[Question 1]
Imagine that you are a level designer working in the 1980's. Knowing the limitations associated with this era, what type of game would you develop?
[Answer]
Taking into consideration the limitations game development in the 1980's. I would develop a game with a 2-Dimensional perspective, side scrolling, platformer. The gameplay would involve a warrior and dungeon crawling along with multiple different types of enemies.
[Question 2]
Play 3 games, one from the 1980's, one from the 1990's and one released after 2004. Compare and contrast how levels and environments are designed in all three games.
[Answer]
Pac-Man [1980]
Pac-Man is a two dimensional arcade game. The player was given control of Pac-Man and had to go around the level eating all the white dots, while 4 different coloured ghosts chase him around. There game consisted of just one level but after completing the same level a few times the enemies became harder, faster and resilient to Pac-Man's power-ups.
Counter Strike [1999]
Counter Strike is a first person shooter 3-Dimensional game where players choose a side terrorist team or counter-terrorist team. The goal was to reach the objective or to eliminate the opposing team. Multiple maps were included with the game featuring different environments from around the world and obstacles providing vantage points and cover points.
Far Cry 3 [2012]
Far Cry 3 is a first person, action-adventure game. You play as Jason Brody which after a series of events ends up captured on an island by pirates. The game consists of a giant open world map which is fully explorable. The map consists of many objectives where the player can gain tactical vantage points in their current mission or for exploration.
Comparing these three games and their maps if you took the level of Pac-Man and a top down view of any Counter Strike map you can see that there a similarities by pathways and directions possible to travel although Pac-Man uses a level that is symmetrical whereas Counter Strike uses maps that are more varied. Far Cry 3 because of its genre takes its level to a larger scale and adds many more tactical points than say Counter Strike which didn't have many. Far Cry 3 also had many more areas providing cover from enemy fire and a more explorable environment as most buildings could be entered.
[Question 3]
How does a game's genre affect the way its levels and environments are designed? Choose one level from 3 different games, each from a distinct primary genre and compare how these levels are designed in regard to setting, goals, puzzles, and risk-reward system.
[Answer]
Far Cry 3 [2012]
The map is designed as a island in the pacific, the goal is to take down the pirate's that control the island which have also captured your friends and then escape from the island. The towns and areas are designed to look like a modern day pirate civilisation on a tropical island.
Rust [2014]
The map is designed with a partial post apocalyptic setting where the early game featured zombies as the main enemy type although later removed and replaced with radiated animals including Radiation Wolves and Radiation Bears. The player can explore some of the map finding old structures and towns where there are radiation zones. There is no real goal or objective apart from staying alive. players can create themselves a home or they can choose the alternative "Knock on the door with some C4". <--- Probably the most common.
The Forest [2014]
A plane crashes onto a large unknown island. The player awakes to a island native carrying away his child. Alt + F4, this game just got freaky. The map is a large island with hills, cliffs, mountains and beaches. It also happens to have a very large forest on it.... The goal for the player is to survive as long as possible on the island, as the nights pass the island cannibalistic mutating freak natives decide to start looking for you. There are no real safe areas or places you can hide that well.
Friday 5 September 2014
Chapter 2 Questions [1,2,3]
[Question 1]
Using some of the techniques discussed in this chapter, begin developing a concept for an original game idea. Discuss the central theme of your idea and the methods you used to bring your idea into existence.
[Answer]
A game where your child asks you questions about fairy tales and you must choose whether to tell them the truth (that Santa isn't real or the Easter Bunny's fake or the tooth fairy isn't real) or to continue with telling them lies.
You play as the father, the game would start off where the father is taking his son to bed and his son would ask him if one of the stories was true, the player would then have to choose what to tell the son. The father would then leave the boy and go to sleep, upon going to sleep the father would enter a scenario world where the story the boy asked about is happening, depending on what the father said as his response the story can progress in two ways.
If the father told the truth (that the stories are not true). The father would then see that the character of the story is taking his son from him because he does not believe the stories are true. The father must then proceed to rescue his son.
If the father chose to lie (that the stories are true). The father and son must explore their way through the scenario and find the main character of that scenario to return.
If the father fails to complete certain scenarios within a time limit the son will not wake up in the morning, the father must then return to the same scenario the next night to complete it successfully.
Also depending on the father/son relationship the dream scenarios will either have a gloomy/eerie feel or a bright/happy feel to it. The scenarios and events that happen allow a bond to form between the two and grow even more.
After completing one scenario the father will wake up and see it is morning he will then proceed to check on his son (they both recall the events of the dream). The day will pass and the once again the father will tuck the son in and he will ask about another story (different from the last and never repeat the same story).
The game will end when all stories have been completed. The idea is that the father and son will then both believe the stories to be true.
[Question 2]
Create a backstory, environment, and three character descriptions associated with your original game idea. How are these elements integrated and linked through a central theme?
[Answer]
For generations children have been told stories relating to the Easter Bunny, Santa, The Tooth Fairy. You have grown up and now know the truth behind those stories. But you have a son and it is your choice to either LIE to him and tell him they are all real or tell him the TRUTH and that they are not real.
You are Blake Sumner, and you have recently adopted a young boy Sam Mendis, who's father has passed away recently.
The game focuses primarily on the players choice, depending on what the player chooses to do depends on how the game unfolds.
[Question 3]
Document your concept with reference material and original sketches. How did you capture your reference images? Create thumbnails and silhouettes. Compile these images into an art "bible" to help guide your vision.
[Answer]
(Sunny field) (Scenario Environment)
(Snowy Mountain Village) (Scenario Environment)
(Snow Village) (Scenario Environment)
(Snow Village) (Scenario Environment)
Chapter 3 Questions [1,2,3]
[Question 1]
Building on the original concept you developed in Chapter 2, create a blueprint for your level. Make sure you begin with a series of rough sketches until your blue print begins to take shape.
[Answer]
[Question 2]
Create at least three gameplay mechanics for your level. How do these objectives relate to your original story idea?
[Answer]
[1] - The player has a choice between different options, to tell the truth or lie.
[2] - The player can interact with their environment to pass challenges they may face.
[3] - Dynamic world that is crafted around the players choice.
The first relates by having a choice between telling the truth to your son or telling them a lie. The player may choose to lie to the son and say that Santa is real or that the Easter Bunny is real. Or they may choose to tell the truth and admit they do not exist.
The second would make the user explore the environments and interact with their surroundings making the player feel more involved in the game.
The third allows the player to see the events their actions and choices cause, whether they are good or bad.
[Question 3]
Come up with five level objectives that correspond to your gameplay mechanics. How will you identify these objectives in your level blueprint?
[Answer]
[1] - A puzzle room where the player must explore their environment and interact with certain objects in the right order.
[2] - Snow Wolves appear and the player must run and dodge them and use their environment to escape.
[3] - Rescue the players son, the player must use the environment and interact with objects to rescue their son.
[4] - Help villagers in need, one of the villagers went off into the forest and hasn't been seen since, the player must decide if they will help or not.
[5] - Defeat the main antagonist using the environment.
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