With my presentation being on mobile gaming I decided to continue with this theme and title my essay as follows: How has mobile gaming affected the games industry in the last twenty years?
This will be continuing on the theme of the history of mobile gaming, starting with Tetris for the Hagenuk MT-2000, moving on to the Japanese gaming market in 2003. Ending with the creation of app stores and subsequent industry reactions to this inovation.
Research articles:
http://www.newzoo.com/infographics/mobile-gaming-graphs-2012/
http://www.guardian.co.uk/technology/gamesblog/2010/jan/21/games-casual-gaming
http://www.newzoo.com/infographics/infographic-2012-uk/
http://www.superdataresearch.com/f2p-mobile-gamers-spend-between-8-and-15-per-month/
http://en.wikipedia.org/wiki/Mobile_game
http://www.theesa.com/games-improving-what-matters/mobile-games.asp
http://forum2.mobile-review.com/showthread.php?103855-The-evolution-of-mobile-phone-gaming
http://news.bbc.co.uk/1/hi/technology/3186345.stm
http://web.archive.org/web/20071012194600/http://gamepro.com/gamepro/domestic/games/features/125748.shtml
http://money.cnn.com/magazines/fortune/fortune_archive/2003/12/08/355130/
http://uk.gamespot.com/news/electronic-arts-buys-jamdat-6140935
http://www.edge-online.com/news/ea-set-to-reveal-next-gen-fifa-and-battlefield/
http://www.gamasutra.com/php-bin/news_index.php?story=7452#.URf-Y2dw7ud
http://www.pocketgamer.biz/r/PG.Biz/A+Brief+History+of+Mobile+Games/feature.asp?c=10719
Showing posts with label Blog. Show all posts
Showing posts with label Blog. Show all posts
Thursday, 14 February 2013
Creating a demo of the level
I have had quite a bit of difficulty so far recording video for the game demo, with the record feature within UDK being rather jittery and fast for some reason.
After experimenting with multiple video recording software I found one which works, time to try yet again!
After experimenting with multiple video recording software I found one which works, time to try yet again!
The scene was created by moving, scaling and rotating the pipes and barrels to give it a more varied feel.
Wednesday, 13 February 2013
Factory Interior
I seem to be getting somewhere now! Adding pipes to the scene really helped with the feel of the factory.
Exporting into UDK
Lothar showed us how to export our meshes into UDK. While it took a long time to learn and there was a bit of difficulty trying to catch up after my map decided to crash, I did manage to understand the process.
After enabling FBX files in the plug-in manager under the windows tab, you need to select the object and click export selection.
Next click import at the bottom of the window (Next to new), and locate where you saved the FBX file. One you finished also import the Diffuse, Normal and Specular maps (Make sure they are saved in the .tga format).
Next right click the area surrounding the files you imported and click New material. Name it and click OK. Once this is complete double click on the material.
While selecting the texture2D in the content browser hold T while left clicking on the new texture window. It should create a box with the texture in. Do the same for the normal and specular map (Hold Ctrl and left click to move the boxes). Then click the green arrow once you are finished (Important!). Two sided makes the texture visible on both sides if required. Close the screen to continue.
Next double click the static mesh while selecting the material (Not the Texture2d!). Locate the LODinfo and open the folders located inside it until you reach materials. Click the green arrow and the texture should work on the mesh.
Then for simple objects click the icon left of the lock, near the top of the window and click collision then auto convex collision. Adjust the scroll handles and click apply to update the collision until you are happy with the result.
Next close the windows apart from the content browser and left click drag the mesh into the map, it should work with the texture and collision mesh!
Remember to right click save the object you are working on in the content browser folder list! (Under newpackages) Then once it has moved up into UT3 Save it again! Otherwise it will not truly be saved. Right click the scene and click play from here to view your object.
Done!
After enabling FBX files in the plug-in manager under the windows tab, you need to select the object and click export selection.
Once this is done you can close or minimise Maya and open UDK. In UDK open the content browser (Though it will already be open) and select content in the list of folders (Important!), then click new at the bottom of the window. A new window will appear, name the object in the package and name boxes and press OK.
Next right click the area surrounding the files you imported and click New material. Name it and click OK. Once this is complete double click on the material.
While selecting the texture2D in the content browser hold T while left clicking on the new texture window. It should create a box with the texture in. Do the same for the normal and specular map (Hold Ctrl and left click to move the boxes). Then click the green arrow once you are finished (Important!). Two sided makes the texture visible on both sides if required. Close the screen to continue.
Next double click the static mesh while selecting the material (Not the Texture2d!). Locate the LODinfo and open the folders located inside it until you reach materials. Click the green arrow and the texture should work on the mesh.
Then for simple objects click the icon left of the lock, near the top of the window and click collision then auto convex collision. Adjust the scroll handles and click apply to update the collision until you are happy with the result.
Next close the windows apart from the content browser and left click drag the mesh into the map, it should work with the texture and collision mesh!
Remember to right click save the object you are working on in the content browser folder list! (Under newpackages) Then once it has moved up into UT3 Save it again! Otherwise it will not truly be saved. Right click the scene and click play from here to view your object.
Done!
Furnace
I finished texturing the furnace, using textures from http://www.cgtextures.com/ and http://freetextures.3dtotal.com/index.php
I then added the normal and specular maps to the object. Making sure most of the specular map was bright, due to the reflective nature of metal.
I then added the normal and specular maps to the object. Making sure most of the specular map was bright, due to the reflective nature of metal.
Open Barrel and Lid
After completing the barrel I decided to add some variations with an empty barrel and its lid. Starting with the original barrel mesh I extruded the top down into the bottom, then adjusted the UVs accordingly.
Once I finished the open barrel I opened the basic barrel mesh again, this time deleting everything but the top. Extruding this down I had the basic mesh for the lid.
Next came the UV mapping, using planar mapping on the top and bottom, and cylindrical on the sides.
Once I finished the open barrel I opened the basic barrel mesh again, this time deleting everything but the top. Extruding this down I had the basic mesh for the lid.
Next came the UV mapping, using planar mapping on the top and bottom, and cylindrical on the sides.
Monday, 11 February 2013
Barrels, barrels and more barrels!
I have been focusing on texturing the barrel, and then making it game ready.
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| Diffuse map with wooden texture and metal rings. |
Thursday, 7 February 2013
Tuesday, 5 February 2013
3D models: Barrel
3D Models: Furnace
I based the design of the furnace on a brewing vat found in breweries of the time. First starting out with a cylinder I just added edge loops then scaled them to fit the design. When happy with the overall shape I started on the furnace doors and handles. The doors were extruded out then scaled to create the shape of a door. the handles were cylinders curved into the door.
After testing with a texture I thought would be useful I later discovered within UDK it did not have the correct feel of the atmosphere so needed to change it. The resulting texture was much more effective in this aspect.
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| Old Texture base |
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| New Texture |
Friday, 18 January 2013
The Project: New Design Document
New Design Concept
Currently I am planning on making assets for an interior of a Victorian steampunk factory, with the architecture itself depending on time. I decided not to continue with the previous project due to it being extremely 2D based and I wish to pursue a 3D route.
The first thing to consider is the type of factory I would create. While I wanted it to look fairly realistic, I did not want it to be too similar to a real function in Victorian times as it is meant to be part of a steampunk world.
After looking at match making factories I came across the toxic and corrosive element phosphorus. Matchsticks would be dipped into this to enable it to be ignited. (http://en.wikipedia.org/wiki/Phosphorus)
One of the characteristics I found to be quite interesting. "The first form of elemental phosphorus to be produced (white phosphorus, in 1669) emits a faint glow upon exposure to oxygen".
This led me to consider an alternative light source to oil or electricity. While the raw material has a faint glow it could potentially be processed into a liquid which has a more intense glow, and the illumination fluid factory idea was formed!
I want the factory to be fairly empty, like it has not been used in a while, possibly with rusting machinery and broken barrels. Cobwebs would be present and the whole atmosphere would be dark and sinister. The phosphorous would have an eerie blueish glow in the vats.
To contrast the blue I would like the time of day to be late afternoon/dusk. With the sun setting through the broken windows with most objects and walls having a warm light quality to them.
Currently I am planning on making assets for an interior of a Victorian steampunk factory, with the architecture itself depending on time. I decided not to continue with the previous project due to it being extremely 2D based and I wish to pursue a 3D route.
The first thing to consider is the type of factory I would create. While I wanted it to look fairly realistic, I did not want it to be too similar to a real function in Victorian times as it is meant to be part of a steampunk world.
After looking at match making factories I came across the toxic and corrosive element phosphorus. Matchsticks would be dipped into this to enable it to be ignited. (http://en.wikipedia.org/wiki/Phosphorus)
One of the characteristics I found to be quite interesting. "The first form of elemental phosphorus to be produced (white phosphorus, in 1669) emits a faint glow upon exposure to oxygen".
This led me to consider an alternative light source to oil or electricity. While the raw material has a faint glow it could potentially be processed into a liquid which has a more intense glow, and the illumination fluid factory idea was formed!
I want the factory to be fairly empty, like it has not been used in a while, possibly with rusting machinery and broken barrels. Cobwebs would be present and the whole atmosphere would be dark and sinister. The phosphorous would have an eerie blueish glow in the vats.
To contrast the blue I would like the time of day to be late afternoon/dusk. With the sun setting through the broken windows with most objects and walls having a warm light quality to them.
Monday, 7 January 2013
5 Minute Presentation
Before we broke up for the Christmas holidays we were given the task of creating a five minute presentation. The focus is on an industry development within the last 20 years. I decided to look at mobile gaming. With mobile devices becoming increasingly capable of running more advanced games the market has rapidly expanded in the last few years.
The first game to be available on the mobile was Tetris on the Hagenuk MT-2000 back in 1994. With the release of the Nokia 6110 (1997) came the incredibly popular game Snake.
| Snake for the mobile |
However as shown above these games were monochrome with limited graphics display and low processing power. This has down to the capabilities of the phone itself a well as the small screen size.
By 2003 Japan was leading in the development of mobile games, using the camera on the phone users could take pictures to interact with the game. Games included a pet game which would require you to take pictures of objects the same colour as the food they wished to eat and a fighting game with your character's stats based on your real life photo.
By 2003 Japan was leading in the development of mobile games, using the camera on the phone users could take pictures to interact with the game. Games included a pet game which would require you to take pictures of objects the same colour as the food they wished to eat and a fighting game with your character's stats based on your real life photo.
With the release of the app store Apple allowed individual developers to create games directly for the iphone, giving a huge range of games for users to play. Some of these have become highly successful and have sold all over the globe. As of May 2012 nine of the top ten most popular paid for apps were games. Examples include Angry Birds, Cut the Rope, Doodle Jump and Fruit Ninja.
Angry Birds (2009)
The aim of angry birds is to fire flightless birds at platforms containing pigs using a slingshot in order to destroy the structure and kill the pigs.
This is an example of the gameplay.
"It turns out that Angry Birds was a huge hit on Christmas Day. The series ended up getting over 8 million downloads on December 25 alone. The Finnish game studio, Rovio, released an info graphic today dealing with the Angry Birds success over the holiday. Christmas week (December 22-29) saw a total of 30 million Angry Birds downloads." (January 3rd 2013)
Cut the Rope (2010)
Cut the rope is a puzzle game with the objective of feeding the green monster named Om Nom a red sweet while collecting stars for bonus score. The game proved popular and other versions have now been released.
Overview
In conclusion mobile gaming has expanded greatly since the basic games released on phones in the late 90s. Graphics and processing power aids this and allows developers to create more highly complex games each year with better displays, physics and much more. The future is set to bring even higher quality games to mobiles around the world.
http://en.wikipedia.org/wiki/Mobile_game
http://news.bbc.co.uk/1/hi/technology/3186345.stm
http://en.wikipedia.org/wiki/Mobile_app
http://news.bbc.co.uk/1/hi/technology/3186345.stm
http://en.wikipedia.org/wiki/Mobile_app
http://www.slashgear.com/angry-birds-downloaded-over-8-million-times-on-christmas-day-03262924/
http://en.wikipedia.org/wiki/Cut_the_Rope
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