For those who followed this blog, I want to thank you for your interest in the subject and for the work I put into my projects. I hope that this blog will be an inspiration to those who have the dream of creating their own future.
Thanks for following!
Hunter Somerset
Creator of Games: and the Work therof
Wednesday, May 13, 2015
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.
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.
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.
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 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.
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.
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