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.

Wednesday, 10 October 2012

Initial FlOw Research

"flOw is a game about piloting an aquatic organism through a surreal biosphere where players consume other organisms, evolve, and dive into the abyss. With an embedded design of DDA (dynamic difficulty adjustment), players with differing skills levels can intuitively customize their game experience and enjoy the game at their own pace."

 http://thatgamecompany.com/games/flow/

Looking into flOw I found the game was very simple, with little to no goals, apart from to survive and eat other cells. It appears to be based on almost exactly what you would expect real life micro-organisms to be doing. With such simple game play thatgamecompany manage to create a highly addictive game using a basic yet appealing art style.

Initial Sketches of flOw microbes as well as new types of creatures


Sunday, 13 May 2012

Door Project: Rendered Door

This is the final rendered 360 degree turntable!

Door Project: Stages of development

Firstly to form the main circular ring of the door I created a polygon cylinder, created another one of a smaller size. I then used the boolean tool to create the hole in the object. I then repeated this method for one of the smaller rings which fit within the main ring.

Once I finished creating three of the circles I deleted the excess faces within the larger circle and then mirrored them on the x axis and attached them together using the merge vertex tool.

The top part of the door was created using the extrude tool from the main circular ring to fill in the gaps of the rings, to join up all the parts the merge to center tool was used. The bottom part of the door was then created using a cube polygon scaled and divided to fit with the top part of the door.

The door handles were made using the cylinder polygon tool. A cube polygon tool was then attached with the other end attached to form a triangle using the merge edge tool. This edge was then beveled to create a more rounded edge.

The handles were then copied then moved into position onto the door and attached using the mesh attach tool. They were then copied and rotated 180 degrees to fit on the other side of the door.

 Next the doorframe needed to be created. I started by creating a cube polygon and adding divisions to measure where the door will sit as well as the windows.

Both sides of polygon faces which covered the door were then deleted and on one side the edge of the gap was then extruded and merged with the other side of the doorframe to create the sides of the archway.

 The eges of the door archway were then beveled at the front and the arch was moved to fit with the door to give it a softer feel.

 The same method was used to create the sides of the windows.

The walls and floor then had texture added to them using assign favourite material and choosing the correct texture file after exporting the Uvs out into Photoshop.

Textures used:

Seamless stone for the wall (Made by AGF81): http://browse.deviantart.com/resources/textures/?qh=&section=&q=stone+128#/d4wgybr

Stone on bottom of wall (Made by bunny75): http://agf81.deviantart.com/art/Stone-Texture-9-Seamless-258478842?q=boost%3Apopular%20seamless%20stone&qo=21

Stone Floor (made by ftourini): http://browse.deviantart.com/resources/textures/?q=stone#/d3le3to

The door was then textured using the same method.

Textures used:

Door metal texture (Made by Artbox-DA): http://browse.deviantart.com/resources/?q=texture%20gold&order=9&offset=384#/d35pk7w

Glass texture (Made by lendrick): http://lendrick.deviantart.com/art/Seamless-carpet-texture-88077174?q=boost%3Apopular%20in%3Aresources%2Ftextures%20texture%20seamless&qo=152

 Lightning was then added from the rendering tab and made to shine within the 'interior' half of the model. Directional lighting was added to the 'exterior' to show sunlight shining onto the wall. The interior half of the windows were then made to shine using the glow effect and uses an edited texture file.

This is an image of the rendered project ready to be made into a turntable render!

Door Project: Orthographic Drawings

This is the front view of the door.

This is the scale design of the door I am going to create.