Thursday, October 9, 2014
Assignment 10
For this assignment I made an HP bar, that will allow the track of damage to the player. It is a way to score how little damage the character has taken, as well as to score the hp points that the player has been awarded by either picking up potions, or from defeating monsters.
I helped the team this week by looking for other blends and objects that are made with low polygons or memory so that it will allow the game to run smoother. Also I have been looking for chord progressions to make Gregorian chant compositions for the game.
Blender file:
https://www.dropbox.com/s/wbtgsi92l7x24q0/Assignment%2010.blend?dl=0
Assignment 9
In my team's game, when we were discussing some aspects of the game we were talked about balancing the game without even meaning too. The game would be, as the chapter described, asymmetrical, since there the game is also about exploring the villages to be able to defend them. There is also the fact that there will be more enemies than the player and with bosses the enemies might have a slight advantage over the player.The challenge vs success factor is also there as the player will have to choose between having abilities early on in the game but them not being very powerful end game, or toughing it out most of the game without abilities and later get power abilities at the end. Meaningful choices also come into effect as when the player has to decide what are to level up and make put more defenses, as the defenses will help the player to protect the villages, but they come at a cost, so which upgrades to pick are important. Skills will be important as they player will have to be able to protect the village himself and be able to kill the monsters quickly and effectively, then again the chances come into play as where, when, and how many of the monsters will attack in any wave. The game we are thinking of making it short, but with no end so the player can continue to fight waves and monsters, while getting the chance to upgrade all the options. The rewards for fighting the monsters will be the experience points, abilities, and upgrades that the player will receive. Many ideas have come up as only getting power ups in specific areas, or the player gets more points by personally killing monsters compared to the defenses, and as stated before how powerful are the abilities acquired from the monsters depend on how long they wait to get said abilities. The punishment will be also dependent on the population and building score. If too many civilians are killed the village stops trusting you, and if they all die, then the game is lost.
Thursday, October 2, 2014
Assignment 8
In this assignment I was working on a dying animation for one of the monsters. It needs to be smoothed out, and I was originally trying to make it walk, but I need to play around more with the armature to make it move more smoothly.
Also I contributed to the team this week by going to Blender Swap and downloading more items that can be used for the game like weapons, monsters, and buildings. The data limit is not really a concern for me at the moment since I can just register with another email for more data to download if needed.
Blender File: https://www.dropbox.com/s/b68fkaj2tph99ff/Assignment%208.blend?dl=0
Assignment 7
Is the space in your game discrete or continuous? Continuous
How many dimensions does your space have? 3D and 2D
What are the boundaries of your space? The map screen that is 2D shows the boundaries, and the villages have the village outskirts as the "space within the space"
How many verbs do your players (characters) have? What are they? In the general sense there are 8 verbs. Upgrade town, move, attack, acquire abilities, use abilities, dodge, move population, and train villagers.
How many objects can each verb act on? What are these objects? The upgrade town is to be assigned as the upgrades are chosen, attack will be on the properties of "monster", the same as abilities (acquiring and using), move population and training will be on the villagers.
How many ways can players achieve their goals? Mainly it is only by destroying the monsters, but moving population, upgrading town, training or moving villagers to protect them, and when and which abilities to get all have an influence on how easy or hard it will be to achieve them.
How many subjects do the players control? What are these subjects? There are three main subjects, which are the three towns, each town is to have an amount of villagers, which are to be decided on in the future depending on how the game progresses.
How do side effects change constraints? By training and upgrading the towns, it becomes easier to protect the population, yet how to do so is to be planned carefully. One town can have heavy protections, but the other two will most likely be lacking; and if all the villages are upgraded equally then the defenses are most likely to be lacking.
What are the operative actions in your game? Players must defeat monsters and protect the populations.
What are the resultant actions in your game? Surviving population and villages will flourish and grow as they are protected, and like the character more, leading to help or gifts.
What actions would you like your players to do that they cannot presently do? (based on your current knowledge of Blender) I would like the players to have more interaction with the skills set, like being able to target the monsters specifically and attack them with magic, and making all the houses and villagers weak to the players skills and attacks so that the player can actually kill his protectorates. Also that there was a meter of how much the player is liked by the population as it increases or decreases, include marriages, and a castle with a dragon that he could send to protect one village as he attacks another. Add pets to fight next to the character, character customization that affects the starting stats of the character. Along with other ideas, that there might not be enough time to implement.
What is the ultimate goal of your game? The protection of the villages
Are there short and long term goals? What are they? It is mostly the protection of the villages, but the other aspects of the game that the player can manipulate all change the challenge and the interaction of the goal.
How do you plan to make the game goals known and understood by the player? A starting story will make it clear of what is the goal of the game, while including a short tutorial that shows the game play.
What are the foundational rules of your game? Player must not lose all his HP, the higher the number of population the more rewards at the end of the round, exp meter for monsters killed
How are these rules enforced? if the player loses his HP then he dies, if the population is wiped out then not only are there no rewards but he loses the game, and the exp meter is used for the fortifications
Does your game develop real skills? What are they? The ability to dodge, attack and protect the villagers all at once while not taking damage.
Does your game develop virtual skills? What are they? The abilities that they can get from the monsters and the fortifications of the villages.
How many dimensions does your space have? 3D and 2D
What are the boundaries of your space? The map screen that is 2D shows the boundaries, and the villages have the village outskirts as the "space within the space"
How many verbs do your players (characters) have? What are they? In the general sense there are 8 verbs. Upgrade town, move, attack, acquire abilities, use abilities, dodge, move population, and train villagers.
How many objects can each verb act on? What are these objects? The upgrade town is to be assigned as the upgrades are chosen, attack will be on the properties of "monster", the same as abilities (acquiring and using), move population and training will be on the villagers.
How many ways can players achieve their goals? Mainly it is only by destroying the monsters, but moving population, upgrading town, training or moving villagers to protect them, and when and which abilities to get all have an influence on how easy or hard it will be to achieve them.
How many subjects do the players control? What are these subjects? There are three main subjects, which are the three towns, each town is to have an amount of villagers, which are to be decided on in the future depending on how the game progresses.
How do side effects change constraints? By training and upgrading the towns, it becomes easier to protect the population, yet how to do so is to be planned carefully. One town can have heavy protections, but the other two will most likely be lacking; and if all the villages are upgraded equally then the defenses are most likely to be lacking.
What are the operative actions in your game? Players must defeat monsters and protect the populations.
What are the resultant actions in your game? Surviving population and villages will flourish and grow as they are protected, and like the character more, leading to help or gifts.
What actions would you like your players to do that they cannot presently do? (based on your current knowledge of Blender) I would like the players to have more interaction with the skills set, like being able to target the monsters specifically and attack them with magic, and making all the houses and villagers weak to the players skills and attacks so that the player can actually kill his protectorates. Also that there was a meter of how much the player is liked by the population as it increases or decreases, include marriages, and a castle with a dragon that he could send to protect one village as he attacks another. Add pets to fight next to the character, character customization that affects the starting stats of the character. Along with other ideas, that there might not be enough time to implement.
What is the ultimate goal of your game? The protection of the villages
Are there short and long term goals? What are they? It is mostly the protection of the villages, but the other aspects of the game that the player can manipulate all change the challenge and the interaction of the goal.
How do you plan to make the game goals known and understood by the player? A starting story will make it clear of what is the goal of the game, while including a short tutorial that shows the game play.
What are the foundational rules of your game? Player must not lose all his HP, the higher the number of population the more rewards at the end of the round, exp meter for monsters killed
How are these rules enforced? if the player loses his HP then he dies, if the population is wiped out then not only are there no rewards but he loses the game, and the exp meter is used for the fortifications
Does your game develop real skills? What are they? The ability to dodge, attack and protect the villagers all at once while not taking damage.
Does your game develop virtual skills? What are they? The abilities that they can get from the monsters and the fortifications of the villages.
Thursday, September 25, 2014
Assingment 6
As described on the video, I made a use of the collision by using a bow and arrow and a target. I was having trouble finding a way to make the target not disappear with the collision from the floor. The point of that is to make different bows and arrows that the villagers and the main character can use to defend the villages. Also I want to make it so that the objects don't just fly away when hit.
This week when we meet we all came up with ideas that we wrote in the google doc. for the team. Also I contributed to the team by starting to make a list of possible sound tracks that can be used for the game.
Link: https://www.dropbox.com/s/cokv2qaunv68e6t/Assignment%206.blend?dl=0
Thursday, September 18, 2014
Assignment 5
I found some difficulty putting my concept together, I was trying to make the skull continuously bound but it would only just stay static. I described how I tried to make it that way. Also I tried to make the camera follow the cube but that didnt work and somehow I made the cube fly instead of moving and rotating to move around in circles.
https://www.dropbox.com/s/utnc6ichleqqgyd/Assignment%205.blend?dl=0
Assignment 4
Chapter 2
I want the player to have an interactive experience in which
they have to concentrate on how to protect their population and not an actual
village. I would like to incorporate the ideal that the village can be
destroyed but that the population still has more importance and get the player
to feel the protective nature of a leader, and a rewarding experience for
completing the goal. To do so, the game has many options as well as opportunities
and strategies. The character can acquire abilities early on and be powerful at
the start of the game, but later on have weak abilities, or have a challenging beginning
that will allow for future more powerful abilities that can be used to just go
and “wreck chaos” on the mobs and bosses.
Although the game is almost set to be repetitive because it is to be
made as a tower defense, the differences between stats, the difficulty, the
ability to raise and construct villages to defend themselves, and the
increasing pace of the attacks will add to the difficulty and concentration of
the player, drawing them in and wondering what to expect in the next wave, and
how to act.
Chapter 3
Since the game is supposed to be repetitive, as is expected of
tower defense games, having new and more interesting enemies, bosses, and enemy
abilities are way to include surprise in the game. For example, having zombies
attack, the next wave werewolves, then vampires, then a combination of the
three, and a dragon attack in the middle of the wave of enemies. Having sudden
and unexpected attacks that can give great abilities, at great risk to the
player might be a way to include surprise and always keep the player looking
for more of such acts. Also the designs
of the upgrades, if made appealing as the levels increase, can add another
sense of surprise and achievement.
Fun could
be included in the game by increasing rewards for certain actions that are not
described. For example, trying to hit a dragon in the eye, or actually
absorbing the powers of the dragon, and using them to defend himself and beat
the dragon with its own abilities, and then using those same ones to destroy
the waves of monsters that come to attack. Yet depending on the skills the
player uses, enemies might become more resistant to those attacks, making the
player to think of when to use said abilities and to also come up with
different methods to attack and defend the villages.
The goals of the game as of now is to defend the population of
the villages that the character is in charge of. Defeating waves of enemies
that try to invade and destroy the villages and kill of the population, the
other goal is to find different ways to attack the monsters in the most
effective manner so as to not harm your protected while overwhelming the mobs. These
goals are one way to motivate the player to continue playing, as well as adding
aspects of RPG, horror, and strategy genres, to appeal to a greater population
of players. The aspect of actually having to be bitten to get a power and that
only a limited amount of bites are allowed are another way to lure in the
player, as some will want to be powerful early on, others will want to have the
difficulty at the start to become omnipotent latter on, or those that would
want the middle ground, so as to not have too much trouble mid game, while
still having a challenge later on.
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