Friday, November 14, 2014

Homework 15 - self-assesment

In homework twelve, my team assessed what duties are required to complete our game.  The tasks that we determined are necessary, and their level of completions, are:
Player - 100%
City - 100%
Visor - 80%
Cone Sensor - 100%
Items - 0%
Textures - 90%
Programming
  * Item Array - 0%
  * AI interface - 0%
Visor Logic - 60%
Skeletons and Animation - 50%
Buildings - 80%
Sounds - 0%
Sky-box - 0%
City Objects - 80%
Cut scenes - 0%

By comparing both lists, the accomplishments are close. What we are struggling with at the moments are the duties that require programming.  These duties are the item array, AI interface, and the visor logic.  We should have these necessities accomplished by the end of next week.  For this Sunday, we are to turn in a prototype of our game.  In this prototype version, we will have the following:

Completed city
Movable protagonist
AI placement
Object placement
Sky-box
Visor overlay
Textures

We hope to also achieve the following for Sunday:
Building insides
Sounds
Cone sensor warning (will prove that the cone sensor is operational)
Stealth-bar animation

That would leave AI chasing, the item array, the cut scenes, and item programming left for the next few weeks.

Saturday, November 8, 2014

My Progress this Week

In this week, I have contributed to the team by being the contact manager.  I process the schedules of the team and calculate when the best meeting times and locations.  We keep contact and share progress through use of texts, Skype, and face-to-face meetings.  I also completed the cone sensor this week, which will be used for the AI drones to detect the player.  I also gave input to the design of the game poster.

Homework 14 - Indirect Control

Method's of Indirect Control
Method #1: Constraints
In our game, there are a few constraints that force the player to partake in certain decisions.  One way we do so with is a limited type of items to use for distraction.  The player can choose which items to distract the AI drones with, but they are all distraction-type items.  The player has choice, but follows the goals that we create.

Method #2: Goals
We use goals to indirectly control our player in the form of a stealth-based game.  The goal is to complete the game without being detected.  Since the AI drones are placed throughout the game, we force the player to play stealthily.  We also use Carol as a form of indirect control.  We  use her in the sense of emotional control.  The goal of "protect Carol" is not made explicit, but the player will naturally want to protect this newly introduced individual.

Method #3: Interface
For our game, the physical interface is a keyboard.  This is not our rather because it has too many buttons for the indirect control we seek.  The virtual interface will allow us to utilize indirect control.  While they play as the protagonist, they will feel the power of not being detected.  When Carol is introduced, however, they will feel a sense to recalculate every move they make.

Method #4: Visual Design
In Viral Shock, we use the concept of visual design to indirectly control the player.  One way we do so is how the streets are designed.  The roads are wide, but filled with AI drones.  There are also smaller alley streets the player can go through as well, but it might be a dead end.  With these options, we create the debate within the player.  Now for the indirect control.  By placing cars, benches, etc to hide behind in the roads, the player will feel like they will have more control of their movements in the roads.  The alleyways will also be dark, giving the feel of danger and unease.  This introduces risk and therefore indirect control.

Method #5: Characters
As mentioned in methods two and three, we use the character Carol for indirect control.  Her method is through the natural empathy to protect the young.  She is also a bit shell-shocked, which lends to the tendency to lend a hand to one in need.  Though the Headgear Guidance System gives direct control throughout the beginning of the game, it also  slightly reveals its evil intentions as the virus.  It does so in a few ways.  When a player has a weak item, for example a rock, and can discard it for a stronger item like a smoke bomb.  There will be a green sheen around the bomb, symbolizing a wise choice.  If the player has a bomb but would like a rock, there will be a red sheen around the rock.  This gives a sense that the HGS sees the rock as weak.  This makes sense in the understanding that the HGS desires to destroy humanity because it sees humans as weak.

Method# 6: Music
To use indirect control in our game, we chose to introduce different kinds of sounds.  We chose to use ambient sounds to convey the sense of post-destruction of the city, which is now abandoned.  When the Stealth-bar increases, the sound of a heartbeat will also increase as well.  This will create the sense of danger and fear.  We also use the absence of sound for control, as well as timed introduction of speach.  Throughout the game, the player does not speak, except for two scenes.  The first scene is when he meets Carol.  He does not say a word, but simply begins a word.  We use this to convey a specific idea.  Though he is fighting against technology, he is acting like a super-rational computer.  When he feels the need to protect Carol, he shows slight human emotions.  In the final scene, when he realizes that he killed humans who were being kept alive by the AI, he says the first statement he has said in the game.  He is heartbroken, and therefore, completely human.