Thursday, September 18, 2014

Homework 4 - Simple Game using 2 Objects

This video details the simple game I created with only 2 objects. The objects were ones I downloaded for use in our final game, and I was able to make a very simplistic shooting gallery with them. I had larger plans for even this simple game, but encountered difficulties with the physics not providing the bullet object with enough speed to prevent gravity from making it fall before hitting its target.

If I were to expand this game, as I noted in the video, I would add more targets, possibly some other obstacles obscuring them to make a proper shooting gallery, or would add moving humanoid targets that use the barriers as shelter, making the target much more difficult to accurately hit.

The objects I used can be downloaded at the following links:

http://www.blendswap.com/blends/view/71185 - Barrier
http://www.blendswap.com/blends/view/68441 - Pistol

Thursday, September 11, 2014


This is just a demonstration that I am able to make an object in blender move. The object is a cyperpunk styled take on a female robot, who may be utilized to personify an aspect of the Artificial Intelligence in our game.

Tuesday, September 9, 2014

Homework 2 - First Meeting


1) When and where did you meet?
After class in the Union Courtyard.

2) What did you discuss?
 We discussed our ideas for the overall story elements we wanted to incorporate into the game, including the setting, style, and overarching plot points we wanted to cover. We also discussed what genre of game would fit this project best, but were still sorting out a final genre for the game.

3) Did you take notes? Why? Why not?
 I took general notes on ideas that came up as well as specific things people thought they would like to explore through the game.

4) Did you transfer the contents of the discuss to the computer?
 No, the notes were pretty freeform and casual for this meeting, but I plan on logging future meetings so we are all on the same page.

5) Did you discuss the game document?
 Not as of yet since we are not sure what it will contain or how it will be structured

6) Did you pick a team leader. Why? Who is it?
 No, we decided to instead have each person focus on a different area (art, character design, story, programming, etc) and have them be the leader of that section. Additionally, throughout the course of the project, each person is to spend at least a week working partially on each other aspect of the game and learning from that area's leader so that we are broadening our skill base.

7) Please describe briefly some initial ideas regarding the game you plan on developing. 
 We are planning a game that is utilizing a cyberpunk setting and addresses some of the themes surrounding Artificial Intelligence. We are still determining the specifics of the story, but plan on taking a more psychological approach and less of an action-heavy one.

8) State on your blog the contributions you, the individual, made towards the team game in the last week.
 I personally helped refine or redirect many of the ideas we had to keep our dream game within scale. Additionally, I suggested the Cyberpunk setting and aesthetic as I seem to be the most familiar with it in our group. I also discussed the idea of a weekly game trade to pass around games that we drew inspiration from for this project and share them with the rest of our team.

Thursday, September 4, 2014

Post 3 - Games I enjoy

I have a bit of an eclectic taste in games, with many of my favorites being games that were more cult classics. I tend to not be a fan of big-name games (Halo, Call of Duty, et al) and prefer games that stand out for providing maybe not the most polished experience, but one that either in terms of story, theme, or gameplay, provide something unique.

The Walking Dead - Telltale Games



This game has gained some popularity due to its critical acclaim, and deserves it wholeheartedly. Zombies are terribly played out in games, but The Walking Dead utilizes them not as the source of conflict, but as a backdrop. They set the stage for the real driving conflict within the game, which is your interactions with others.



The game brilliantly characterizes each of your companions and they each react to the apocalyptic world around them in incredibly human ways. Some are bitter and distrusting, caring only about their own survival, others have been forced to confront what makes and keeps us all human in a world where people must scrape and scrounge to get by.



While all this makes the game stellar in its own right, one aspect of the game that particularly stands out for me is how it is able to engender within the player the emotions that come with being a parent. The first character you partner with is an 8-year old girl named Clementine. Most games do little to characterize children, relying on our natural desire to protect them rather than making them actual people. This usually leads to them not only being not compelling, but often child characters are actually annoying. Clementine is a beautiful departure from this norm, being more than just someone to protect, but a fully fleshed out character in her own right. You are actually encouraged to be honest with her about the  danger and sadness of the world, but rely on her to motivate you to continue fighting to survive.



R.A.D. - Robot Alchemic Drive - Enix

This game is awful. The graphics are bland and blocky, the effects in the game are either overblown or completely under-exaggerated, and the voice acting is some of the worst this side of Castle Shikigami. However, the game has a quirky and unique combat and control system that are slow to pick up, but a blast once you get used to them.



You play the game alternating between a giant robot and its human controller. However, the human does not pilot the mech, but rather uses a comically oversized Playstation 2 controller with an antenna to control the robot. You control the legs with the Left and Right shoulder buttons respectively, and use the analog sticks to punch, with different motions on the stick relating to different types of melee attacks. There are also weapons used by pressing the face buttons. It sounds a bit complex, and it is at first, but once you acclimate yourself, there's a sense of weight and mass that I like to think was intentional.



Fighting also has interesting aspects that come into play. While controlling the robot, your human character is exposed and must stand still. You are only able to see what the human character would be able to see from their perspective, so you must constantly adjust and find new vantage points as the battle progresses. However, to do so you will need to leave your robot motionless and susceptible to attack. Furthermore, some enemies will go after your human character directly, destroying buildings you are using for a vantage point over the battle.



There are also a couple different variety of mechs, some that transform into vehicles, others whose transformation boosts damage and defense for a limited time, but if you don't finish the battle by the end of that time limit, the mech self-destructs and you fail. There's a gem of fun at the heart of this game, it's just wrapped in layer after layer of garbage. Doesn't stop me from loving it, though.


Also, the writing is terrible.

Tuesday, September 2, 2014

Post 2 - Some things I made in Blender

Before the semester started, I figured I should start acquainting myself with some of the basics of Blender. Once I got some of the simple things down, I utilized a couple tutorials to create a basic model of a human as practice.



In this first image, I've set the window to show an orthographic view of the model from the front while still in edit mode. This lets you see the way the polygonal shape of the model was formed and get a rough idea of what the finished model will look like.



This second image is closer to the finished product. I used subsurface smoothing to even out the model's blocky design and switched the window to object view. The model still lacks texture, facial features, and rigging, but the smoothed surface allows me to get a better idea of what additional details need to be added to finish the model as well as what it will look like when implemented  to be rendered in an actual scene.

Post 1 - Guacamelee!


This video shows a brief overview of the game Guacamelee! I explain some of the gameplay elements as well as aspects of the game's theme that I feel work well to providing the player with a unique and interesting experience.