FSU Game Design
Thursday, October 2, 2014
HW #8
HW #7
- 1. The space in our game is discrete. The arcade is basically our board and the different games or events are the fixed spaces where our character can move.
- 2. I would say our game has one dimension because the story and the way the game is conceptualized right now give us a linear progression that doesn’t seem to have much freedom of choice.
- 3. The boundaries of the space would be the arcade and maybe the alleyway next to the arcade?
- 4. At the beginning of the game our player will start out with basic verbs like walk, jump, use, pickup, and crouch. But as the game progresses the character will unlock more verbs, such as repair, that will allow her to continue on through the story of the game.
- 5. Each verb will probably only act on one to two things each. Although the accumulation of these verbs is essential to progressing the story.
- 6. At this point it seems that there will only be one way for our main character to achieve her goal of escaping the arcade.
- 7. There is only going to be one subject that the player controls: the main character.
- 8. Side effects change constraints by changing the way the game is played to create new resultant actions.
- 9. The operative actions of our game will be moving around, fixing arcade machines, playing those arcade machines, searching for items, picking up items, and talking to the side characters.
- 10. The resultant actions of our game are hopefully that the game will become more difficult or require more thought about the puzzles inside of the game as the story progresses.
- 11. I think a climbing option would be really cool for our main character.
- 12. The ultimate goal of our game is to escape the arcade.
- 13. The short term goals of our game will be to solve puzzles and fix arcade machine. The long term will be escaping the arcade and potentially getting home.
- 14. Through dialogue and text prompts we will convey the goals of the game to the player.
- 15. The foundational rules of our game would be found in our games within our game.
- 16. Since the arcade games will be already established arcade games that will be altered by us using python the rules already enforced by the game.
- 17. Real skills will be puzzle solving, timing, precise control as to avoid death in the arcade games, and the ability to control the main character.
- 18. There are no real virtual skills to develop, only verbs to acquire.
- 19. What have I done for my team this week:
- a. I have downloaded several new models that I believe can be incorporated into our game, and have been learning how to use blender more efficiently so as to do the next homework assignment.
Thursday, September 18, 2014
hw #4
Chapter 2 Questions.
- Forgetting about the game, think about your player. What are the experiences you want your player to have.
- I would love for the player to have an emotional time playing the game. This could range from feeling sad due to the story, angry due to the difficulty, or even amused at the animation.
- What are the essential elements of that experience?
- Good Writing is always important for any story. But a great team is much more important than a good writer. Furthermore everything has to flow together coherently and smoothly for emotional triggering to work.
- Suggest a few ways your game might capture those experiences.
- Well our story isn't really the happy go lucky type, so right from the start I believe the player will begin to feel a specific way towards the main character. Furthermore as the game progresses once the player already has an emotional response to the game, I believe further emotional direction will be easier to achieve.
- Discuss a few ways in which you might include a surprise in your game.
- Betrayals are always a fun surprise in any Game. I can imagine a few ways that a betrayal could work in our game. Besides plot surprises I think hidden items in the game would be a good way to reward/surprise those curious enough to explore every nook and cranny.
- How will your game be fun?
- Since our game will be linear in design, The fun will really stem from being rewarded with storyline in between missions and gaining new abilities/areas through progression of the story. So the writing will have to make people want to come back for more.
- Discuss the goals of your game(as it stands now).
- I don't know if we have stated any goals as a team, however, I think that we have a really great game idea and if we can come together and solidify everything then everyone on the team will be happy with the final product.
- State your thoughts on how you will make the player attached to your game, or motivated to play the game.
- As previously stated the player will have to become attached to the story, so the writing MUST draw the player in. On top of that, regular rewards and progressions will make the player motivated to play.
- What problems do you expect the players to solve in your game?
- The end goal of the game is to escape from an abandoned arcade. So regular puzzle solving, mini-games, and hidden items will probably all be solvable entities in the final game.
Thursday, September 11, 2014
Homework #2 ~Questions
1) Our team took the time to meet each other this Wednesday on the bottom floor of Dirac to discuss our Game.
2)We discussed the story, characters, level design, and ultimate goal of our Game.
3)We all took notes in our notebook to keep track of the ideas that everyone was pitching. We took the notes so that we wouldn't forget anything anyone had said.
4)I did not transfer the contents to the computer. We agreed to reconvene after a week to pitch more ideas at each other.
5) We did not really discuss the game document.
6) We did not formally pick a team leader, because
we decided to do so next week.
7)Our initial ideas are steering our game to be a sort of escape type game, where the main character must find parts/complete challenges to advance to the next stage of the game, where the ultimate goal is to escape from the setting that they are stuck in. Besides the main character there will be a main support character and several minor characters that come into the story. We hope to implement arcade style mini games into the actual game that we are making.
8)I helped direct conversation towards beneficial topics and asked questions that allowed everyone to have their opinions heard even if they were differing opinions.
2)We discussed the story, characters, level design, and ultimate goal of our Game.
3)We all took notes in our notebook to keep track of the ideas that everyone was pitching. We took the notes so that we wouldn't forget anything anyone had said.
4)I did not transfer the contents to the computer. We agreed to reconvene after a week to pitch more ideas at each other.
5) We did not really discuss the game document.
6) We did not formally pick a team leader, because
we decided to do so next week.
7)Our initial ideas are steering our game to be a sort of escape type game, where the main character must find parts/complete challenges to advance to the next stage of the game, where the ultimate goal is to escape from the setting that they are stuck in. Besides the main character there will be a main support character and several minor characters that come into the story. We hope to implement arcade style mini games into the actual game that we are making.
8)I helped direct conversation towards beneficial topics and asked questions that allowed everyone to have their opinions heard even if they were differing opinions.
Monday, September 1, 2014
My Current Tastes
http://www.hirezstudios.com/smite
This is the game that was in my first post.
What I like about it:
-Better control of combat and champions(when compared to DOTA2 and LOL)
-Theme of characters(All gods from polytheistic beliefs)
-Variation of Game Types(Single lane 5v5 randoms and 3v3, 5v5 open arena matches, then standard lane matches)
If you Like RPG's then you'll like divinity: original Sin
What I like about it:
-No real tutorial, just jump right in gameplay
-Great Writing, the storyline and sidequests provide great entertainment if you enjoy actually reading everything everyone has to say.
-Turnbased combat system that will punish you consistently if you don't have proper skillset.
-Instead of controlling 1 or 2 people in your party, you get 4!
-In depth class customization(Rouges,Mages,Clerics,and Warriors are just the tip of the iceburg)
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