I plan on working on the a tutorial named Stealth.
Here is the URL: http://unity3d.com/learn/tutorials/projects/stealth
I am not sure if i will be able to complete it in its entirety over break, but i will try.
Thursday, November 21, 2013
Thursday, November 14, 2013
Sprint 15 Questions Updated
1: Was it easy for you to learn the controls for the game?
(Y/N)
2: Was it clear what the goal of the games was?
(Y/N)
3: Were the game mechanics that were explained at the beginning clear?
(Y/N)
4: Was the game entertaining to play?
(Y/N)
5. Ona scale of 1 - 7, how would you rate the games difficulty?
1 2 3 4 5 6 7
Wednesday, November 13, 2013
Sprint 17 (permission only)
Tutorial i plan to complete: Roll-a-Ball
http://unity3d.com/learn/tutorials/projects/roll-a-ball
Task List For Thursday: The whole tutorial. It is only about an hour, maybe two hours, worth of work.
http://unity3d.com/learn/tutorials/projects/roll-a-ball
Task List For Thursday: The whole tutorial. It is only about an hour, maybe two hours, worth of work.
Monday, November 11, 2013
Sprint 15: Playtest Questions
1: Were the controls and objectives clear and understandable? (Y/N)
2: Was the game... (Circle One)
Far too hard
Challenging but do-able
Perfect in difficulty
Kinda easy
Extremely easy
3: Would you ever want to play this game again? (Y/N) If no, can you explain why?
4. If you could change something about the game, what would it be and why?
5: On a scale of 0 - 10, how would you rate the game as a whole? (Circle One Number)
10 Excellent Game
9
8
7
6
5 An Alright Game
4
3
2
1
0 Awful Game
2: Was the game... (Circle One)
Far too hard
Challenging but do-able
Perfect in difficulty
Kinda easy
Extremely easy
3: Would you ever want to play this game again? (Y/N) If no, can you explain why?
4. If you could change something about the game, what would it be and why?
5: On a scale of 0 - 10, how would you rate the game as a whole? (Circle One Number)
10 Excellent Game
9
8
7
6
5 An Alright Game
4
3
2
1
0 Awful Game
Tuesday, October 29, 2013
Sprint 13 Task List and Questions
Task List
- Finish with
character (animations, controls, camera)
- Start making level 1
look pretty in Maya. After that is finished, bring it into unity and combine
the character with the level.
Lens # 82: The Lens of
Inner Contradiction
·
What is the purpose of my game?
The purpose of my game
is to entertain people with the use of simple stealth, mini puzzles, and points
of rushing and the sense of overwhelming danger.
·
What are the purposes of each subsystem
in my game?
The stealth is to make
the player be careful about what they are doing, no game is fun when you can
just run past everything without having to worry about anything.
The mini puzzles are
to act as a exercise of patience / exploration for the player. Trying to time
when the coast will be clear for your advancement / trying to find new and
easier ways around certain points where it seems like you are presented with an
unbeatable bottleneck.
The rushing and
overwhelming danger are to make the player enter a state of excitement. Most
stealth games lack this and instead use the possibility of danger instead of
danger itself.
·
Is there anything at all in my game that
contradicts these purposes?
No. My game is to be
as simple as possible in the sense of mechanics
because overcomplicating of them will only make theses purposes more
diluted.
Lens
#83: The Lens of the Namelss Quality
·
Does
my design have a special feeling of life, or do parts of my design feel dead?
What would make my design feel more alive?
My games design has both. A
static environment and a dynamic danger. Guards will be moving around
and going around corners or going down long hallways will be risks
the player will have to take not knowing what awaits them. I could make the
environment feels more alive by making it so that things can be changed, but i
feel that making that a reality is unrealistic at this point.
·
Which
of Alexander's fifteen qualities does my design have?
·
Levels
of Scale (telescoping goals)
·
Strong
Centers (our avatars are the center of our game universes)
·
Boundaries
(games are all about boundaries; rules are boundaries)
·
Contrast
(between opponents, reward/punishment, what is controllable/what is not)
·
Gradients
(qualities that change gradually)
·
Roughness
(getting away from too perfect - seeking house rules)
·
Echoes
(when the boss has something in common with his minions)
·
Simplicity
and Inner Calm (simple - small number of rules that have emergence, well
balanced rules)
·
Not-Separateness
(something is well-connected to its surroundings)
·
·
·
·
Could it have more of them, somehow?
There is always something that can be
done to have more.
·
Where does my design feel like my self?
My design is more focused on trying to
emulate the surroundings that the level is taking place in rather than trying
to emulate myself. What is self anyways and sometimes its better to think on
whether or not we should instead of whether or not he can.
Thursday, October 24, 2013
Sprint 12 Pics
My goal was to get character animation and character controls to work together.
This character has animations bond to certain inputs. (running, walking, sneaking, nothing)
Because it is rather hard to show animations in pictures, this will have to do.
I am using the Unity tutorial for the character and movement and i will set the controls to whatever i see fit. Once all that is settled, i will take this character that you see here, and make him to how i want him to look like in mud box.
Tuesday, October 22, 2013
Sprint 12 Task List + lens questions
Task List:
-Start working character and character controls.
---How will players know how to begin solving my puzzle, or playing my game? Do I need to explain it, or is it self-evident?
-Start working character and character controls.
Lens Questions:
Lens 49#: The Lens of Visible Progress
---What does it mean to make progress in my game or puzzle?
Progress in my game is (on the large scale) getting to the
next level. (On the small scale) Its getting to the safe in the level and
getting away from the guards.
---Is there enough progress in my game? Is there a way I can
add more interim steps of progressive success?
There is enough progress in my game to satisfy most people.
There are ways I can add more progressive steps, such as collectables or lore
elements.
---What progress is visible and what progress is hidden? Can I
find a way to reveal what is hidden?
The physical progress in the game is visible (Getting from
the start to the safe and going from level to level).
Lens 48: The Lens of Accessibility
---How will players know how to begin solving my puzzle, or playing my game? Do I need to explain it, or is it self-evident?
It will be self-evident. Before the game actually starts, there will be a screen that tells you the controls, some back story and the goal.
---Does my puzzler or game act like something they have seen
before? If it does, how can I draw attention to that similarity?
My game acts like something that most have already seen and
played. I can draw attention to that similarity by making the core gameplay
simple and not too complicated.
---Does my puzzle or game draw people in, and make them want to
touch it and manipulate it? If not, how can I change it so that it does?
My game will draw people in because it is not too often
people can get their hands on a simple sneak from point A to point B then get
the hell out type game.
Lens 50: the lens of
parallelism
· ---Are there bottlenecks in my design where players are unable to
proceed if they cannot solve a particular challenge? If so, can I add parallel
challenges for a player to work on when this challenge stumps them?
Yes there are bottleneck moments in my game. There will always be
a way to get past said bottleneck, so additional challenges will not be
necessary. Although, there can be multiple ways to get past the bottleneck.
· --- If parallel challenges are too similar, the parallelism offers
little benefit. Are my parallel challenges different enough from each other to
give players the benefit of variety?
Yes.
· ---- Can my parallel challenges be connected somehow? Is there a way
that making progress on one can make it easier to solve the others?
All parallel challenges will achieve the same goal. Getting
over the bottleneck / getting to the safe.
Thursday, October 17, 2013
Sprint 11 Story and Level in Maya
Story:
You play as a thief called Mack that is bored of stealing
from stores, banks and famous people and has instead turned his attention to
stealing from gangs and other thieves.
His first target is a gang
that steals cars and sells them on the black market. The Gang operates
in a warehouse located out in the desert out in the state of Nevada. Mack
scouted the building and found a way in thru a sewer pipe. This is his way in
and his way out. All other entrances and exists are too open for him to get in
or out without trouble.
Mack, being more of a stealthy guy than a brawler, has to
use his wit to sneak around the guards and security systems to get to the safe
located in the main office area in the warehouse.
Although retired, he still allows the rings to operate in
his palace o’ funk, a place dedicated to showing the better off a good time by
offering a party experience that none can match.
Mack has his eyes on the various goods and “trophies” that
the DJ has collected over the years and kept for, most likely, sentimental
reasons. These various things are worth a pretty penny on the market.
About a year after the disco heist, Mack is ready to run off
and start a life in retirement when the local police approach him. They arrest
him and take away all of his earnings. Now in county jail, Mack has to find a
way out of his cell, reclaim his fortune and get out without being noticed, for
if he does, than he doesn’t have all that much time to get out of the state.
Ending could differ on whether or not Mack gets noticed in
the last level.
Level 1: Warehouse setting. Dull colors, Dull lighting.
Grimy. Claim music playing in the background. Mostly guards. Only 1 or 2 cameras.
![]() |
Level 1 Frame in Maya |
Level 2: Disco / Party palace setting. Bright colors, Bright
lighting. Multicolored lighting. Exciting music in the background. A good mixed
between guards and cameras.
IDEA: Have civilians that wont notice you, but can be used
to break line of sight from guards.
Level 3: Police station / jail. Standard color scheme, good lighting, serious
tone and music in the background. Most
camera heavy level out of the three. Only 3-4 guards.
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