Welcome aboard to my Fall '10 blog for FSU's DIG3725: Game Design course. Feel free to browse what I find along the
way and please leave comments!

Critques, suggestions, and questions are always appricated!

Thursday, September 30, 2010

Blender Homework 9: Game Start!



Menu System Concept 1:
Click for a better view!


HUD (Heads Up Display) Concept 1
Click for a better view!


This Blender post was on creating a basic menu screen for a game. In this one I created four headers, Start, Prologue, Help, and Quit. Each should follow to where they are supposed to go and in the case of prologue and help, there are brief messages about the game.

Tuesday, September 28, 2010

Homework 8: Elements without the CG?


A great game = amazing CG(computer graphics) right?

Well... not necessarily! Some games are extremely popular even now without CG, characters detailed to the point of mind-burring details, and reality changing gameplay. At this point about half of the people are thinking... such as? Haha well, you want examples, here they come! These are my top 10 non-CG games of all time!



Wait.. a Pokemon board game is my favorite all time non-cg game? Haha well to be honest, I'm not really much of a board game fan, for me, board game = bored games but I still like to play these every once and awhile even though they don't have all highlights of cg games.

What do non-CG games like Pokemon Master Trainer Game have?

Well for starters, the four starting elements of a game:

1.) Mechanics: The Pokemon Master Trainer Game has a huge book of rules which mainly come down to collecting pokemon, moving twords the elite four(the end point), and beating the elite four(main boss of the game) to beat other players.

2.) Story: The story of this game is extremely drawn out. Pokemon was brought to the US in about 2000 to a world without "pocket monsters." The main idea of the game follows a series of episodes which is still in production. The game puts the player as the a new trainer of pokemon, monster-like creatures with special abilities, with the goal of catching all pokemon species and becoming a pokemon master(by defeating the elite four, the main boss of the first season of the show).

3.) Aesthetics: The box of the game is covered with all 150 original pokemon or the main monsters of the original tv series along with the main character, Ash Ketchum, the pokemon trainer on a quest to become a pokemon master. The entire game board is designed with the show in mind, all pokemon are made of circle coins(except the starter pokemon, the first pokemon the player recieves from the beginning to start the game) to resemble poke-balls, the objects which the monsters are held in.

4.) Technology: To play this game you control plastic figurines in the shape of Ash Ketchum on a game board, the main character of the tv show and move across a game board collecting small cardboard coins with images of pokemon. When a player gets to the final boss(the elite four, which traditionally was 5 trainers a player would have to beat, is instead only 1 of those 5 and the challege is determined by drawing an elite four card).

Likewise, my team's game also uses these four main elements of game design:


Game Overview:

Where are we so far?

1.) Mechanics: Players will control our main character and need to change forms in order to get from place to place. The goal of opening up new sections of the game in order to eventually escape the lab can be done by changing the character form in order to take advantage of various trials the player will have to complete to get further. If the correct tasks and forms are not completed in time, the player must start over!

2.) Elements: Our game will be made up of levels which include the main character, various lab rooms and possibly also terrain, enemies(lab experiments), items, and weapons.

3.) Story: The game takes place in a science lab where our main character, a defected lab experiment is found who is bound for freedom. Although, little does our friend know that his journey will have quite a few transformations and turns, literally!

4.) Aesthetics: Overall our game is going to have a more cartoony feel than realistic in order to maximize gameplay and level design. We have the main normal character planned out(shown above) but we are still in the planning stages for the other character concepts.

  • Theme: All of our game elements are working twords the main theme of a fantasy adventure of guiding an escaped lab experiment.

  • Monday, September 20, 2010

    Article: Entrepreneur Pushing Innovation to Subliminal Gaming



    I found a pretty cool article on a recent enterpreneur who thinks about gaming a little different from most people I thought I'd post so everyone can check it out if they are intersted.

    Sound Byte:

    “Scvngr is a game that you play on your phone, and playing Scvngr is incredibly easy,” he begins.

    The game allows you to compete and win rewards at stores, gyms, theaters, museums and so on. A Mexican restaurant, for instance, might offer half off your next soda if you fold the tin foil on your burrito into origami, then snap a picture of it.

    If this sounds like little more than a gimmicky way to lure in consumers, well, you haven’t listened to Mr. Priebatsch long enough.

    “We play games all the time, right?” he says. “School is a game. It’s just a very badly designed game.” American Express cards, with their escalating status, from green, to gold to black — they are a game. So are frequent-flier miles.

    “But game dynamics aren’t consciously leveraged in any meaningful way, and Scvngr does that.”


    Check out the full article here!


    Sunday, September 19, 2010

    Homework 7: Elements: Of Games and Toys!



    What game is a game without some suprizes! So what's the cat-in-the-bag tricks for team 1's game?

    >>>>>>>>>>>> interesting characters! What's not suprizing about controlling something that changes forms?
    >>>>>>>>>>>> tactics! You'll have to use your brain to get out of this mess with our game! Just the run-of-the-mill run, jump, smash game isn't quite going to get you through things, you'll have to look out for special objects or events throughout the gameplay to get our main character home free! (Don't worry for those jump & smash game fans, there will be plenty of that too, just with some added twists!)

    The overall goal of our game is to guide the main character out of a research lab safely and back to his Mom, which he was seperated from.

    Why do you want to help our main character out? Aww because just look at that face! *points to the main normal character of the game* I mean who wouldn't want to help our new buddy out while having a blast(literally) on the way?

    So you're probably wondering, what am I supposed to do to play right? In our game special items or triggers are valuable to the character's various states in order to unlock the next stage and get one step closer to escaping the evil scientists' lab! There will also be items for the "normal" state character to use to defeat enemies blocking your path which will prove very helpful, very helpful indeed! *the main character grabs a bazooka and fires it while laughing menacingly*

    The main problem of our game is finding a way out of a top security lab. In order to get though players will need to put their innovation into action to figure out how to get from place to place in the tick of time or else it's game over! As most games there will be enemies to fight, which will be the various "experiments gone wrong" of the mad scientists' and the opening of various parts of the game which the player will need to figure out with help occasional help of our friendly scientist helper of course! (You didn't think we'd let you guys get completely lost without help now did you?)

    So why are you going to want to keep playing after 5 seconds in? The fun of the chase? There's that or the satistfaction of beating our increasingly mind-blogging adventure puzzle game!



    Game Overview:

    Where are we so far?

    1.) Mechanics: Players will control our main character and need to change forms in order to get from place to place. The goal of opening up new sections of the game in order to eventually escape the lab can be done by changing the character form in order to take advantage of various trials the player will have to complete to get further. If the correct tasks and forms are not completed in time, the player must start over!

    2.) Elements: Our game will be made up of levels which include the main character, various lab rooms and possibly also terrain, enemies(lab experiments), items, and weapons.

    3.) Story: My group's storyline for the game is extremly interesting and makes me want to hear and play more! Who wouldn't want to help our oddly shaped lab mutant find his way to freedom?

    4.) Aesthetics: Overall our game is going to have a more cartoony feel than realistic in order to maximize gameplay and level design. It looks good so far!


    Blender Homework 6: And Then There Were Two...





    In this blender project I created two characters, the purple octopus looking thing, which with a lot more work could be something my group could use as an enemy character for other escaped lab experiments. I was having trouble getting this video to youtube today so I just uploaded the screentoaster version, if you are having trouble with it please just leave me a comment and I'll repost a youtube version.

    The purple characters can attack each other and be moved around, not nessarily in the most realistic way but since they are aliens they could be floating instead of rigging them so they could more more realistically. The keys I used to control the characters were:

    Left character:
    W => forward
    W, hold E => run/ faster forward
    A => left
    D => right
    S => backwards
    Spacebar => fire

    Right charcter:
    up arrow => forward
    up arrow, hold right shift => run/faster forward
    left arrow => left
    right arrow => right
    down arrow => backwards
    mouse left click => fire

    I created another blog for tips and tutorials for the various projects I've been working on in Blender, to help the posts on here from becoming too long. If you would like to see my other blog, please click here.

    Thursday, September 16, 2010

    Blender Homework 5: Game Logic Reloaded!





    This video shows just a quick demo of what I attempted in Blender with tracking and groups. The bullets are supposed to act as a group twords the red target which they are all tracking. Unfortunately there is still a logic problem I couldn't figure out with why the target wouldn't fall. All the tutorials I've been mentioned setting the target object as "Dynamic" and "Actor" but even after that it still is giving be problems right now. I'll keep working on it though and hopefully I can figure out more of the logic commands for the next video, stay posted because I'll definately post tips if I find out! ;)

    Hot Keys:
    ---------
  • control [up arrow] => fullscreen
  • middle mouse button => rotate screen
  • n => transform properties box
    >>> to center enter 0 [tab],0 [tab],0 [tab] in the top left box for the object
  • shift & d => duplicate
  • a => select/deselect all objects


  • Tips:
    -----
    Tip 1: when selecting multiple objects hit shift after the first item has been selected to avoid unwanted acciential selections.

    Tip 2: How to find object names:

    Since the "Edit Object" Accuator needs the object name, if you don't know
    the name, click on the second layer where the star is, right click the star,
    go to the edit tab near panels(the square with four dots), then look under the
    "Link and Materials" tab, next to OB: is the name of the selected object.


    Helpful Videos:
    ---------------

    1.) Intro to Properties, Duplicating Objects, and Fullscreen View
    Note: (hot keys mentioned in this video are listed in the top "Hot Keys" section of this post.

    2.) How to Create a Basic Working Firearm in Blender

    3.) Camera Tracking



    Command List:
    -------------


    Creating objects:
    --------------------------

    Creating a star particle shape:

    1.) TAB[for edit mode] >> e[for extrude] & mouse scroll

    Creating the "gun"

    1.) spacebar >> add >> mesh >> cube
    2.) resize into a rectangular box form with the size commands:

    s => size
    sx => size x-axis
    sy => size y-axis
    sz => size z-axis

    3.) move the star particle into layer 2

    m >> click the second box >> ok

    Creating Logic:
    ---------------

    1.) select "gun" (the rectangle)
    2.) go to the logic panel (pacman button)
    3.) select the following options:

  • a.) Static [default]
  • b.) Actor [should be clicked, appears gray when selected]
  • *c.) Sensor Tab >> Add
  • *d.) Controller Tab >> Add
  • *e.) Actuator Tab >> Add

    *Note: For these options under the logic window, a small area of
    options should pop up after clicking add for each.

  • &f.) connect the controller to the sensor
  • &g.) connect the actuator to the controller

    &Note2: There are small yellow dots you can see near each section,
    just click near one and drag to another. : )

  • h.) Sensor Tab >> select Keyboard, click key, press spacebar
  • i.) Actuator Tab >> Edit Object

    The object is the star which is on layer 2.
    In this case, my star's name is "Cube" since it was transformed from a cube originally.

  • j.) select gun >> Logic Button >> Actuator Tab >> OB:Cube
  • k.) go to layer 2 >> select star >> create the following logic for the star:

    >>> i.) Dynamic, Actor, Bounds >> Sphere
    >>> ii.) add sensor, controller, & actuator
    >>> iii.) connect links
    >>> iv.) Actuator Tab >> LinV >> [click L so it is darkened]
    >>> v.) go to the front view >> Actuator Tab >> Lin v >> 38.00 on x(left most box)

    4.) select both layers [Shift & select layers] >> p [shows action]

    Please see the screen shot below this textbox for how the logic for the gun should look if you are getting lost. There's also a screenshot of finding object names. ;)






  • Friday, September 10, 2010

    Homework 4: Concept Design! Let's get the wheels rolling!



    Essential game experience:

    The overall goal of Team 1's game is to experience the feeling to transforming and utilizing various skills to persevere towards a goal which requires constant innovating skill.


    Storyline Summary:

    Background:
    Deeply hidden within sector 21 a mysterious lab experiment zaps into being from a series of failed experiment texts. Unknown to the team of scientists what they have created, the first AI in existence, mutated from a concoction known only by most dastardly of villains.

    Our main character, insanity driven from mad scientists' experiments fights through stages to get escape from his even more delusional counterparts by learning about his oddly forms skills and transforming to escape from the ever driven army of angry scientists who are prepared to throw everything and the kitchen sink to capture their newly formed minion.

    Gameplay:

    Our main character travels through a newly found terrain by controling it's three forms(described below), which all must be widely used to escape from the level. Each level is completed by reaching further from the lab to a more free area but each level causes the character to think differently, using the character for every advantage possible to open a final opening to freedom!



    Characters:

    Character 1: created in a lab with the quest to escape to find his Mom(possibly the swirly looking character in the second image on the right?) and escape from his less than friendly scientists. It has three states but overall, the main character could be described as blob-like, molecule-like, oddly shaped, mutated, slightly human-like, and mystical with powers.

    I made some quick sketches of the concept of what our main character. These are really rough but I wanted to throw out a lot of ideas and see what we come up with before making anything too detailed. Overall my group is trying to minimize the complexity of the characters for overall efficiency of the game and so we can focus more time on the game play design. ;)

    These are three concept pages with a few ideas for each character. Tentatively my group has one main character which transforms into different states with different characteristics. All three are needed in order to complete the game. We are also considering making a side character but I haven't made any art for him/her yet.

    *** Click to get a better view of each thumbnail! ***

    State 1: Float
    1.) white: low health, gasesous form, two versions, 1.) small center, spacious
    or large light form

    - ability: floats (bounces?)

    State 2: Normal
    2.) grey: normal health, normal size

    - ability: controls objects

    State 3: Heavy/Force
    A more detailed concept sketch for the heavy type. -->

    3.) black: high health, low speed, 2 versions: small & dense or large & heavy

    - ability: rolls, affects platforms with force


    Character 2: The second possible character is a subcharacter to help the main character with tips of how to get through levels. We had two ideas for this so far:

    - a good scientist: skinny & tall but with good motives to help the main character escape because he does not agree with the other scientists' methods and wants him to escape

    - a small helper: something that hovers near the main character to give them helpful tips, we are still debating the concept for this one if we decide to go with it. It would possibly be a molecule or blob of some kind.

    Thursday, September 9, 2010

    Blender Homework 3: Blender Game Engine -- Ready, Set, GO!





    This video in case the audio is too horrible again is basically about testing out the Blender physics engine. For anyone new to Blender, the Blender physics engine is basically the built-in system for controling your objects with certain constraints. For example, as a demo this video shows a bowling alley knocking pins over. I haven't completely figured out the game engine completely but this is my first test run of it where the ball actually hits some of the pins. The pin in front and two others fall into the plane a little, I messed around with the mass of the plane but that didn't really have any effect on that problem.

    If you'd like to try something like this out feel free to refer to my command notes!

    Command Notes


    Blender Homework 2 Notes:

    Intro on Blender Game Engine
    ____________________________

    Manipulate created objects with this built-in function
    of Blender, done though the creation of logic commands.

    sensors: responds from external input(ex. keyboard A-S-W-D keys)

    controllers: use sensory information

    actuators: decide what should be done if something is reached
    (can be improved with a python script)

    AND/OR <-- similar to programming, these are commonly used when
    using the Blender Game Engine, and means all things must be true,
    or means any 1 thing must be true for something to happen.


    Commands Overview:
    ------------------

    1.) create or use objects, if you just want to try a basic shape,

    spacebar >> Add >> Mesh >> plane

    2.) move objects to an easily viewable location with:

    g [grab] view >> [view type, ex.) top]
    gx [grab on x axis]
    gy [grab on y axis] or
    gz [grab on z axis]

    Tip 4: Having trouble viewing your objects? Try ALT & left click & moving the mouse
    to get a better view.

    3.) resize the plane

    s [size]
    sx [size x]
    sy [size y]
    sz [size z]

    (I'm creating a bowling alley so mine is rectangle shaped)

    4.) creating the pins

    spacebar >> Add >> Mesh >> cube

    [resize with g commands]

    [edit mode] >> Mesh >> edges >> bevel & move mouse slowly

    Shift-d [duplicate]

    [move pins in place with g commands]

    5.) Adding the ball

    spacebar >> Add >> Mesh >> UVsphere

    Material >> [choose color]

    6.) Adding Motion!

    Pacman shape(next to panels)

    Adding Sensors:

    "Sensors" tab >> Add >> choose Keyboard >> name W
    >> Key >> W

    Adding Controllers:

    "Controllers" tab >> Add >> AND >> [connect the link]

    Add Motion:

    "Actuators" tab >> Add >> [x direction = 0.2] >> [connect link]

    For a better look at how things should be set up click on screenshot below this textbox. : )

    7.) To test this, pressing p then w to move in the x direction.
    (if something works you're on the right track! ^_^)

    8.) Continue to to the same thing as step 6 wiht

    9.) Gravity!

    Make sure "Actor" is on and in this case I choose "Dynamic" since I don't want the object to spin.

    Materials sphere >> World Sphere >> Mist/Stars/Physics Tab
    >> Grav [enter gravity]






    Thursday, September 2, 2010

    Blender Homework 2: Basic Terrain and Character Design!





    The video above just shows an example of how I did texturing for my landscape using brush painting in "Sculpt Mode." I was following the tutorial for creating textured terrains here if you'd like to learn more. The video is part of a two part series and runs a little long so I'll be posting just the basic commands of what I used to create what I came up with in Blender. Please see below for the quick command list if you'd like to create something like this!



    This is a quick first render of my terrain, unfortunately my computer crashed(multiple times) after I went back to object mode and after that it was hard to even get it to show the render(it took about 5-10 minutes to give the rendered image).


    Tip 1: If you have a slow computer like mine, a graphics card might help when using Blender.





    This is the final version's screenshot. I was having a little trouble figuring out the camera so the render is better on the first screenshot but this one has more work done. It is supposed to be a house on a hill of sand. I created a sword for the object in another Blender file but I accidentally got into animation mode and told it to save the file but later when I checked there was no file. Ah well, that just proves, save and save a lot! Also control z(undo) is your friend with Blender!

    Tip 2: Save Blender files often to avoid losing them!
    Tip 3: Use control-z to undo the last action.



    Quick Command List:
    ----------------------------------
    These are the commands for the terrain only, not the house.

    1.) type x >> erase selected object
    2.) spacebar(opens the default "add" menu)
  • Add >> Mesh >> Plane
    3.) s [scale]
    4.) w >> subdivide multi [20 cuts]
    5.) sx [scale x-axis] <-- used to spread out the plane
    6.) sy [scale y-axis] <-- ""
    7.) edge select mode [line square button near picture & triangle]
  • alt & shift + select vertical lines(right click)
    8.) control z [undo] <-- if you clicked the wrong line
    9.) subdivide to get squares
    10.) tab [object mode <--> edit mode]
    11.) panels >> sphere tool for shading
    12.) pink sphere tool [materials] >> add new
    13.) square button next to pink sphere button [texture]
  • >> add new >> texture type [clouds]
  • >> colors >> colorband >> raise a to max [under small color window]
  • >> grab right side of the bar >> change color to white
  • >> raise contrast >> textures tab >> name brush1
    14.) sculpt mode >> edit [paper with 4 dots]
  • >> add multires >> add a level >> add a few more levels
    15.) Top view [numpad 7]
    16.) sculpt tab >> texture tab >> click empty box >>
  • add new >> click your brush name, brush1
    17.) increase strength >> paint with brush
    18.) texture tab >> default
    19.) sculpt tab >> raise size <-- to raise up the terrain
    20.) sculpt tab >> shape >> sub <-- creates valleys
    21.) resize brush smaller
    22.) object mode
    23.) multires tab >> decrease levels
    24.) space >> mesh >> cube

    Estimated working time: 4 hours, 30 minutes(about half of that was waiting for my computer to catch up)