Showing posts with label Unit 13. Show all posts
Showing posts with label Unit 13. Show all posts

Wednesday, 3 May 2017

Part one of the script.

The Story of Mythos.


Start at the begging of the map with the Intro and one gate that will lead to a small opening which would have ten different paths that would lead to a room of a god which you would have a task to complete and then move on to fix the next one. Each god will have a book but they will not be in the right place as they could be in different rooms which would cause a disruption within the gods and cause them to become very ill.


Each god will have a story you can either listen to and or skip but miss a huge amount of the story and then not be able to fix the problems within the game, if you do this you get the chance to re listen to what the story is but with a cost. The cost of this mistake would be to be chased around by a sort of shadow and you will have a time limit for how long it will take for it to find you. You can choose to make up for you miss play by having to start again but if you do this you will have to lose time within this but one of the books randomly moves somewhere and you’ll have to find it but if you do this you will have to do this book last as it is the only way to do this.


Another way the game can plan out is if you make it so that you can move around and read the books and then you come across a missing page, your task would be to find it within the world and return it but the pages will not have any obvious signs so you would have to take it along and see if it fits but the problem is as soon as the page doesn’t fit it goes back to where it was in the beginning and then you would have to go and look for the right one, also the doors would only open at one a time so that you cannot rush along you will have to put work into finding them with possible fighting off something in the shadows but this little bit would be something that would be if I have time to try and import it into the game.






At the beginning you shall hear a voice that speaks saying;
Thou who enter the world, shall be put to the test of the gods. The job ye seek will have to be taken with courage and confidence as ye must fix the life of the gods. Within ye time the gods have faded into the darkness of thou soul and therefore have to take the time to fix the wrong. Please follower of the gods save them from vanishing ye must hurry before time runs out, if thou does not make the time it will be over and never be able to be put back onto the right path and other followers will lose faith and turn to the wrong path. Good bye for now ye shall hear my voice at the end of ye time in this realm good luck…

Thursday, 27 April 2017

Adobe fuse

In today's lesson i played around with Adobe fuse to try and make a main protagonist that the group might like because they are both away doing other things. So i decided to make a male model for the main character as I don't know what they want them to look like. The ideas I have created might be kept or they might be changed to fit the others idea of the character.

Adobe fuse Is a software that gives you a human body which you allows you to choose everything from race, gender, and the un-dead (got to appreciate the living dead).

Once you have the basic outline you can customize the entire body with the smallest details. like how you want the teeth to look, and if they are the hulk or a match stick.

Then you can let your fashionable side come out a choose what clothes you want them to where and what facial hair they might want.

Last but not least like the clothes but not the color or design don't worry you  can change that as well.

So you can make a decent looking human or make a monstrosity (What I did as soon as I found out about all the options).


Male Character












Sunday, 29 January 2017

Firewatch report

Report on the creators of Firewatch

Logo


promotional art for the game

"A controlled burn of brilliance" -IGN

 The Creators of the game Firewatch are  small but scrappy company in San Francisco, California who set out to make games about "interesting people in Fascinating places, There first ever game was Firewatch which was made in collaboration with a software company from Portland Oregon called Panic Inc. the creators of the game all work in the a team called Campo Santo, which consists of 14 people.

The team and what they do.


  • Jake Rodkin is a designer and creative writer (credits: The walking Dead, Tales of Monkey Island, Poker Night at the inventory,Puzzle Agent, and Sam∧ Max .)
  • Sean Vanaman is a designer and writer (credits: The walking Dead, Tales of Monkey Island, Poker Night at the inventory, and Puzzle Agent.)
  • Jane Ng is a environment and lighting artist (credits: The Godfather, Spore, Stacking, Brutal legend, and Return Of the King)
  • Chris Remo is a designer, developer, and composer who did music for games like Gone home and Thirty  and Co-wrote The cave and Battlefront Rogue One:X-wing VR Mission.
  • James Benson is an animator and designer (credits: Ori, Fable 3, Blind Forest, and project Milo)
  • Ben Burbank is a system and Graphics programmer, who recently was the lead programmer at double fine, and started his career sports game for the PlayStation 2 at EA.
  • Aubrey Hesselgren is a game play programmer, Aubrey is well known for his Brink's parkour systems, Super Meat Boy Galaxy,and has been working on the The world is Flat between his freelancing gigs.
  • Gabe McGill is a producer who has a lot of roles, business admin, and a all round useful person, Firewatch is his first credited game.
  • Kathy McElwee helps with the accounting and finance remotely form Portland. She used to be CFO (Chief financial officer) for 3DO and Telltale Games.
Over people credited are 
  • Olly Moss
  • Patrick Ewing
  • Will Armstrong
  • Nels Anderson
  • Paolo Surricchio.

I went and did a research to find an interview with the people who work in Campo Santo and found one with designer,developer, and composer of Firewatch Chris Remo, where he was asked questions about the setup he uses. What hardware does he use? he said it all depended on what project he was doing, but if he was doing it for making a game he would use exclusively use windows machines, he also runs a podcast show with Idle thumbs (as he co-runs the network). Chris and the other Idle thumbs have been creating a new recording studio which will be shared with Campo Santo which the based of of the sequence conference office from tinker tailor solider spy. "..we are obsessed with it and thought it would be hilarious."

what software does he use? he used Unity engine to create Firewatch which he said was "..a pretty full service game development environment". They augmented it with  various plug-ins and middleware which included Wwise, which is an extremely powerful sound engine,which he used to implement all audio and music playback, and they use Perforce for version control.

What would his dream setup be? When he was asked this question  he answered with " I honestly fell that I am not enough of trained professional in any of my fields to know what my dream setup is supposed to be." he said that whenever he would look at a composer, designer or a podcast persons set up he would think it was impressively better then his. In an ideal world he said have a completely isolated and soundproof room at his house where he would be able to play and record music.

"I always, always want want is for my computer screens to be bigger, higher resolution, and greater in number,Also I hate track pads.

Even the nice Apple ones on MacBooks?

Yes they are all bad. Here is my dream setup: always having a mouse and never a track pad."








Bibliography
https://www.camposanto.com/about/

https://usesthis.com/interviews/chris.remo/

Saturday, 8 October 2016

my aspirations for the future

My aspiration for the future is to be a concept artist and or a 3D modeler on Monsters for a game company. I've always liked concept art books and found them to be cool, because of the detail there is  in it. I tend to buy art books for games that I've played and ones that I've never played, just because I like the look of them. I also really like looking at the 3D models of games to see the detail that goes into them. I installed blender and Sculptris onto my computer and started to  practice 3D modeling so I had a basic Idea, and when I started I really enjoyed it so I wanted to continue doing it.

pictures from sculptris




Wednesday, 5 October 2016

Report on creators of Braid

Creator of Braid Jonathan Blow
Jonathan Blow.jpg
Jonathan was born in 1971 to an ex-nun who would constantly remind him of the imminent coming of Jesus, and Father who worked as a defense contractor all day and when he was at home he was in his den where children where not allowed. Jonathan has a sister that was disowned by there mother because she came out as being gay. when had an interview with The Atlantic he said he realized that his parents weren't good examples at home, and had to figure things out for himself.

He studied computer science, and creative writing in the University of California, he was the president for the Computer Science Undergraduate Association for semester as well. He decide to leave university in 1994 one semester before he would of graduated.

Sometime in the month of December in 2004 , Jonathan was felling inspired during a trip in Thailand where he made a prototype for a time manipulation puzzle game. The graphics where crude, but it featured the ability for you the player to rewind all the objects on the screen backwards to the previous state it was in. His peers encouraged him with there feed back and went and furthered the game. It took him  from  April 2005- December 2005 before he had the final prototype, which he titled Braid, this prototype went on to win the Independent Game Festival Game design award in the 2006 Game Developers Conference.

He continued improving and furthering his game, where he mostly would focus on improving the art and music of the game until it was finally released in 2008 on Xbox Live Arcade, Where it was purchased by more then 55,000 people during it's first week of release. Blow was $40,000 in debt by then and had invested $200,000 into the games development.

The game was fully released on August 8 2008 as a critical acclaim and achieved financial success, It received a score 93% on Metacritic, making it the top rated Xbox live arcade game at the time. On it's first week when it was purchased by 55,000 people Blow said that he didn't receive any money until one day he saw a lot of Zeros in his bank account.







Monday, 3 October 2016

Pre production 28/09/2016

In the lesson today I did a walking cycle for the robo knight showing how he walks(waddles) with his weapon and without his weapon.





I also added color to the original sketches so I could have  basic Idea of what the colors look like on the character.




Isiah one of my friends has helped and re-designed my game over screen so there is more detail.
(Shown Below) credit to: Isiah Smith



Tuesday, 27 September 2016

pre production 27/09/2016

In the lesson we where looking at the units that we will need to be doing for the pre production.

I decided that with task 1 to create  a timetable on what we'll be doing for the 6 weeks production will be the last task I do because it will be closer to the actual events and I'll have a better Idea on what I'll want to do.
I ended up making sketches of  the character AI a robot and the game over screen


I also but my level and character descriptions on as well which explains the Hub world and what the characters look like, it also describes what the point system is like and how it can contribute to the game.