Showing posts with label BA4. Show all posts
Showing posts with label BA4. Show all posts

Wednesday, 21 November 2012

GDD Work


Overview:

Restoration is a single player educational game, used in museums to help children learn more about artwork by directly interacting with it. The player controls an element which is trying restore balance to a damaged painting.

Platforms:

The main component of the game would be on a touch screen instalment within a museum. Visitors could start playing at any time and complete as many levels as they wished. The game would automatically reset after a short duration of no activity so players would be able to learn the rules if they had not played before. The museum version of the game would contain example artworks of all four continents for players to enjoy.

Whilst the game is mainly played within museums, there would be an option to buy it for PC in the gift shop. Users would get all of the features available in the museum version, though will also contain well known artworks to play as well. Due to being on PC the mechanics would be slightly different, requiring users to click to control the element, unlike the other platforms which both rely on touch. The PC version of the game would be specific to the museum it is sold at. E.g. Tate Modern Edition.

The PC version uses a cursor to move the element around.


An IOS version would also be available for purchase on the app store. This version would have the ability to use QR codes to identify which paintings the user wishes to use in their game. This would then let the player use the artwork as the basis of the level.









Each painting would require pre-programmed data in able to use within the game. The use of the IOS is subject to photography rules within the participating museum, due to the use of cameras not being permitted within certain galleries.

Tuesday, 20 November 2012

Logo and QR update

Firstly the game logo, the group leader Jac liked the idea however found the logo colours to be too "muddy". She remade the logo with the same design however now with brighter colours.

I have finished the QR code concepts, detailing how a player would approach and interact with the code and its assigned content.

A player approaches a painting they like.


They open the app and scan the QR code.
They are given information about the painting as well as an option to scan more.
Clicking next takes them to the game using the painting.

QR Codes

Due to using Quick Response (QR) codes to identify and register paintings within galleries, to use as game backgrounds, I decided that I needed to have a better understanding of them.

This involved downloading a QR code reader and testing how effective they are, as if they are too difficult to use they would be of limited use to us.

After trying out a few I found them to be very quick to scan and I personally had few difficulties, bar some being a bit too small and therefore took longer. Generally a code would take around three seconds to scan, so not much hassle there!

A QR code to the home page of the NUCA website.
Next came testing to see how easy it was to create custom QR codes. There were many websites out there helping create them. After they have been generated they can be transferred easily to any location, or printed out of real world use.

A custom QR code I made to test how they worked.

Game Concept: Asia

Player is the water element consuming water droplets to grow larger.
The painting when the level is complete.

Monday, 19 November 2012

Logo Design

This is what I hope will be the Restoration logo. Will show the rest of the group tomorrow to discuss any improvements/ alterations.

Logo Concepts

I started thinking about the games logo, now most of the other work is complete and we know what the games art style is. I wanted to keep it simple, like most logos and to accurately reflect the game.

The group agreed that using the Yin-Yang symbol would visually work best for the logo. However which of the elements were used as the main part of the logo still needed to be tested.
After considering each element I decided fire and water would work best. Due to air being white and potentially difficult to see on some backgrounds. Also the earth element does not look as visually pleasing as the other elements.

Saturday, 17 November 2012

Game Concept: Europe

During the game.

After the player has restored the image.

Game Concepts: America

Here are some game mock ups of some paintings which may be used in the game. 

Before the player restores the painting.

While the player is restoring the painting.

After the player restores the painting.

A screen showing the grade the player received, as well as before and after shots.
Frame used: http://chulii-stock.deviantart.com/art/frame-07-106408149

Friday, 16 November 2012

Primary Research: Norwich Castle Museum

After one of the group tutor feedback sessions Matt suggested that we should visit a real life museum, either in London, or if that was not possible to go to the Norwich Castle Museum. We arranged to go there during the free study week.

While there we looked for similar digital games, or interactive media on display in the museum to help progress with our game idea. However we soon found that the interactive elements Jac remembered within the keep had gone, at least at the time of our visit.

Following the trip to the Castle Museum I shared Jac's disappointment about the lack of interactive digital games or displays. However I later contemplated the time at the museum, things which seemed unrelated to what we were looking for were actually more meaningful than first expected.

As soon as we stepped into the museum we spotted our target audience, there was a school group coming to see the exhibits and explore the castle. We soon found out that there were actually at least two school groups visiting on the day. It was useful to see what the children were interested in, mainly the taxidermy and the interactive parts of the exhibits.

The museum seemed to be really trying to get children interested about the exhibits, with all sorts of activities for the school parties that go there. During our visit of the castle we saw numerous staff or volunteers dressed up in Celtic and Roman attire, even getting the children to march like they were in a Legion! As well as a drawing and colouring exercise set up in the gallery, seemingly to inspire them to think artistically. 

The interactive elements included build-able bridges, to physically demonstrate the strength of an arch under the influence of gravity. Trebuchets to show the weaponry which was used to attack castles at the time. Sliding puzzle games to help children engage with certain pieces of artwork, as well as providing facts underneath the tiles which were revealed whilst completing the puzzles.

As the game we are creating focuses on artwork I considered the practicality of the puzzles for children. While there I attempted to complete one of the art puzzles, but did not finish due to time constraints. The problem I encountered with puzzle was that the tiles would often get stuck, and the person would spend more time trying to get them to move than figuring out how to complete it. While my limit was time constraints, a child would more likely to be affected by their attention span. The constant encountering of physical problems I would assume would likely put a younger person off completing the puzzle, therefore they would not fully engage with the only aspect of the art gallery designed for them.

Overall the museum seemed to be trying very hard to get the next generation interested in art and  history. However there were possible limitations with the current art puzzles being not too user friendly. An interactive art game directly using existing artwork at the museum to help engage with children seemed like it would fit in with current displays. Our target audience would find it approachable and hopefully take away the idea that artworks should be restored and not left to be damaged beyond repair.

Game concepts: Initial element icons

I decided to sketch a few ideas of what the elements would look like within the game. Focusing on the idea of flOw and the fluid game play it uses, as well as the simplicity factor.

A page of sketches trying to make each element stand out from the others.

Making the fire element's visual appearance change as it grows, making it feel more powerful.
Sketches of the air element's growth.

A visual of the earth element, focusing on the idea of nature being able to absorb the water elements.


Thursday, 15 November 2012

Game idea progression

With the problem of the theme of elements not relating to the artwork, I thought about the possible idea of restoring the paintings. This would help the game be more engaging with both the paintings and the potential users.


Saturday, 10 November 2012

Games Research 2

Art based games

Art Lab

Art lab is a game created by Ideonic, for the Tate kids website. It is based on the restoration of art pieces. The game is aimed at children to help them understand the painting restoration process.Using techniques used within art restoration the player must aid a picture in five stages. Each of these stages has a thirty second time limit. First the player must brush off the dust which covers the image. They then need to clean any dirt and grime which is on parts of the painting. After this any old varnish needs to be wiped off to remove yellowing on the image. Finally the cracks need to be filled in and then painted over to fully restore the artwork. The player is rated from A to F depending on how well they did any stage of the restoration.
The game is set in a gallery restoration room.
The player has 30 seconds for each of the five tasks.
A light helps players see grime and cracks more clearly.
Here the player must fill in the cracks within the painting.
After the player has completed the five tasks they are awarded a overall grade.
After the grade has been awarded the player can see a before and after.
The painting is much clearer after the player is finished.
Information is given about the painting, as well as the grade the player achieved.
The player then moves onto the next painting.

Monday, 5 November 2012

Games Research

I have been looking at games which are related to our own game type. As our game is based on flOw I researched games based on similar game mechanics such as snake and the first level of Spore.  Another important aspect of our game is art and paintings. For this I looked at some existing art gallery games, including a restoration game on the Tate website.

flOw

In flOw the player controls a simple segmented organism situated within an aquatic based world, seemingly based on predictions on how life started. The game starts within the O of the name, with no instructions of how to play, the player must instinctively use their mouse to direct where the microbe travels. Clicking and holding the mouse increases speed, and has an unlimited duration. The game is a top down perspective, on a 2D plane, with other 'levels' visible in the background however out of focus.

Lower levels are visible to the player before they reach them.


The aim is to guide the mouth part into tiny cells to grow and gain more lives. To progress to the next 'level' the player must consume a floating microbe with a red circle within it. Every level remains accessible throughout the game and previous sections are visited by eating a a microbe with a white circle in it. These location of these are shown with a pulse, similar to a ripple at the edge of the screen, which guides the player to them. If the players microbe runs out of lives it instantly floats back to the previous level and the player must collect other organisms in order to continue.

The pulse guides the player to the level microbes.

Eating the white microbe moves the player up a level, the red moves them down.


As the player progresses through the levels different types of enemies will pose a threat to the player. There are three types of these aggressive creatures, each requiring different techniques to overcome them. Larger microbes are more difficult to defeat, but yield greater rewards when defeated, including a temporary power-up which increases the size of the mouth part of the player's creature. While there is no overall goal in the game apart from to survive and defeat the other microbes, there is a optional target for the player to complete all of their creature's body if they wish to. With minimal prompting the player will create their own motivation to complete the levels and explore the game world by themselves.

As the player consumes more microbes their body grows.


The player encounters different types of organisms.

The enemies become more powerful on lower levels.

Spore (Cell stage)

The first stage of the game is similar to flOw, the player controls a microbe which has to feed and avoid being eaten. Also both are contained within a 2D environment with layered planes in which the player can explore, with the next area being visible in the background for the player to see in advance. This gives them knowledge of what is to come and what challenges they will have to face after progressing. The main visual difference to flOw is the cartoon art style, which is more likely to appeal to a younger audience.

Before the level starts the player must choose which type of mouth part they wish to use, which influences the behaviour they must follow to complete the stage. If the player chooses to use a carnivorous mouth part they must consume smaller microbes while avoiding larger predators. If the player uses the herbivore mouth part they must eat a type of plankton whilst avoiding all carnivores. An interesting mechanic which is different to flOw is the ability to change the game dynamics mid game, by acquiring a omnivore mouth part which enables the player to eat both plankton and smaller carnivores. The amount of each type of food consumed affects what the players creatures will eat later in the game.

The player can hunt other microbes if they are a carnivore.


The stage consists of five phases, unlike flOw once the player has progressed they cannot go back to a previous level. To get to the next phase the player must mate with another organism which is similar to their own. This opens a level editor in which any parts acquired within previous phases can be used to enhance or change the microbes appearance and abilities. The ability to change the colour, and eye types of the microbe helps the player to become more attached to their own creature, it is important that there is a personal connection for the rest of the game to be more enjoyable. Upgrades can be found after consuming other large organisms or inside meteor fragments. These help by upgrading speed, defence or changing the diet of the players organism. There is a limit to the amount of upgrades the player can use at one time, this is shown via DNA points, once these are used up the player must remove other parts in order to change the microbe.

DNA points limit what can be used on the creature.


Once the player is happy to continue their creature glows and the background becomes the foreground, where previous giant organisms become smaller and potentially less of a threat. However some are still much larger than the player and will chase them if they get too close. Herbivores can also be a threat if the players creature is also a herbivore by stealing plant matter which the player could have otherwise consumed. Likewise other carnivores can compete for food if the player chose to be a carnivorous organism. This means, like flOw, most of the game's aspects can be interacted with, both direct and indirectly. There is very little within this stage that is purely aesthetic, everything is there to enhance game play. Shells and bubbles get in the way of the player and other microbes, limiting movement.
A shell stops a large organism from reaching the player.

Monday, 15 October 2012

Elements

As a group we discussed a theme for the game, with micro organisms and aquatic creatures being too similar to flOw Jac had the idea to use elements within the game. This can easily be translated within simple imagery.

The elements we chose were the classic; air, water, fire and earth. 




Sketches of the idea, representing the playable element.
After discussing the idea of elements we decided that the theme did not currently fit in with the paintings and the flow mechanics, so needed to be adapted.

Sunday, 14 October 2012

FlOw Art style

The main organism you play as is just as simple as any of the other cells you encounter. The main difference between yourself and everything else is the change of colour when aggressive life forms are near, turning red when near you.

All creatures are made up of rings, circles and curving patterns. The developers chose not to include straight lines within any of the designs, to give it a more natural aquatic feel. While simple it is easy to distinguish types of organisms, some being like snakes, others like jellyfish, giving an added interest of what type of creature you may encounter next.