Tuesday, October 29, 2013

Sprint 13


Task
Date Completed
Group Member Assigned
Finish Two more levels, bumping the total to 9.
10/31 (Completed)
Bryan, Alex
Finish, test, and finalize all of the levels 10
11/05
Bryan, Alex
Finalize all level sketches (10) and give them to me.
10/31 (Completed)
Rahee
Start researching models in Maya, and Ron gives all character sketches done thus far to Alex
10/31 (Unknown)
Ron, Alex

Monday, October 28, 2013

Sprint #13

Describe the purpose of Architecture in your game and also describe how you have organized your game space!

The architecture in this game is extremely important. Since this game is a platforming game, architecture and the world around the player is extremely vital, as it helps the player get from place to place!

The game is filled with architecture that suits each level (buildings for a city, trees for a forest, icy platforms for a snow world). These different blocks and platforms create different experiences for the player, and make it so the player has to adopt different methods and techniques to get from place to place.

The game is mostly linear, with a bit of divided space. While it is possible to explore in this game, it is not recommended, as there is no reward and the enemies will start to chase you. The game, for the most part, is about hopping from platform to platform to get to the end of the level- it is heavily linear.


Describe how your team's Level Designer addresses most of the following elements.
A level designer arranges the architure, props, and challenges in a game in ways that are fun and interesting  – that is, making sure there is the right level of challenge, the right amount of reward, the right amount of meaningful choice - all contributing to a fun game!

The way our game is designed heavily focuses on the architecture and the layout of the world. The elements that surround Simon and the player are what truly define the game. The layouts of each level make it so the player as to think of creative ways to complete each level. There are not only different platforms, but different paths in each level. You could choose to take a high path in the air, or a lower, but more difficult path in the ground. There are many possibilities.

The game has certain values of risk and reward. A lower pathway through the level may be easier to complete, but longer and takes more time. A higher path may have difficult jumps with high punishments, but complete a level in very few jumps at all. In edition, from certain areas and paths can be harder to reach a safe platform from the enemies.

Enemies will start to attack you if you fall from a level. They will swarm you and try to get you. This makes it so you can't simply skip the platforms and rush straight for the end of the level. Making too many mistakes will make it easy for the enemies of the level to swarm you. Therefore, remaining on the platforms is your top priority.

All of these elements, working together, make this a fun game with a bit of challenge. Though simple, it makes for a fun interactive experience.

Thursday, October 24, 2013

Sprint 12 Pictures




The first two images feature first the city level and then the mountain level which Bryan, Rahee, and I worked to improve and make more variable over the week. We added different elements and obstacles to each level to try and differentiate them from the others.

The second level is the forest level which Bryan and I worked on using concept sketches made by Rahee. It features trees and grassy textures, rather than the sand and stone of the rocky mountains and desert levels.

Monday, October 21, 2013

Sprint 12


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?
  • Does my puzzle or game act like something they have seen before? If it does, how can I draw attention to that similarity? If it doesn not, how can I make them understand how it does behave?
  • 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 i does?

The player will receive obvious cues on what to do- our game is straightforward, with a trail of platforms leading you to where you want to go. If the player follows the pathways, as well as learning where they have to go and how they get there, they should be able to pick up.

The game is a platformer, so players who have experienced platformers before should understand the game very easily. The similarities include platforms, straightforward levels with a goal at the end, various enemies and obstacles, and other elements often found in platforming games.

The game draws people in because it is first person. While the player controls the movements of Simon, they are viewing the world through his eyes, and indirectly, their own. Third person games are very good, but a first person game can really help the player get immersed in the experience.

Lens # 49:  The Lens of Visible Progress
  • What does it mean to make progress in my game or puzzle?
  • Is there enough progress in my game? Is there a way I can add more interim steps of progressive success?
  • What progresss is visible, and what progress is hidden? Can I find a way to reveal what is hidden?
To advance and make progress in the game is shown by how far you advance in a level- the further you get through the level, the more you have advanced. The player can see their progress as they accomplish it, and use their past experiences to figure out what they have to do.

There is enough progress in this game- signs of progress aren't very common in platformers, aside from how far the player has gotten to completing a level. The signs are progress are shown to the player as they play through the game.

There really isn't much progress that is made to be visible, as the progress is defined by how far the player gets and how far they continue to go. The only real progress bar is the percentage of the game completed, which can easily be expressed in a simple image of sorts.

Lens # 51:  The Lens of  the Pyramid
  • Is there a way all the pieces of my puzzle can feed into a singular challenge at the end?
  • Big pyramids are often made of little pyramids – can I have a hierarchy of ever more challenging puzzle elements, gradually leading to a final challenge?
  • Is the challenge at the top of my pyramid interesting, compelling, and clear? Does it make people want to work in order to get to it?
Certain levels may feature minor tests, such as unlocking a door, or pushing something so you can jump on top of it. However, this is not a puzzle game, so there will not be too many levels designed this way.

The puzzle elements (or levels in general) do gradually get more challenging, as is the way of a platforming game. The levels and challenges within them will gradually get harder and harder (the first world will have simple jumps and pathes- the next will feature more difficult maneuvers, and they will continue to rise in difficulty). The end of the game will feature the hardest challenges yet, making it the top of the pyramid of levels.

The final challenge is planned to be an amalgamation of everything learned in the game up to that point, featuring things such as risky jumps, powerful enemies, and risky maneuvers

Sprint 12 Task List


Task
To Be Completed
Group Member Assigned
Work to improve the first 5 levels. Make them a bit more unique in comparison to each other.
10/24 (Completed)
Bryan, Alex
Create 1 more level (adding the total to 6)
10/24 (Completed)
Bryan, Alex,  Rahee
Think of 3 more character concepts- start to research modeling in Maya.
10/24 (Completed)
Ron
Turn 5 initial level designs into final level designs (Essentially, take the level designs and produce finalized versions for Bryan to make in Unity.
10/24 (Completed)
Rahee

Tuesday, October 15, 2013

Sprint 11 Task List


Task
Completed by
Group Member Assigned
Have 11 level designs by Thursday
Unknown
Rahee
Have a character design for each level (11)
11 Character Designs, for different levels
Ron
Work to create 5 levels in Unity by Thursday
Yes
Alex, Bryan, Ron
Work to create 1 character model in Maya/Unity
No, will have it done next week.
Alex, Bryan
Transfer at least 3 sketches to Illustrator
Yes
Ron