Thursday, November 21, 2013

Sprint 18 (permission only)

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 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  

Sprint 17 Screen Shots





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.

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

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.

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.

 After his success stealing from the gang, Mack sets his sights on a major league DJ that made his early fortune stealing various goods from the places he would play for. This eventually gave him the funds to start an drug smuggling ring. Years of drug smuggling gave him the money and connections to start an even bigger operation, smuggling drugs, guns, endangered animals, you name it, he’s smuggled it.
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.