Monday, 19 November 2012

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.

Sunday, 18 November 2012

Contextual Studies: Spheres of influence

Spheres of influence were proposed by Vladimir Propp. He looked at Russian folk tales, analysing them to reveal their most basic attributes. He concluded that each of the characters could be fit into one or more of seven character types. (Possible to separate princess and her father into two categories, creating a potential of eight.)

  1. Hero: The main character in which the story often focuses on. Saves people and recieves rewards for doing so.
  2. Villain:  Fights with the hero, trying to hinder their journey in some way.
  3. The Dispatcher: Sets the hero off on their journey. Can be anything from an event to a person.
  4. Princess and Father: The reward for the hero. Note this can be anything from treasure to the princess herself. The father is included as he is the one who gives the rewards.
  5. The False Hero: This is someone who appears to be doing good in the world, possibly helping the hero. However in reality they are evil, trying to hinder the hero.
  6. The Helper: This is someone or something which helps the hero in any way. Possible guide or companion.
  7. The Donor: Someone who gives the hero something to help complete their quest. Note this requires the act of giving.
We were then told to pick two games and see if it was possible to relate these categories to a game world instead of characters. This was to be presented in a ten minute pitch. We chose Skyrim and Jurassic Park: Operation Genius as our games.





























Here is a video to further demonstrate the use of traps to kill either hostile or non hostile NPCs. While designed to try to kill the player they also have a duel purpose to be used for good.










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

Contextual Studies: Puzzle games!

In this session we were shown a TED talk, JJ Abrams: The Mystery Box.We were told to look at the good aspects of how he presented the talk.

Humour: The talk was littered by jokes and funny experiences to keep the audience engaged with what he had to say. Humour is a good way of keeping audience interest up.

Personal Experiences: Talking about his family helped the audience relate to both the topic of mystery as well as anything else he had to say.

Using Props: The box was a perfect example of what can be used to represent mystery in a physical form, almost everybody wanted to know exactly what was in it. Yet it is never shown, leading to JJ Abrams explaining that sometimes some things are better left unknown.

http://www.ted.com/talks/j_j_abrams_mystery_box.html

List of Puzzle Games

Our group was given the genre of puzzle games, and had to list as many as we could think of. After seeming like one of the easiest genres I soon started to run out of ideas, as although there are many puzzle games out there I could not remember many!

Another problem was the number of games which had puzzle elements in them, in fact most games do! I included as many of these as I could think of at the time, adding a few in a later date.

Myst series
Angry Birds
Cut the rope
Forty Winks
Museum Madness
Knowledge Munchers
Zoombinis
Portal Series
Transformice
Minesweeper
World of Goo
Tetris
Bejeweled
Pipe Mania
Putt Putt

Games with Puzzle elements:
Skyrim
Dino Defender
Skylanders
Abes Odyssey
Batman Arkham Asylum

Questions Task

Zoombinis



Narrative/Structure
1. How is the game structured - does it have levels?

The game contains twelve puzzles, each with four levels of difficulty. The difficulty setting changes some of the visual aspects of the level, sometimes with more solution combinations, or a lower number of chances to complete the level.

Easy mode on the Hotel level.
The hardest mode of the Hotel level.


2. Do you have to follow a set path to complete the game?, How much freedom do you have to explore the game world?

The game is almost completely linear, with only  one section where the path splits. The camera is static with limited freedom to explore the game environment. A notable feature is the ability to interact with the landscape within the checkpoint level.
Visual Style



3. What does the game look like - its image and style?

The game has simple cartoon style graphics. Almost pixel art.
The characters encountered are stylized and memorable.



4. How do the visuals affect the player?

This gives the game a friendly welcoming feel, suitable for young children. Helping them engage with the puzzles and make them not seem too boring.

Here is a video showing the style and reinforcing the childlike theme which the visuals portray.


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.