A blog about games, game design and other aspects of my life that I feel like sharing
Saturday, 19 October 2013
QTEs, Story and Dialogue Disconnect
Friday, 23 August 2013
Student Project V: Adventure Toolkit - Sample Game "finished"
The sample game for my adventure toolkit is finished to the point that was set with my tutor. There are two levels and some "loading scenes" around them. It is a classic point and click adventure game with five actions (walk, talk, pick up, use and look at), seven items that can be picked up and three more items that can be gained by combining items. It is called "Dork Tales".
I ended up modeling three different characters, the cat fish mentioned earlier, a frog in a fisherman's coat and hat as well as the main character, a normal human that looks a bit too much like me...
Frog with umbrella (front) |
Frog with umbrella (side) |
Frog with umbrella (perspective) |
Cat Fish with textures (front) |
Cat Fish with textures (perspective) |
Cat Fish with Textures (side) |
Main Char (front) |
Main Char (perspective) |
Main Char (side) |
All models are still somewhat low poly and have simple textures but that is sufficient for the sample game.
Here are some ingame screen shots:
finished level in Editor (without any ui and old shader for the crystals) |
That is the latest version (ingame screen shot with ui) |
The resolution is 16 to 9 because the camera pans in the first level and in widescreen it was easier to navigate.
The game is not finished at all, it is just the introduction to a bigger game I will try to continue in my free time but inside the scope of the student project it is finished and will be graded as part of the whole project. The play time so far is about five to ten minutes depending on reading speed and puzzle solving skills. The puzzles are quite simple item combinations with some word play involved like binding two ribbons to a bow (tie) and combining that with an arrow sign results in bow and arrow...
I had more word play planned for the game but realized that most of it would involve an extended understanding of the english language which was not present with most of my testers, so I will add more later on and try to integrate other kinds of puzzle elements to balance the word play. The main character is a pen-and-paper role playing gamer but that is something that is not that dominant by now. I will also have to change that because it is his story and apart from a dice bag and some comment on interacting with it and the environment there is no mention of rpg at all, no cliches or no innuendo at all...
Sunday, 4 August 2013
Student Project V: Adventure Toolkit - Progress on Sample Game
As for the rest of the game, the mechanics are all finished if not polished and the first room is nearly complete, there are some environment models missing that a friend is still working on and when I get them, I will post some screen-shots of the level.
Sunday, 30 June 2013
Student Project V: Adventure Toolkit - Progress and more
more visibility by omitting some connection lines and better information on the links by added parents and child ids |
Sunday, 26 May 2013
Student Project V: Adventure Tool Kit - Introduction, progress and more
Complex dialogue with multiple "hubs", I used the first dialogue of "Magic of Innocence" as an example node network. |
Sunday, 14 April 2013
Cookie X - Some Progress and Plans for the Future
Saturday, 2 March 2013
Student Project IV - Post Mortem
The fourth student project at the Games Academy is at an end.
It was quite a challenging project, unfortunately not because of high technical difficulty but because of endurance and staying focussed. We struggled to find a vision we all could live with and could work on, which resulted in a lot of unnecessary work and motivational problem for most team members. We found our vision about three quarters in the given time and had all to work overtime to finish it. I initially wanted to work on Cookie X on the weekends but there was not time for it and I even had to cancel on parties and seeing friends.
The problem was that a helicopter is not really suitable as a vehicle in a racing game, so the game designer played around with different mechanics until he found the "taxi mode", where the player has to transport items from one place in the room to another. Ideas like a rescue helicopter or a real taxi helicopter were tested but not fun enough for us. We wanted something different. And that we found.
Why not build a city out of building blocks via helicopter. That idea was kind of strange at first but combined with a mechanic to pick up blocks and a kind of 3d blueprint of the building to build, it worked. The player controls the helicopter, flies around the room, can pick up blocks of different shape and size that are distributed all over the room, fly with them to a designated building place and drop the block at the right spot in the blueprint.
To accomplish that we build the mechanics and made play tests but the pick up process and the placing inside the blue print was quite difficult. With a target group of casual mobile gamers in mind, the controls were far too difficult. After a long period of time (one programmer being absent helping his wife with their new born kid), we managed to fix even that and in the end we had a nice little casual on the android platform.
Like I mentioned in the previous post, I worked on the UI, menu and asset integration. Unity has some problems with 3rd party revision tools like SVN, so we had some difficulties there but after some mistakes we managed to overcome that obstacle as well. Another curiosity is that 3d models imported into Unity are scaled down to 0.01 of their original size by default. There is a scale option but while importing a bunch of models it was overlooked, which had unwanted results and I was the only one charged with integrating all assets after that. For a mobile project we needed to limit the draw calls as much as possible but if there are two instances of the same model (which use the same material) inside a scene but they are scaled in Unity they will produce two separate draw calls. So, all models had to be scaled outside of Unity and the material had to be versatile enough to be used on as many models as possible. Unity is able to combine meshes that use the same material and that are switched to static (if it is not moved) reducing the draw calls and thereby boosting the performance on mobile devices.
Due to the short time frame at the end of the project we could not implement all the needed tweaks to make the game work with older or less powerful devices than my tablet but we will do so during the next few weeks.