Showing posts with label Unit 3. Show all posts
Showing posts with label Unit 3. Show all posts

Friday, 7 April 2017

Results from survey monkey project 2

When analyzing the survey I fell like Rali and I chose the appropriate questions for the game because we asked how they felt about the environment, if anything seemed out of place, and i they where able to understand the story the game was trying to tell using spatial storytelling.

I fell like the players responses for the game which are shown on the survey below show that they knew what was going of in the game and they understood the environment around them, they also pointed out things that didn't fit in to the game or they eel like was missing, for example they thought there should be sword to represent a fight, and they felt like the grave seemed out of place because it looked to new and not withered. 



The results from the survey












Monday, 27 March 2017

Survey monkey project 2

In the lesson Rali and I wrote survey for our project on survey monkey so when someone played the game and then went onto the survey, we'd be able to get as much information and feedback from it.
We made 8 questions in total of which we tried to leave them as open ending questions.

https://www.surveymonkey.co.uk/r/ZGCKWS9.



Tuesday, 24 January 2017

spatial narrative report

Two games that I think clearly show Spatial narrative are Portal 2 and PT.The reason I think these game use spatial narrative, Is because of the environment they are in. Portal 2 is a game in a laboratory that has been abandoned now the game itself hasn't got much spatial storytelling but there are secret areas which tell a deeper story to the game then the one we know, that's right I'm talking about Doug Rattman a.k.a the rat man a scientist  who worked  in the Aperture Science enrichment center he is the only known surviving scientist from when GLaDoS flooded the center with Nurotoxins. He is a paranoid schizophrenic who relies on anti psychotic medication to keep him sane. we never met him in the game but his story is told by all the scribble's left around by him in his den's.
a comic strip on DR Rattman
Not mine but it shows some of the story, and the story of the rat man

Some of Rat mans scribbles about his delusion's about the companion cube and how it's human, how ridiculous right, right, no okay.

P.T's environment is completely different from the portal environment which is mostly white with  light colors with the odd dark area. P.T. is completely dark minus the first two sections. The game is set on the bottom floor of a house which keeps looping each time you go through the last door, the game gets progressively darker as you progress with new things to be discovered also whith a ghost slash deamon lurking about to scar you at any moment what could be better, want to turn back now well to bad once you walk through that door there's no turning back and you can't go back to the previous area all you can do is progress or turn of the console and never play it again.(who you kidding you'll play it again).  but going back to how it tells it story you walk about and investigate listen to the radio which tell's you what happens in vague details, listen for key audio bits which might be hard to hear, and always look at the pictures, now you might think but all games can do that, if that's not enough look at the environment it self it is changing each time you walk through that door. the lighting the arrangement of items and even the cleanliness  of the house deteriorate. 
One of the puzzles for the game you have to stare at the eyes to gouge it out.

what I like about the games is pretty much all of it for portal you have to go out of your way to find the spatial narrative which expands the game, and P.T is overall just visually impressive and makes sense.

What I dislike about the games, I don't really dislike much about portal but I haven't played in quite awhile so I might find something next time. and with PT, I in general don't like horror games, but it was still enjoyable, the other thing I dislike about P.T is the puzzles some of them could seem near impossible.

The games I choose haven't inspired my game at all minus the amount of detail the use in the spatial narrative, our game won't have dialogue unless we figure it out so the entire story will need to be told via the environment, using Items to guide you where you need to be, random objects laying about, and things on the environment like drawings in a cave, or claw marks on a tree.




Monday, 3 October 2016

Research of two existing games

Shovel Knight
The game is developed by Yacht Club Games
What I like about Shovel Knight is that it is a fun game where you play as a knight who wields a shovel as a weapon. The shovel is used to dig spots to get treasure attack enemies destroy blocks and use it as a jump booster to go higher using enemies as boosts as well. I also like the graphics and how simple the graphics are but it still looks amazing. The story is also well developed with short cut scenes.
I don't dislike much on this game the only things I have a problem with are only caused because I was having problems fighting some of the bosses because I couldn't land the hits.

I didn't know about his game when I came up with my idea but once my brother brought the game I played a bit and found it to be cool. I took the Armour from shovel knight and  made it simpler and altered the color a bit as well.

I like the upbeat music in the game so I think I would like to make music like that fantasy like music. but I also think that in some levels like in the dark levels I would rely on just diagetic noises like when you attack or jump or, the sound of you walking across the floor with twig snaps. The only other noise which could be diagetic and non diagetic is the wind when it blows by like a whistle, and every so often it could show leaves blowing in the background.










https://www.youtube.com/watch?v=jo-uuawy9Ok

Rogue legacy
By Cellar Door Games

I like the music for the game because it is like the classic music you get in an old RPG, The background art is really detailed and beautiful. I also like the game mechanic of each here you get is different and they succeed the previous knight, but as it says not all here's are born equal and they all have a different birth defects, for example being color blind when you play with a character that is color blind the game is in black and white, the game is different each run with the new character after the other one is dead, quite literally if you die you die and start with a new character which is different
The thing I dislike but at the same time find cool and smart is that depending on the size of your character it changes your hit box, if your born a really big character it's easier to be hit and you can die quicker which could be an inconvenience to the player.

This game influenced because you can build your keep which helps you along through the game, I kind off used this mechanic in my game for if you upgrade the village which allows better items and an ultimate weapon at the end.



https://www.youtube.com/watch?v=HLD8VzhhDjQ