Wednesday, February 27, 2013

Tuesday, February 26, 2013


2. Create a backstory, environment, and three character descriptions associated with your
original game idea. How are these elements integrated and linked through a central
theme?

AHH
the backstory for my game is that humans were burning up their natural resources to fuel the thirsty overpopulated cities they have built in the future, tall skyscrapers flood cities and reach amazing heights, where the upper-class live, while slums made out of any scrap materials that could be found are on the ground  were most of earths people are stuck. While searching for any fuel source they can get their hands on humans discover a large ancient doorway with carvings and symbols unlike any civilization of earths.

a portal opens in the doorway leading to an ice covered planet, with large barren ice wastelands, and small villages built out of ice.

the inhabitants of the planet are large, bluky men, covered in thick fur, ranging from platinum white to black, roughly 5ft tall, these short people are remarkably strong and fast.

Although their forces are mainly consisted the people mentioned before, there are "elite" fighters amongst them, at a striking 7ft heigh minimum these large fur covered humanoids have tusks protruding from their mouths and are great threat to any who face them.

the human soldiers sent in to the war are equipped with slick black military gear, resembling plate armour if it were skin tight.
with powerful "plasma" weapons these humans are lethal killers.

1. Using some of the techniques discussed in this chapter, begin developing a concept for an original game idea, discuss the central theme of your idea and the methods you used to bring your idea into existence.

My game concept is set in a frozen world inhabited by stocky fur covered humanoid creatures, the cities constructed of ice, and barren deserts of ice.
Humans have overbuilt their cities and the future is a bleak place, and resources are extremely limited
Purely by chance humans discover a large ancient door, a portal, to this world and war beings.
I currently work at a cold store warehouse and after the class discussion of "opening our minds" the idea came very quickly - a large door opening upto to an icey empty world.
Knowing that in colder parts of the world animals store fat and often have thick coats of fur to survive the harsh conditions, the idea of what the inhabitants were to look like came to mind.
I recently got a new phone and thought about how much has changed in only 20 years, super nintendo to an iphone 5 is a large jump for such a short time period, and got my mind rolling about how quickly we are advancing, and would could happen if we didnt stop.

Tuesday, February 12, 2013


1. Imagine that you are a level designer working in the 1980s. Knowing the
limitations associated with this era, what type of game would you develop?

If I were a level designer in the 1980's I would attempt to develop a classic "beat em up" arcade game such as the simpsons, ninja turtles and double dragon games with the popular 80's punk band The Dead Kennedys, portraying these "rock stars" going through city streets and even concert venues.

Although the punk following in the 80's was somewhat shunned, if successfully marketed would open the gaming genre up to a whole new audience, just in time for the golden age of Beat em up arcade style games.



2. Play three games—one from the 1980s, one from the 1990s, and one
released after 2004. Compare and contrast how levels and environments are
designed in all three games

1980s - I chose to play donkey kong for this question, the game world is a simple 2D space filled with coloured sprites and simplistic level design, however the levels appear simple most-all games from this era were extremely difficult, with the limitations of the time level design was an important part of making the game fun and interesting without the use of flashy effects. Donkey kong uses girders and ladders to create platforms for mario (jump man) to ascend to the top of the level while dodging barrels thrown by donkey, the game has several different boards that repeat throughout the game and several "boss" levels which introduce new elements such as elevators and springs being thrown.

1990s - I chose final fantasy VII as my 90's game, although originally planned for the n64, this playstation 1 classic has a free roaming world map where the player encounters random monster battles (similar to pokemon!) and may discover towns, the game utilizes the 3D graphics by creating large settings for the player to openly explore and interact with NPCs to discover clues to the goal, most towns that you arrive at involve investigation, fighting and adventuring, after completing the goal in a town you are usually left with a clue of where to venture to next.

2004< - I played alan wake as my final game, this game has large open 3D worlds but uses street lights/generators/spotlights to guide you to the goal. This game uses "episodes" to portray the levels and feels as though youre playing through a TV show, the environments are very dark and most of the game is played through a small town or within the forest, occasionally venturing to other areas such as a farm and an abandoned railway.

All of these games are extremely different from eachother all because of the level design, dictated by the limitations of the era, Donkey kong is a platformer with a high difficulty to give players a reason to want to keep playing without the use of todays modern graphics. Alan wakes gameplay would not be the same if made in the 80's, it utilizes the 3D graphics and effects we have today to create dark and interesting environments, an abandoned railway wouldnt have the same effect if done in an 8-bit style...
Final fantasy VII is a great mix of the 2 games, using its 3D graphics to bring a vibrant world to life without relying on them for the design of the level or game, the final fantasy franchise has lived through all of these times and has still kept its good name, the Open world leaving the progression upto the player is something it does very different to these other games, a player may stay in the first town for hours on end adventuring all the different areas before even starting to pursue the goal.



3. How does a game’s genre affect the way its levels and environments are
designed? Choose one level from three different games—each from a distinct
primary genre—and compare how these levels are designed with regard to
setting, goals, puzzles, and risk–reward system.


"Extreme sports" games such as matt hoffmans bmx and tony hawks pro skater have open levels with several objectives to complete with a limited time to complete them (usually find several objects and achieve scores)
the risk in these games is choosing which goals to pursue in the time and pulling of combos which could potentially make or break your high score and help you finish the level!

Warcraft 3 is an RTS game where you gather resources, train units and build structures, these maps usually start each player in different corners and have no time limit, the risk in these games is choosing which units and buildings to obtain and what time, and planning out your attack. do you risk entering the enemy base with your squad? you could potentially wipe out a player from the map or lose all units leaving yourself defenseless

space invaders is a classic arcade game where lines of aliens gradually drop down while the player plays as a tank shooting upwards at them. There are several shields protecting the player which they can choose to utilize and play safe, or they can dart around leaving themselves open but clearing the level quicker.
other risk-reward mechanics in this game are the Mother ships that fly above quickly, if the player can hit it they will receive bonus points, but will have to leave themselves open to get the shot.