emotion. With this game file, we had to create a PowerPoint and write a paper. Other hands-on activities included a paper prototyping activity where we got in groups to create an original board game, and the SCRUM activity where we again got in groups and built a Lego futuristic city using the SCRUM process.
My last lab project was actually my final project... that was also a group project (CRINGE). However, we were able to choose our own groups so of course I chose friends and we ended up brainstorming a reverse platformer. Instead of a male hero running from left to right to save a princess, we had a main character princess whom was tired of the male heroes failing to save her--so she breaks out of the castle herself and we have the game scroll from right to left (opposite of the traditional platformer). There was only four of us and only a week of work time so we tried splitting up all the hard work pretty evenly. I was the head artist who created 48 sprites myself and oversaw the rest of the artwork (220 sprites in all), I was a level designer who actually created the layout of 2 of the 3 levels, and I also coded the whole boss level myself. In all, we all had a hand in every aspect of our game to create our game which we deemed The Rising Sun. In fact, one of our TAs reviewed all of the student games over the summer so you can read his critiques and criticisms here: Student Game Review 2016.
Not only did we learn valuable lessons in the classroom, we also went on class trips to Activision and Treyarch and had guest speakers. I was able to walk into a professional game design building and meet the workers and ask them questions--it was an amazing eye-opening experience that made me extremely excited to start working somewhere. Our guest speakers were also people from game companies who came to speak about how they started, how they got their job, and what to expect. Their lectures seemed to comfort me--it made me realize that maybe getting the job of my dreams isn't as impossible as I originally thought. Plus, all of them seemed to really love their job which gives me a positive outlook on my future.
I also have to give credit to my amazing teachers, TAs, and friends at USC. Mr. Tom Sloper and Ms. Karen McMullan are awesome, talented, and caring teachers who come from full backgrounds in the gaming industry. They both helped me learn over the course SO MUCH, I can't thank them enough. And the TAs...when we needed help on our final projects, they were there. The TAs are also students who went through the same program and some who are in the computer science or game design majors themselves. Lastly, I met amazing teenagers who were interested in the same topic as me and I cannot wait to see them in the future (at our awesome game design careers of course).
Overall, USC was a great learning experience and life lesson and one of the best things to happen to me. Now I just have to choose between the coding and art XD
First, the lectures every morning, while being a bit stiff at 9 a.m., were also full of important and interesting information I never thought about or related to the game design major. We went over the meaning of beta, alpha, and the golden spike; when the due date of every video game would really be (JUNE) in order to get in on the shelves before Christmas; how to paper prototype for both physical and digital games; the meaning of working together and the SCRUM process; and SO MUCH MORE. (Where all the information was then put into a huge midterm exam the day after a Disney trip when we got home at 2 a.m. but I'm not crying on the inside or anything.)
In the afternoons, the class would have lab. Here, we made projects in Unity, GameMaker, talked about other game making applications, the use of Trello as an organization and communication tool, how to write/what are postmortems, AND the talk about the dreaded, terrifying, tedious GDD (Game Design Document). The GDD is basically the Bible equivalent for a video game, where EVERY SINGLE detail must be included in order to make the game. The first piece of information about it I received was "Each one of you is going to make your own GDD for an original game"... okay, can do, it can't be that hard right? "Oh, by the way, a typical GDD is ranged from 50 to 300 pages." Say what. I basically had a mini heart attack, stroke, and developed cancer in two seconds (sorry, had to bring out the memes to explain my inner turmoil). Later I found out that we didn't have to reach that page requirement (thank goodness), but my final GDD did end up being twelve pages. I may post my GDD later as another sketchbook page because I am contemplating creating that original game this year.
During lab, the first project we had to accomplish was a recreation of a classic game. Inspired by my computer science teacher's room decor, I decided to recreate the classic Asteroids. We used GameMaker to make the game: I recreated both the art by myself and then had to code the game to my liking. We were encouraged to make the game as similar to the original as possible and then HIGHLY encouraged to add our own hacks XD Again, later I may post screenshots and a reflection on my Asteroids game. The second project was then one in Unity: we had to make a walking simulator. Basically, we had to create an environment, choose a song that evokes a certain emotion, and then time the walk to the song so that the person controlling the player in that world ends up feeling that emotion. With this game file, we had to create a PowerPoint and write a paper. Other hands-on activities included a paper prototyping activity where we got in groups to create an original board game, and the SCRUM activity where we again got in groups and built a Lego futuristic city using the SCRUM process.
My last lab project was actually my final project... that was also a group project (CRINGE). However, we were able to choose our own groups so of course I chose friends and we ended up brainstorming a reverse platformer. Instead of a male hero running from left to right to save a princess, we had a main character princess whom was tired of the male heroes failing to save her--so she breaks out of the castle herself and we have the game scroll from right to left (opposite of the traditional platformer). There was only four of us and only a week of work time so we tried splitting up all the hard work pretty evenly. I was the head artist who created 48 sprites myself and oversaw the rest of the artwork (220 sprites in all), I was a level designer who actually created the layout of 2 of the 3 levels, and I also coded the whole boss level myself. In all, we all had a hand in every aspect of our game to create our game which we deemed The Rising Sun. In fact, one of our TAs reviewed all of the student games over the summer so you can read his critiques and criticisms here: Student Game Review 2016.
Not only did we learn valuable lessons in the classroom, we also went on class trips to Activision and Treyarch and had guest speakers. I was able to walk into a professional game design building and meet the workers and ask them questions--it was an amazing eye-opening experience that made me extremely excited to start working somewhere. Our guest speakers were also people from game companies who came to speak about how they started, how they got their job, and what to expect. Their lectures seemed to comfort me--it made me realize that maybe getting the job of my dreams isn't as impossible as I originally thought. Plus, all of them seemed to really love their job which gives me a positive outlook on my future.
I also have to give credit to my amazing teachers, TAs, and friends at USC. Mr. Tom Sloper and Ms. Karen McMullan are awesome, talented, and caring teachers who come from full backgrounds in the gaming industry. They both helped me learn over the course SO MUCH, I can't thank them enough. And the TAs...when we needed help on our final projects, they were there. The TAs are also students who went through the same program and some who are in the computer science or game design majors themselves. Lastly, I met amazing teenagers who were interested in the same topic as me and I cannot wait to see them in the future (at our awesome game design careers of course).
Overall, USC was a great learning experience and life lesson and one of the best things to happen to me. Now I just have to choose between the coding and art XD
Bomboy-Schedule 8/29-9/2
Monday - Reflection
Tuesday - Reflection
Wednesday - Still no GameMaker ;-;
Thursday - Reflection
Friday - Absent
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