Thursday, October 23, 2014

My Progress this Week

This week, I have been working on the player controls.  To do so, I gave logic to a cube, and made it a parent of a camera.  I plan to add arms and legs to the piece.  I have also been working on a cone sensor for AID's (Artificial Intelligence Drones).  Preparations on completing the visor interface has been part of my work as well.

Homework 12 - Project Work Schedule


Homework 11 - Interfaces

1) Describe the user interface of your game.
     Physical Input - World:  we are using a keyboard and mouse for our physical input.
     World - Physical Output:  the player will see the world in a first-person point of view.
     Physical Input - Virtual Interface:
          I = item menu
          A or D during I = switching items
          A or D outside of I = use items
          Turning mouse = turn left or right
          Left click + hold = run forward
          right click + hold = run backward
     Virtual Interface - World: the player will be able to use items, mostly throwing objects for distraction.  The effect will be immediate to simulate actions taken in the physical world.
     World - Virtual Interface: If the AID's (Artificial Intelligent Drones) are near the player, the stealth-bar will change color and size.  If in the red zone, an alarm will sound.  The player may also enter a "Target mode", in which items and AID's are highlighted.
     Virtual Interface - Physical Output:
        Stealth-bar: will change color and size
        Alarm:  will sound if Stealth-bar is in the red zone.
        Targeting system:  marked by blue lines
        Item menu:  Is only shown when player hits the "I" button.  Is pseudo-transparent as to mimic what would appear on a headset with a visual system.
         
2) What role will the interface play in your game?
     It will direct the player into how to avoid AID's, what items you have in your arsenal, while also being part of the game world itself.

3) Intuitive interfaces give a feeling of control.  How easy is your interface to master?
     It seems as if the controls are simple, but will require more aggressive study.

4) Will your players have a strong influence over the outcome of the game?
     Yes, the player will face a quick or safe dynamic.  They may move quickly at the risk of being discovered by the AID's.

5) Do the players of your game feel powerful?
     We desire that the player feels powerful in skill and stealth.

6) What does the player pick up and touch?
     The player will interact with items such as smoke bombs, flares, cool-down serum, etc.

7) Does the interface map to actions in the world? How?
     Yes.  The player will feel as if they are wearing a visor in the world.

8) How does your interface let the player see, hear and touch the world of the game?
     By wearing a visor, one feels an artificial interaction with the outside world.  The visor interface will allow our players to feel that artificial interaction and thus, feel as if the game is the physical world.

9) The idea interface in invisible to the player.  Does your interface cater to the players desires?  What are these desires?
The player will desire to seamlessly move throughout the world and avoid AID's.  We believe our interface will lend itself to a smooth control of the players actions, and therefore the game.

10) Can your interface be used without the players thinking?  Is it natural?
       We believe that the player will become lost in the feel of the game, that the interface is natural.  More play-testing is required.

11) Assuming you can do what you want, how would you make your interface more natural?
      We would like to use a form of user input aside from a keyboard, perhaps a specially-designed controller.  We also would like to use something similar to the Oculos Rift.

12) What kind of feedback does your interface present the player?  What do the players want to know?  How does the interface relate to the player's goal?
     The player receives feedback on how alerted the AID's are.  They also receive feedback on items that are nearby.
     The player will want to know how much attention they have caught, because the game is stealth-based.  They would also like to know the safest locations to hide and traverse.
     The interface gives a stealth-bar to show the player the safest place to stand.  Through trial and error, the player will learn the best places to traverse.

13) Is the interface feedback continuous?
     Yes.  The stealth-bar will continually change during game play.

14) Please describe the concept of interface modes.  Does your game have multiple modes?
      Interface modes are the ways that the interface changes for the player in game play.  Our game has only two modes.  The interface change is when the player is selecting their items to use, by pressing the "I" button.  With the item menu open, "A" and "D" become item switching keys.  The item menu will appear.  By pressing "I" again, the player switches back to "throw mode".  In throw mode, "A" and "D" are throwing keys.

Thursday, October 9, 2014

Homework 10 - Inventory Menu



This menu is our game's inventory menu.  It will contain all the items that the protagonist will carry throughout the game-play.  The way the menu works is like two arm-pouches.  The left menu contains smaller items, such as smoke bombs, flares, keys, etc.  The right menu will hold larger items, including an EMP gun, a first aid kit, etc.  To view the menu, the player will press the "R" button.  The menu will then appear within the player's visor.  By pressing the "A" button, the left menu will rotate to the right.  By pressing the "D" button, the right menu will rotate to the left.  The inward-most item is what will be used by the player.  While the inventory is not view able,  The "A" and "D" buttons will be the action buttons in order to use the selected items.  The limitations of eight slots, four if you are counting for each arm, will create the debate withing the player's mind as to what items should be used for discarded.  

Note: The multicolored menu to the left is, currently for noticing the rotation only.  This may be modified at a later date.

Homework 9 - Twelve Kinds of Balance

Fairness:
The game is a asymmetrical game in that it is one player against an army of AI drones.  To create fairness, the AI drones are simple in motion and utilize no items, while the player can manipulate his or her own movement with dexterity and use items.
Challenge Vs. Success:
We increase the amount of AI drones that guard the mainframes with each succession of hacked mainframe.
The player will go through "tutorial areas" quickly, allowing the player to learn necessary skills quickly.
 Meaningful Choices:
The player will have to decide the best routs to reach the mainframe areas.  They can either be quick with high risk of being seen, or slow and stealthy to avoid detection.
Skill Vs. Chance:
While the AI drones are placed in specific locations, chance is created when the player's choice of distraction is effective or ineffective.  It could stun the AI drones, or it could draw more in.
Head Vs. Hands:
This game is more about the thinking and planning aspect, though Hands comes into play if the player is discovered. He or she must run away and find places to hide and evade the AI drones.
Competition Vs. Cooperation:
At the current moment, the game is single player.  Therefore, there is not any form of competition or cooperation at this time, aside against the AI drones.
Short Vs. Long:
With the game including a single map, and with the goals being straightforward, the game should not last excessively long.  However, play-testing must be done in order to discover if this is true.
Rewards:
The rewards of our game include the ability to explore, the closure of completion, and unlocking details of the story line.
Punishment:
The forms of punishment against the player include exciting risks, shaming after failure, shortened play, setbacks, and resource depletion.
Freedom Vs. Controlled Experience:
At the beginning of the game, the player receives a visor that trains the player and describes missions.  This is a part of a controlled experience.  The player, however, can chose in which way they may perform the mission.  They may take different paths, use different items, etc.
Simple Vs. Complex:
The game in its current format is complex in that the player must undergo difficult situations in a puzzle-like manner.  What our team is trying to use to simplify the game is the visor that gives clues throughout game play,  though less over time.
Detail Vs. Imagination:
Our game will include subtitles instead of voices, and a sky-box instead of a whole city.



Thursday, October 2, 2014

My Progress this Week - Week 4

This week, I created buildings for the game.  I also began to design the robot for the final scene.  I then drew plans for how the doors will look.

Homework 8 - Animation



In the game, the player will fly a hacked helicopter across the city.  The character will be challenged by a swarm of robots, which in place stands a growing robot.  The helicopter will be able to move in all directions, though it will have to swivel around.

Link to my model:

https://drive.google.com/?usp=folder&authuser=0#folders/0B_lvir2c0U85M1Vsa1VGRE15Y0E

Homework 7 - Ch 10 Answers

1) Is the space in your game discrete or continuous?

It is continuous.

2) How many dimensions does your space have?

It has three dimensions.

3) What are the boundaries of your space?

The player can not freely fly or swim.  Therefore, the boundaries will include the sky, bodies of water, and walls.

4) How many verbs do your characters have?  What are they?

The characters have six verbs.  They are the ability to walk, jump, crouch, communicate, shoot, and drop item.

5) How many objects can each verb act on?  What are these objects?

The verbs can act on three objects.  They can act on the player, the ally, and the enemy.

6) How many ways can players achieve their goals?

So far, there are two ways to achieve the final goal.

7) How many subjects do the players control?  What are these subjects?

The player can control three subjects so far: the protagonist, the side-character, and the virus.

8) How do side effects change constraints?

Victory in the game is achieved by stealth.  The more an enemy spots you, your detection meter will increase.  The stealthier the character is early on, the more likely he will be undetected later.

9) What are the operative actions in your game?

The operative actions include move left, right, forward, and backwards.  They also include a left arm item and a right arm item.  The player can communicate with the headset and other characters.  The player can also duck-and-cover.

10) What are the resultant actions in your game?

The player is able to explore the world, and avoid enemies.  The enemies can be stunned with stun items.  The player's health can regenerate.  Passageways are opened as well.

11) What actions would you like your players to do that they cannot presently do?

Be able to use the Oculus for the game-play.

12) What is the ultimate goal of your game?

To watch a final cut-scene, which changes based off of decisions made in the game.

13) Are there short and long term goals?  What are they?

The short-term goals are to protect the female side-character and upload viruses into mainframes.  The long-term goals are to obey the missions set by the visor screen, discover clues move along the story-line, and enter the final cut-scene.

14) How do you plan to make the game goals known and understood by the player?

The plan is twofold.  It includes obeying the missions given by the visor and discovering clues that reveal the history within the game.

15) What are the foundational rules of your game?

The player must insert viruses to checkpoints without being discovered.

16) How are these rules enforced?

They are enforced by a "Stealth-bar".  It increases from blue, green, yellow, orange, and red.  When it shines red, the player is introduced to a fade scene that shows the character being swamped by AI Zombies.

17) Does your game develop real skills?  What are they?

Yes.  If the player has a good eye for space and detail, the character can hide in hard-to-be-seen locations.

18) Does your game develop virtual skills?  What are they?

Yes.  They include hacking and park-ore.