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GAME DESIGN III
( NO AI WAS USED IN THE WRITING OF THIS PAPER)
WEEK 1 WEEK 1
What and Why?
For semester 2’s formative and summative, we have been tasked to get into groups of two-three and create a game that combines two genres. One genre is chosen as a group; the other is randomly assigned.
My group was given the genre of fantasy.
I was relieved to hear this because fantasy is incredibly flexible in how it can be expressed. It is not strictly locked to medieval times; it can be set in many time periods, such as ancient civilisations, futuristic societies, and even the modern day!
As long as our game has fantastical elements, it will be abiding by the restrictions of our first genre. And how can it not if we are the ones who are making it!
To back this up, we chose comedy as our second genre.
This is perfect for our vision of the game, which is already forming. We picture making something that follows many of the same codes and conventions as Adventure Time, set in a satirical yet surreal world very different from our own, long after the collapse of mankind. where society have overlapped and many different sentient species live harmoniously.
We begin to construct a narrative that revolves around a wizard destroying the player’s home from a faraway tower immediately upon starting, which provides the player motivation to embark towards the tower to get revenge. As the player explores, they learn that everyone else in this world has also been humorously affected by the wizard.
I have been blessed with a group of creative and willing artists who share my general taste in aesthetics and tone.
Because of this I will be starting the project’s GitHub repo (our chosen version control) with a very simple template that I designed over the holidays.
All it contains is a Unity first-person starter asset with a PSX shader, a procedural skybox that allows for rapid adjustment, and a layer for objects titled “Pickup” which allows the designer to attach rigid bodies to pickup and throw any object in the scene, using a ray cast and two empties for the objects to lerp to.
This is obviously inspired by Source Engine games such as Half-Life 2 and required me to research Valve's techniques and eventually their design philosophies in supplying effective immersion, which I did gladly!
WEEKLY QUESTION #1
Pick a game that you played over the semester break. What made it fun for you?
Over the semester break I played Shenmue 1999, made on the Dreamcast.
The game stands out to me for its unique take on gameplay and pacing. You play as an 18-year-old boy in a small but VERY dense Japanese town, trying to get to the bottom of your father's murder. And as exciting as that concept sounds, players spend most of their days doing mundane yet immersive activities, slowly uncovering a breadcrumb trail of clues. From asking an old man on the bus if he can translate a Chinese text to tracking down a tattoo parlour and setting up an appointment in order to match with a local gang. The narrative guides the player in interacting with the detailed urban simulation and its economy/infrastructure, which have been meticulously set up by the developers. It was the first game to allow players to search every drawer, cupboard, and closet. turns the lights for each room on/off, and even runs on a day/night cycle 24-hour time system, where each NPC has their own routines, homes, jobs, and relationships! This makes Shenmue a hidden gem that encapsulates exactly what I wish to explore later down the line in my creative endeavours.
Shenmue 1999
WEEK 2 WEEK 2
What and why?
This week we began to plan out a potential structure for our gameplay loop that supports the narrative we started to conceptualise last week. Instead of describing it through several graphs and paragraphs, I decided to turn this week's documentation into a video explanation for you and my team.game loop concept explanation
To summarise, I aim to follow a scene creation system that is modular and doesn’t rely on the surrounding experiences, providing freeform exploration in whatever we desire as developers. I am aware that my development style can be somewhat sporadic and chaotic, so I want to do this in order to minimise the chances of dragging my teammates' work down in any way, shape, or form!
Consider your favourite game ever. See how it maps to the colours of game design and write this diagram down. Does this framework provide any insights to you? Do you think it is helpful?To summarise, I aim to follow a scene creation system that is modular and doesn’t rely on the surrounding experiences, providing freeform exploration in whatever we desire as developers. I am aware that my development style can be somewhat sporadic and chaotic, so I want to do this in order to minimise the chances of dragging my teammates' work down in any way, shape, or form!
- WEEKLY QUESTION #2
This is my favourite game ever, Fable (2004) released on the original XBOX.
It’s a B-grade medieval life simulation game set in the fictional world of Albion (a mimicry of medieval England).
When I was very young, I was inexplicably drawn to this game. I loved the idea of living in a digital world, buying homes, working jobs, and building relationships with villagers, even going so far as marrying and having children with them. The main mechanic of the game that stood out was its MORALITY system. Every action either had a good or bad consequence to the players' KARMA. If the player continuously was evil, they would start growing devil horns, attracting swarms of bugs, and scaring anyone in their path. And in the same way, if they were always GOOD, the players' skin would glow with mana, a halo would form above their head, and the villagers of the world would begin to absolutely adore them.
Mapping Fable to the colours of game design seems pretty straight forward...
I would map Fable as a mix between Fantasy and Toy, resulting in SIMULATION.
At a foundational level, the game aims to give players a fantasy world to experiment in, simulating their own role and seeing how it causes a ripple effect in the outer simulation and therefore the overarching systems of the game.
It's always helpful for me to break down greater concepts, such as the genre of game, into mappable charts in this way. This allows me to view my games’ mechanics and systems from a “top-down” perspective, combing and seeing the results of play before going forward into implementation. I absolutely believe it is insightful and helpful!
At a foundational level, the game aims to give players a fantasy world to experiment in, simulating their own role and seeing how it causes a ripple effect in the outer simulation and therefore the overarching systems of the game.
It's always helpful for me to break down greater concepts, such as the genre of game, into mappable charts in this way. This allows me to view my games’ mechanics and systems from a “top-down” perspective, combing and seeing the results of play before going forward into implementation. I absolutely believe it is insightful and helpful!
WEEK 3 WEEK 3
What and why?
I have designed this experience to capture effortless free-form expression.
for the ideas to naturally flow towards us, as opposed to searching for resources I aim to capture the spontaneity of our souls and digitise this phenomenon.
Reflecting back to last week’s gameplay loop concept, it dawned upon us that it would be far more logical for the experiences to take place INSIDE of the tower as opposed to being on the way TO the tower. This allows us to have standardised entrances and exits between the floors of the tower.
This also allows us to be flexible with the number of rooms we use.
As well as the content we use within each floor, it is somewhat expected that each floor is standalone in what it provides; this wouldn't work the same if we were arranging different landmasses of terrain next to each other with hugely varying experiences between.
Our chosen method of standardising entrances and exits will be using an elevator! Ideally allowing us to seamlessly load between the vastly different floors with the player understanding that this is the case. I will aim to have this system built for my team within the next two weeks.
WEEKLY QUESTION #3
Pick a memorable cutscene.
Why was it memorable for you (good OR bad.)? What aspects made it memorable? How did it make you feel? What could have been improved on?
A cutscene that has always stood out to me was the introduction in EA’s Far Cry 3 (2012).
This cutscene is an absolutely perfect example of great design. It manages to convey SO much with so little while remaining entirely contextual with the game.
These are qualities I absolutely admire when I am experiencing art and world-building, which is the purpose cutscenes tend to serve.
Opening with the song “Paper Planes” by MIA and some 20-somethings partying while on holiday, the audience is immediately put at ease and brought into a positive headspace.
Simultaneously, the sequence shows off a montage of the game’s world, creatures, and traversal options. (jetski, buggy, hang glider, diving, quad bike, etc.)
Even more, this starting portion is able to convey the plot and backstories of the main character while informing the audience of everyone's names!
This is all before the 30-second mark.
incredible.
For the next 30 seconds, the upbeat montage continues, but with a focus on detailing the characters' differences in attitude and ethics. This is soon put to an end, as we watch the main characters have a skydiving accident. With a cut, it is revealed that we have been watching our “phone footage” being played to us by the main antagonist of the game, Vaas.
The juxtaposition of this happy intro and horrifying revelation does an amazing job at garnering player interest with haste.
Vaas’ psychotic nature is then perfectly captured through his following monologue. As a player you can feel the unease and danger you have suddenly found yourself knee-deep in.
I believe this is achieved through his erratic way of speaking.
VERY quiet, and suddenly! VERY loud.
VERY slow, and suddenly! Very fast.
It establishes an unpredictable personality. which is great for holding audience engagement for a video game antagonist, or any for that matter!
Finally, we learn some more about the plot and are thrown immediately into gameplay, seamlessly.
There is a lot to be said about how immersion was effectively catalysed through this scene, which is why I chose it as my memorable cutscene.
WEEK 4 WEEK 4
What and why?
This week I developed the elevator system, which is the absolute foundation of our project. As mentioned in previous weeks, the elevator will act as a middleman between the different experiences we make, allowing for us to explore what we wish in short bursts, resulting in an interactive, collaborative documentation of said explorations.Mechanically it is very simple.
- Player enters elevator
- Player presses “interact” on elevator panel
- Elevator doors close. (animation triggered)
- The next scene loads asynchronously.
- Once a scene is loaded, send the player to the next scene.
- The player starts the next scene in an identical elevator.
- Elevator doors open after a specified amount of time based on room (animation triggered)
- Exit elevator doors open once the Exit_Unlock game object is set active.
(This means teammates can create any goal they wish, as long as doing so activates the Exit_Unlock game object. Allowing for freedom in our explorations, which I am trying to promote, as I believe it is the catalyst for originality and self-discovery.
I know that Jonah will be exploring 3D asset creation and 3D narrative scripting for the first time.
Angel will likely be exploring particle systems or UI.
And I will be exploring short, diverse experiences. Intense, atmospheric, or narrative-heavy. using world-building/sound design.
Grey box elevator system showcase
Final Elevator Exterior design
(I especially like how the red texture warps depending on which angle the player is viewing it from)
(I especially like how the red texture warps depending on which angle the player is viewing it from)
Final interior elevator design
WEEKLY QUESTION #4
Find a song, or free royalty-free beat (with a link) that encapsulates the theme of your current project.
What emotions does it bring forward? How does it relate? Is it lyrics, or atmos?
This is the song “Oasis of Knowledge” by James Ferraro.
from the album “Extinction Renaissance” (2017)
https://jjamesferraro.bandcamp.com/track/oasis-of-knowledge
To me, the wizard in our game represents more than a Bowser-esque arbitrary antagonist.
He represents the lack of control that we as individuals have.
The wizard is our systems.
The wizard is our president and prime minister.
The wizard was our kings and queens.
The wizard is our abuser.
The wizard is our leader.
The wizard makes life-altering changes to others in order to serve their own poorly structured agenda.
promising us a future that doesn't exist.
The wizard is the true roadblock in human progression.
We are coerced to die rich in his currency but bankrupt in our own.
The wizard lacks empathy but seeps greed.
No one can control what he does in his tower.
I believe these complex feelings that I can only begin to explain are able to be partly captured through this song, which simultaneously pokes fun at these issues while pointing them out, treating them satirically.
which is exactly how I choose to deal with these issues we find ourselves in.
SONG LYRICS
“Our unlatched fantasies transformed the world into an abandoned oasis of knowledge.”
“a smart slum”
“enslave automation”
“mortality of resources”
“gluten free”
“carrying capacity”
“population plague”
“internet dynasty”
“refugee”
“global warming”
“famine”
“blockchain”
“plague of blockchain”
“online desertification”
“Pompeii”
“luxury condo”
“waste weapon”
“synthetic extinction”
“primitive CGI”
“Amazon”
“3D-printed slums”
“Ikea”
“An algorithmic shell drowns.”
I believe the world is burning, and the extinguisher is hidden far out of our reach.
There is certainly no point in crying about it.
So we choose to laugh.
This song aids in my expressing of this concept and feeling.
WEEK 5 WEEK 5
What and Why?
I spent this week developing our game’s first demo for playtesting next week. I didn’t have much time to get these grand ideas across, and the others in my group were only at an early stage with their room / asset progress meaning I had to do this solo.I leaned heavily on atmosphere for this demo to convey the bleak nature of life under the wizard's wrath.
I used the song from last week's question as a backing track, allowing me to express this feeling with little effort. I added a grey sky, fog, tall pine trees and snow. as well as a winding path leading to the tower. Looks like Auckland on an average day!
The fog allowed me to focus on the props and terrain which led up to the tower instead of the tower itself.
only having very simple geometry and no textures at all!
I made the players' footsteps create sound to add to their immersion, and trees slowly become dead as the player gets closer to the enormous evil silhouette of the tower.
Finally, I added an exit elevator to the tower that takes the player to 2 incredibly basic tutorial floors. teaching interaction and dialogue, and a main menu to let new testers start and end gameplay.
WEEKLY QUESTION #5
Design a quest, with multiple steps, for your current game, Plan it out as if you were designing it for implementation.
- The player exits the elevator and enters a room with similar livery.
- They are then presented with 2 buttons, one red, and one blue.
- In the center of the back wall there is a large window, and a room on the other side
- When the player walks up to the window they see a space similar to an interigation room, or prison cell with a person panicking on a chair in the middle.
- The player is prompted that they can speak to the NPC
- The NPC notices there is someone on the other side of the window and proceeds to BEG the player to press the blue button and not the red button.
- A timer starts decending from the ceiling, “30 seconds” to make your choice
- The NPC proceeds to beg the player desperately
- If the player presses the blue button, a door inside the interogation room opens and the “prisoner” runs out as fast as possible.
- The screen fades / a door opens ( something that brings the player to the prisoners roomn)
- and the player finds themself stuck in the same situation as the prisoner
- they must now convince the next person to press the blue button or they DIE
- If they succeed, the door will open with an exit elevator
- If they choose the red button the prisoner (or you) will immediately explode in an unexpected and comical way
- and the elevator opens back up allowing progression
- What type of quest is it?
results are based on descision
- Why is it a good quest?
- What does it lend to the story of your game?
shows the towers capabilities of causing life threatening experiences (adds suspense)
- What are the possible things that could break your quest?
- Its also notable that pressing the button the NPC says NOT to press results in the lesser experience, when the player may be doing things wrong for a more interesting experience. ending in a disconnect from desire and outcome.
EG - stanley entered the door on the left,
a player who is looking for more thrill will take the right.
WEEK 6 WEEK 6
What and Why?
This week I will begin to build out the floor I thought of during last week's question to provide players with more gameplay than simply a template scene.
- The idea is inspired by psychologically provocative yet satirical works such as Black Mirror, The Stanley Parable, Rick and Morty, Smiling Friends, etc.
- Also, as mentioned earlier, the trolley problem.
I started by creating a room with matching livery to the elevator, with a slot for a window.
Next I made an interigation room of complete opposite hue, with a one sided window
I wanted to use this room as a chance to experiment with bringing 2D sprites into a 3D scene to represent a character.
I want to explore this method of creation, as it will allow me to bypass the entire modelling, rigging, and 3D animating process, which I find to be the most time-consuming parts of representing a person digitally, other than behaviour, which I will be scripting via the dialogue system we have already taught the player how to use.
I took a video of myself acting in the way I wanted the character in the scene to, then cut out the most expressive frames, added an outline, posterised and mosaic pixelated the sprites using Photoshop. and finally brought them into the unity scene, animated individually based on where I wanted the bounce to pivot from.
First 2D sprite Showcase
WEEKLY QUESTION #6
How did your playtesting go? Reflect & Discuss.
- What kinds of feedback did you recieve?
- Did you expect the feedback you got?
- Did people understand your game, or did you have to explain it.
- What are you going to try and implement from this feedback?
Thankfully I was able to get a working build of what I created last week fully functioning in time for our showcase.
I was slightly worried how the demo would be received going into it, based on its lack of content and the fact that it is only acting as a placeholder scene to provide a taste of the tone and aesthetic we wish to capture in the project going forward.
I was conscious that the demo heavily relied on sound design and the players' immersion, which was challenging to cultivate in a noisy, bright, open playtesting space.
The game also lacked objective. Only teaching basic movement and interaction and explaining how to use the dialogue system.
All of this considered,
Playtesting went well!
Most people who played really enjoyed the tone/aesthetic, though they didn’t have much to say in regard to mechanical criticism, other than it seeming unfinished.
Looking back, I should have pushed more of a constructive lens upon the playtesters, also having them write down their thoughts for further inspection and reflection.
The main reason I didn’t think about doing this was because I too was a playtester trying to help others out.
After looking at everyone's work, I feel relieved to say that our game seems to be on track with the others in regard to the amount of content, graphical assets, and level of polish.
WEEK 7+8 WEEK 7+8
What and why?
This week I will begin experimenting with making a level inspired by Karangahape Road (K Road) in Auckland.
As we explore our interests while creating these rooms I want to exercise my desire in creating a detailed life simulation game set in New Zealand or, at the very least, creating digital assets of my surroundings. I am extremely drawn to this practice partly because I believe using imagery in this way brings me closer to capturing the beauty of humanity / charm of life. There are things that I see when I walk through the city that I could not dream of designing from my imagination. All of these little factors that make up a person are really important to me. The way someone walks, the sound their shoes make when they hit the ground, the perfume they wear (or lack thereof), the objects they are holding in their hands, and their chosen method of carrying extra items (side bag, tote bag, school bag, jackets with pockets, etc.) all play into the representation of a very human and, consequentially, primal set of attributes.
I need to capture these qualities of life in a way that is authentic to me while remaining within a plausible scale, achievable by myself.
Based on the limited time frame and accessible nature of the software, I am deciding to cultivate my texture library and imagery for this exploration using Google Earth and the snipping tool. This is not something I have ever done with humanoids, only buildings at this point. To do so I will bring the cutouts into Unity as 2D billboard sprites that are animated in their own unique ways (also exploring the implementation of spritesheets, which I had never done before).
Civilian Sheet (sourced from Kroad on google earth)
To begin, I started screenshotting interesting characters I found on Kroad via Google Earth. I believe this is a fast-paced way of capturing the humanity I aim to represent. I believe it is also ethical to do so because Google Earth censors and therefore anonymises them, leaving only their recognisable archetypes. I found so much enjoyment in this that I continued to scout out iconic souls!
Civilain Sheet 2
Below are my first explorations in animating a civilian using only a single image of them.
To do this, I warped, layered via cut, and flipped the limbs of the character, using Photoshop’s timeline to morph the still image into a basic walk cycle which I believe encapsulates the personality of the person being represented.
First attempt
(This shows the splitting of limbs better, also showing my experimentation with giving each civilian their own coloured aura outline)
(This shows the splitting of limbs better, also showing my experimentation with giving each civilian their own coloured aura outline)
Refinement of concept
(Using less than 5 frames)
(Using less than 5 frames)
Next, I used my tried and true texture framing method (using perspective warp on screenshots/photos) to create a texture atlas of a specific block of my choosing on K Road.
Kroad texture atlas
Then I brought the atlas into Blender and UV mapped them to cubes/rectangular prisms. Once textures were applied, I extruded and cut the mesh wherever it made sense. This resulted in a semi-realistic representation of the street block, at the highest quality I have created yet!
Textures on 3D scene
In blender shot with lighting
I implemented the block and first character into the unity scene as a 2D billboard sprite which always faces the player camera using a simple custom script.
I am blown away at how good it looks already!
I am blown away at how good it looks already!
This was my first time ever building and slicing sprite sheets with the help of this youtube tutorial:
Using the same methods, I created 6 more civilians with their own animations vaguely representing their archetype. This took a decent amount of time but very clearly was worth the exploration.
I started getting slightly carried away, adding more NPC’s, a daynight cycle, roads, pavement, AND A DRIVABLE VEHICLE
Finally, for the cherry on the top, I added an Iphone camera allowing for observations true to life.
WEEKLY QUESTION #7+8
- Draw a level in your game.
Auckland “GTAified” map
While on the topic of digitally capturing Kroad and the general vibe of Auckland city, I designed a compact layout holding all the notable landmarks.
This would be the dream map. If I were able to expand upon the idea I’ve worked on over the last 2 weeks.
What would be the best kind of explicit navigation to have for a level like this?
Because my level is a dense urban environment, I would begin by designing relevant street signs, representing the road you are on/area you are in, as well as adding large glowing icons that indicate building interior entrances (similar to earlier GTA games). Finally, I would consider adding an iPhone Maps app to the players' in-game cellphones (providing a DIEGETIC map and navigation TOOL), allowing them to seek navigation in a way familiar to their real-world experiences while still making sense within the context of the game and remaining immersed. I believe adequate navigation is one of the most important concepts to uphold when creating anything that is non-linear, as it can shatter the players' engagement, which is often the entire goal!
Would implicit navigation be better?
Relying on implicit navigation would provide an entirely different experience to the player. I don’t think it would be “better”, as typically in dense urban simulations you see a nice balance of implicit in addition to explicit navigation. I would likely use lighting, placement of landmarks, pickups and encounters to continually weave the players’ interactions and engagement with the objectives throughout the game.
Would navigation be necessary in your game? why/why not?
A large part of being amongst any dense urban environment is navigation.
Like a life-sized anthill, we choose to stack our homes and shops on top of each other endlessly, creating a labyrinth of commercialisation and possession.
While making my first game (Tamaki Time Loop), players spent 90% of their time figuring out where to go because I didn't add ANY navigation.
This was actually my plan; the game was very small and simple, but the LACK of navigation made the space feel enormous and complex until players eventually started memorising the town. In this case I noticed the lack of navigation somehow acted as a way to immerse a specific type of player.
2. Read through the seven visual components, while looking at screenshots of your game.
I believe we have utilised these aspects in their own ways. absolutely allowing for further exploration
Space
During this project, I have utilised space in creating surreal atmospheres.
For example, the tutorial stages of our game take place in an endless void that lets players walk away from the objective as long as they want, yet they are unable to escape it, being the only existing object in the scene. Creating this infinite mind prison through the use of excessive space.
Shape
In our game we have made sure to use shape language to inform how we build our assets. Typically anything hardbody, such as cars, buildings, props, or exteriors, is created using simple cube and rectangular geometry. Conveying its hardness, rigidness, and safety, it may provide (acting as a readable guideline to a player scanning their eyes across a screen). On the other hand, we have aimed to use more organic, rounded, and spherical shape language when designing interactable living creatures for our game, such as humans.
Tone
Tone is a defining factor in how we have designed our game. I believe my teammates and I (through many discussions about our own tastes and interests) have agreed to work towards a very specific tone that isn’t easily described through words. though If I had to do so, I would summarise by saying we are aiming to convey the tone of satirical fantasy, similar to something like Adventure Time, I suppose. When playtesters try our work, they can recognise and even relate to this tone in their own way, oftentimes without fully being able to articulate so, referring to the work as “WEIRD but in a really good way??”
Colour
I have used colour selectively by making the evil wizard’s elevator livery primarily RED with other warm-toned materials to complement it, because, as we all know, red symbolises violence, villainy, power, etc. In addition to this, the elevator being BRIGHT RED aids in the player navigating it, as it is the primary objective at all times! Serving a double purpose of improving implicit narrative and mechanical ease.
Movement
I put a personal focus when setting up our game’s initial template on implementing a clean, tight, uninterrupted player movement system. I think the way Quake, Valve, and subsequently the Source engine deal with player movement is perfection and should be strived to achieve as a baseline when designing immersive first-person experiences. As far as the environmental movement goes, I chose to implement a skybox that had parameters for adjusting the height and speed of clouds passing by, as I believe a skybox with moving elements can help convey the illusion of the world being more than just a static movie set for a scripted narrative.
Rhythm
I believe my methods in animating capture a rhythm even while working within incredibly low frame rates/fidelity.
Often I create squashed and stretched loops for props, characters, and UI elements. Animating EVERYTHING and ANYTHING as I would a ball. I find it gives everything its own unique bounce and therefore rhythm. Examples of this can be seen through the Google Earth Cutout characters above. Or my imagery going forward in this project, I would imagine.
Something I feel we can utilise more in our project is Line! Possibly through our paths and navigation for the player, we could use leading lines to convey information implicitly.
WEEK 9 WEEK 9
What and Why?
As the deadline gets closer, this week I wanted to start working on the early stages of two new floors. and if possible, expand upon the ones I have already started.For my first floor I was inspired by this old PilotRedSun video. I am especially drawn to the surreal way it showcases vehicles.
For this level specifically, I would like to capture the widened FOV and first-person perspective while in a moving vehicle, as seen in this animation.
Driving level early stage
I began by setting up colliders which closed the player within an extremely long straight road.Next, I used Photoshop to cut out the interior, brought it into Unity, attached it to the player's HUD, and animated it while the player was in motion.
(adding to the sense of speed and chaos I wish to evoke)
Finally, I added extremely elongated POV arms and animated them to rotate around the vehicle's steering wheel, also adding to the surreal and chaotic nature of the scene.
Long POV Arms (myself)
I am extremely pleased with how this has turned out; it strongly resembles the inspiration while remaining unique in its own regard. I have taken what I admired and left the rest! Time to work on the next floor.
Week 3’s question had me looking back at Far Cry 3, specifically its introduction sequence.
While taking this walk down memory lane, I remembered a scene from the game that absolutely stuck with me based on how badass it was. (no other way to put it)
The video below shows the scene I am talking about, where the player must use a flamethrower to burn down huge drug crop fields owned by the main antagonist of the game. Most importantly, while this is happening, “Make It Bun Dem” by Skrillex is playing at full volume, in the peak of the dubstep era. Hearing a song I recognised rocked my 13-year-old world, as licensed music tracks were rare at the time in narrative-focused games, at least in my experience. (other than GTA)
All these factors together act as the catalyst of my inspiration to recreate said scene in KillWizz.
FarCry 3 Inspired level early stage
So that's exactly what I did! I created a “devil’s lettuce” plant using imagery online and placed it very densely in a small area. I added the flamethrower UI, animated it to bounce with the player's movement, and created a script which enables an animated fire sprite while holding mouse 1 (left click).
I then added a trigger box in front of the character that is also enabled while holding left click. Whenever a drug crop prefab collides with the fire trigger box, a burn sequence will initiate, causing fire to climb up the prefab and for it to burn to the ground after a set amount of time.
Finally, of course, I added the same Skrillex track to the scene to emulate that feeling I felt at 13.
This was a surprisingly simple yet effective floor/mechanic to implement! Next I will spend time developing my already established floors further.
So that's exactly what I did! I created a “devil’s lettuce” plant using imagery online and placed it very densely in a small area. I added the flamethrower UI, animated it to bounce with the player's movement, and created a script which enables an animated fire sprite while holding mouse 1 (left click).
I then added a trigger box in front of the character that is also enabled while holding left click. Whenever a drug crop prefab collides with the fire trigger box, a burn sequence will initiate, causing fire to climb up the prefab and for it to burn to the ground after a set amount of time.
Finally, of course, I added the same Skrillex track to the scene to emulate that feeling I felt at 13.
This was a surprisingly simple yet effective floor/mechanic to implement! Next I will spend time developing my already established floors further.
Kroad Level further development
Earlier this semester I moved out of my parents' house and into a flat closer to uni with people I didn’t know.
During this process I was met with COUNTLESS flat/apartment viewings that were practically unlivable. These places were either unethical leaky shoeboxes, or they cost an arm and a leg! I was feeling the housing crisis hard. And without even thinking about it, I channelled these feelings into designing equally unlivable flats for the Kroad level of my game.
To start, I used the same Trade Me listings I was desperately scouring weeks prior as a resource to create an Auckland Depressing Flat Texture Atlas.
I then UV mapped these textures to simple cube geometry, once again extruding and cutting into areas that geometrically had higher detail.
I brought these building blocks into the game and assembled my first dingy Auckland flat. Using lighting to help convey the energy.
I also added a 24-hour time system, money, and health. I plan to somehow make a short mundane commentary on life in the same way Shenmue (1999) and Fable (2003) did.
WEEKLY QUESTION #9
What do you see as the strengths and differences between a macro chart and a Game Design Document?
strengths I can see in using a macro chart..
- Quick to read and update
- Provides big picture clarity
- Can help a devloper identify pacing and flow issues
- Can be understood by anyone
Negatives I can see with using a macro chart..
- lack of detail / specifics
- possible could oversimply complex systems
- Only really beneficial in the early stages of a project (A greater level of depth in documentation is required further into development)
Strengths I can see in using a game design document (GDD)..
- Comprehensive level of detail
- Centralised document that holds all design in 1 place
- Able to itterate
Negatives I can see with using a game design document (GDD)..
- Time consuming to create
- Harder to navigate
- Can get in the way of creativity (if too rigid)
Would you choose to use one, the other, or both?
Yes! I regularly create simple game design documents to visualise ideas I have and to see if they are worth chasing.
Typically I find that as I fall further into creating one, the answers and descisions start to answer themselves based on the surrounding context. This is an exciting consequence to writing down your own ideas, and a driving factor in why I would recommend others to do the same. The concept of macro charts are new to me and I would love to give one a go as it seems to suit my style of visualisation more.
WEEK 10 WEEK 10
What and Why?
I want to spend the entirety of this week turning all the rooms I have started into close ended, reletively polished experiences. With sound design, Art, A main goal, A mechanical gimmic, and of course an entrance and exit! Completion of Far cry 3 inspired level
To wrap up the Far Cry 3-inspired level, I made a small adjustment to the fire script that allowed the flames to climb further up the plants, resulting in a greater simulation, closer to the way it works in Far Cry as well as real life. I also added sounds to the flamethrower when being activated, in addition to each fire sprite outputting a cracking flame sound. Of course, I had to add an exit amongst the plants to be uncovered, and finally, I fixed the surrounding skybox and ground textures, making it match the scene I am attempting to mimic.
Unfortunately I didn’t have enough time to add camera/colour effects simulating the player getting “high” in the same way it occurs in FC3.
Other than that, I believe that I achieved a realistic burning simulation with adequate sound design and simple, straightforward, yet close-ended mechanics.
Completion of “YOU.ARE.THE.MOST.IMPORTANT.PERSON.EVER” (Driving level)
For the car level I added a pre-driving scene that allows the player to see and hear the vehicle they are about to have a manic episode in.
Once the player collides with the Lamborghini, they are teleported inside, hyper dance music starts playing, and hundreds of cars begin to move towards the player. While they are told “YOU ARE THE MOST IMPORTANT PERSON EVER”, I implemented an actual physics-based driving system instead of simply mounting UI to the basic player controller, which allows for drifting, wheelspin, and varying levels of acceleration, as well as sound design to match. I also added rigid body force against any vehicles that collide with the front of the player's car, indicated by an explosion sprite sheet and sound effect; cars are lifted and pushed with massive force forward.
Reflecting on the scene, I feel it possibly lacks depth, explanation, and assets/graphics to make the experience feel connected to the rest of the game.
I am excited to move forward!
Completion of Kroad level
I found it incredibly difficult to break down the expansive concept I initially had for this Auckland scene into a clear, concise, close-ended experience that didn't require any tutorials of new mechanics. To do this, I simply enclosed the block I had created with solid walls, textured with nearby Auckland imagery to create the illusion of a greater area, while also making sense contextually by being indoors. To keep things simple for both the player and myself, I put a trigger box on each unique civilian that raised the player's currency by 1 when interacted with. Once the player interacts with 5 civilians (animated in different directions and timings to simulate different daily schedules), the exit elevator door opens and the player is able to progress.
This still felt slightly empty to me, so I added a range of cars which were driving on the road. Once collided with, the scene is reset, and therefore the player died. creating a straightforward, understandable mechanic that adds tension.
Finally, I added a city soundscape for the “background music” and adjusted the lighting until it captured the surreal tone I was going for.
Overall I am pleased that I was able to fit this into the project without going completely overboard! and absolutely want to explore this way of creating going into next year.
- WEEKLY QUESTION #10
Find a game that has a procedurally generated element.
Rust - Procedurally generated map every time servers wipe.
Talk about the pros/cons of this element, in detail with examples, and whether or not you think it was better than manual designing!
During my early teenage years, I literally played thousands of hours of Rust. Looking back, I think this was fuelled by the unmatched tapping into the primitive human mind through game design. from building a base, foraging the lands for crafting materials, reinforcing said base, taking a risk by going out and killing others for their foraged materials, raiding others' bases (which they worked days for) and eventually having your own base destroyed, raided and looted for everything you worked hard for. This constant build and release of tension creates a gambling-like rush when things go right. But when things go completely wrong, and you lose everything and feel demotivated, all your hard work was for nothing; now everyone is ahead of you. There's no point in continuing...
EXCEPT THERE IS!
To counter this forever feeling of sorrow, the entire world gets “wiped” every week, two weeks, or month, depending on which server you play on.
During this wipe, the entire map gets re-procedurally generated, meaning you will never play the same Rust map twice.
Everyone now gets a new chance at engaging in this primitive push and pull of tension on a new, fair playing ground. Nothing established in the last map remains; vantage points, clan territory, and best locations for materials all have to be rediscovered, placing everyone at the same level, making the game’s procedural design largely effective in comparison to what manual design could provide.
Is procedural generation something you want to look into?
Maybe not for terrain at this point in time, as I am more manually orientated when creating worlds, though I would absolutely be interested in experimenting with procedural animation / proc generation of NPCs with varying attributes.
WEEK 11 WEEK 11
what and why?
This week I will be creating a boss battle level to finish the game off.
AND TO KILLWIZZ once and for all!
We all agreed that the end of this journey had to be EPIC on a budget.
Something that added to the pressure of this slightly was the fact that Jonah was creating a room before it, readying the player for an intense experience.
I thought it would be fun if the top of the wizard tower was a giant stadium, with all of his fans surrounding the player.
I found the idea that the wizard caused all of this pain just so he could experience his own fantasy of being on the winning sports team in front of his imprisoned “fans” humourous.
To start, I downloaded and added this Sketchfab model of a stadium into the scene.
https://sketchfab.com/3d-models/camp-nou-stadium-37c9bfbd9ee64b90bd67ab7f500317e1
I added our PSX shader to it, adjusting the pixelation, dithering, and vertex jitter to my liking. This will act as a great foundation for the battle.
Stadium in scene
I added the entrance elevator and a staircase of the same style to allow the player to spawn and experience an intense build up to the scene.
Boss in scene
I added a giant evil wizard version of myself to the field and gave it an idle animation.
I knew I had to provide the player with some sort of unique gameplay element/mechanic to interact with; I wanted this end to be satisfying after all of the torture we put the player through, and we didn’t have any distinguished features other than a dialogue system and interaction.
Rock Paper Scissors Design
Subconsciously inspired by this PilotRedSun video?
So I used exactly those elements to design the battle!
A scripted dialogue sequence triggered by the interaction we have already taught the player. Represented by a rock paper scissors match, which I chose to illustrate in an overly crude style to aid in conveying this simplicity. I found my results to be reminiscent of the art seen in the YouTube video above. As I go further through this project, I am noticing where I draw my own inspirations from.
Ideally everyone will be able to understand the logic of this battle. Everyone has experienced a match of rock paper scissors themselves in the real world.
Final battle video
Based on how little time I had to create a “cinematic” boss battle to end things off, I am really pleased with how things turned out. I do wish I could have had a larger number of unique animations for the attacks and wizards’ movements, as well as more dialogue branching, with the chance to lose the battle, but am relieved I could land on a complete product before the deadline.
WEEKLY QUESTION #11
Post all your feedback forms, and sum up the most important feedback you received, and what you will be implementing before submission.
If you did not participate in playtesting, reflect on the current state of your game and your internal feedback for it. If you played others' games, reflect on the quality of their work and what kinds of feedback you gave to them.
Overall, players really enjoyed the tone and aesthetic of the project even at such a basic level of completion (pre-merged).
There were some concerns about clashing of themes and a lack of an objective, but this was expected when providing the playtesters with a standalone room, disconnected completely from the intro/narrative of the story.
The most helpful feedback we received was related to bugs within our core systems. For example, the elevator having no ceiling collider and “e” to interact prompts not appearing on certain NPCs.
It was awesome to see such a positive reception to our work, even at an early stage.
WEEK 12 WEEK 12
What and Why?
Our final week of the semester was spent merging the 3 projects together as well as making numerous minor bug fixes such as collisions, audio normalisation, and UI fixes. We did this in order to hand it at the quality of polish we were aiming for, which I believe we achieved! Once we had a build of the game working that housed all of our content, I filmed my final playthrough, AND WE WERE DONE!
Final Playthrough
PLAY HERE ^
WEEKLY QUESTION #12
How are you feeling?
I feel immensely relieved that I am now done with development on KillWizz. The project was a really fun challenge. I feel like I did an alright job working with others for my first time. I felt that I designed a really solid foundation which everyone and anyone could build off in their own way. I wanted to highlight our individuality in the way we create, and I believe I did so. It was also enjoyable getting to know my peers and what drives them a bit better. But after all of this, I am more than ready to be working on a different game...
What kinds of learning are you taking from this semester for next year?
The largest takeaway from this going forward is that I will develop a strong file system structure that ensures I ALWAYS have backup copies of the game/assets I am working on. I found a zine which illustrates these concepts. And I will be taking it into serious consideration.
TWO IS ONE, AND ONE IS NONE!!!
What kinds of things would you like to focus on for your capstone, after reflecting on this semester's progress?
I 100% absolutely will be focusing on expanding my explorations in creating dense urban simulations set in my own surroundings.
The K road level of this project sparked a passion that I was desperately searching for going into my capstone project. I strongly believe that I will begin working further on these concepts as soon as I am done with this next sentence. It's an itch that I NEED TO SCRATCH; I WILL CREATE MY NEW ZEALAND GAME!