Wayfinding & Storytelling Techniques

For our Level Development class we had a look at the GDC video titled ‘Level Design in a Day: Wayfinding & Storytelling Techniques’ by Brendon Chung (2015). I found that this talk relates to our lecture in week 2 about architectural structures, one of the examples being the Florence Cathedral aka Il Duomo di Firenze and how it stands out above the surrounding buildings using Hierarchy. Brendon spoke a lot about the player’s line of sight and also the games use of UI (user interface) and how it affects the players ability to navigate the level. Something that I found interesting about this was his mention of elevation to give the player a vantage point which allowed the player to easily scout the layout of the level.

Il Duomo di Firenze (Florence, Italy)

This concept is something that I had planned to do in my Portal 2 level for my first assignment. Using high vantage points will allow the player to easily scan the layout and create a mental map so to speak, which makes it easier to navigate. Something I plan to include in my level that was mentioned by Brendon is the fact that if the player gets lost, then it’s not the players fault, it is the designers. Through play testing this is something I want to ensure is perfected before completion so that the map can be both complex in design, but easy to navigate.

Regarding the players line of sight and “guaranteeing but not forcing” the player to see an event I immediately think about the ‘A Train to Catch’ mission from Borderlands 2. The player has to place Tina’s missiles on a roof and arm them before they are fired at the train, the way the level is set out is so the objective is between the players position and the event that is about to happen. This method guarantees the player will see the spectacle of the train derailing without taking control away from them and without obstructing their view with UI markers.


Borderlands 2 (2K Games, 2012)

Bibliography:

Brendon Chung. Level Design in a Day: Wayfinding & Storytelling Techniques. 2015. GDCVault.com. (http://www.gdcvault.com/play/1022117/Level-Design-in-a-Day)

My Methods of Income

In week 2’s class of CIU111 we talked about different methods of income for creators and what might be our personal preference depending on our discipline. This was an interesting topic because it relates to my last post about last weeks lecture which I focused on stable employment and reliable income. Some of the methods that were mentioned in the lecture include being an employee for a studio, receiving consumer sales from personal projects, crowdfunding sites, advertisements in our content, etc.

Figure 1.

I’ve already mentioned how I’d like to approach this in my last post of week 1’s lecture, but this week I’ve come to think more about my options. I am based in Brisbane and I’ve never actually left the South-East Queensland / North-East New South Wales area and never even been on a passenger plane before, so planning to be an employee for a games studio is not my immediate option. On the other hand there are the more personal methods such as creating my own personal projects, releasing them on platforms such as the App Store, Google Play and Steam and then receiving consumer sales from that. As well as crowdfunding, it’s one of the most popular methods of funding projects for creators so that they can create greater projects or even start their own studio.

Crowdfunding is becoming a go to method for content creators because sometimes you can just get lucky, whether it be some eye catching promo material or just a quirky unique concept. From personal projects to indie team projects to large studio production, there are many people willing to back a project straight out of their pockets with only promises and promotional material. An example would be the upcoming PC game known as Star Citizen, as of now (23.06.16) they have an overwhelming $116 million in crowdfunding with an approximate of 1.4 million backers. Obviously I don’t expect such a successful campaign as Star Citizen especially when the owner of the company is a recognised developer of the classic Wing Commander series, but it shows that crowdfunding is a viable method for aspiring creators.

SCfund.png(Screenshot retrieved [23.06.16] from https://robertsspaceindustries.com/funding-goals)

Though when you think about all these backers giving money to individuals or studios without any guarantee, you start to wonder whether or not it’s safe to be backing certain projects. Because of this some countries have placed regulations around crowdfunding sites to ensure the backers security. Andy Kollmorgen (2016) goes into detail about the risks and rewards of crowdfunding in his article titled “Crowdfunding risks, rewards and regulation”. This article outlines some examples of Australian based studios and individuals who have had success in their projects thanks to crowdfunding as well as going into details about the regulation of such sites in the US, New Zealand and Australia.

Personally I think crowdfunding is a viable solution for being able to create my own projects and getting it out to the world, but being so new to the industry without any current project experience, I think my best option is to stick with personal projects and look for ways to promote my material through social media outlets such as YouTube and make consumer sales from that. And even though I’ve explained my view on being an employee for a games studio, it’s still an option I am open to just in case an opportunity comes by from a local studio.

Bibliography
Star Citizen (Video Game). Not yet released. Roberts Space Industries. (https://robertsspaceindustries.com/)

Andy Kollmorgen. “Crowdfunding risks, rewards and regulation” 15 February 2016. Choice.com.au. (https://www.choice.com.au/money/financial-planning-and-investing/stock-market-investing/articles/crowdfunding-risks-and-rewards)

Figure 1: http://jimmakos.com/wp-content/uploads/2013/07/video-games-money.jpg

My Professional Identity

In our first week of CIU111 we looked at what our futures might hold in the creative industry and our professional identities. It’s no secret that the video games industry can appear to be unstable and a bit scary at first, and this weeks lecture was no shortage of information about that. It’s good to get it out there early so we are aware of what we can potentially (and will most likely) encounter in the future. Working long hours and getting low pay seems to be a recurring issue within the industry at the cost of getting your “dream” job.

Figure 1.

I never saw myself being in the creative industry until about 7 months ago, but it’s something I’m confident I can succeed at by doing this degree and really devoting myself to the work because I am passionate about creating video games. Throughout my high school life I had planned to be in the trade industry as a carpenter or engineer because I wanted a reliable and stable income. One of the largest worries I have for getting a job in this industry is moving away from home. Being employed by a video game company in my area is difficult to come by, which is why I plan to start out with some indie or personal projects to avoid moving away until I am a bit older.

In an article titled “7 Reasons You Don’t Want To Work in the Video Game Industry” by Andy Grossman (2011), he talks about the main reasons the video game industry may not be what you are looking for. The main reasons that stick out for me are moving away from home, working extra hours and getting fired on a regular basis. While I would disagree that these are problems for all employees in the industry, they are definitely things that happen to some employees from time to time. A good article outlining the career stability of the games industry titled “Does the video game industry really lack career stability?” by Kate Kershner (2015), describes some issues within the industry mainly related to employees being sacked because they are not necessary anymore. It’s definitely something to think about and be aware of for aspiring video game creators.

Figure 2.

Even though these issues have been present throughout the games industry many professionals have long lasting stable jobs and solid portfolios in the case that they do get the sack. My plan to avoid these problem is to do solo work without the stress of publishers or deadlines, I want to experiment with my skills and hopefully create an online presence that will interest others and hopefully gain the attention of employers.

Bibliography
Andy Grossman “7 Reasons You Don’t Want To Work in the Video Game Industry” 2011. (http://www.dorkly.com/post/27379/the-dorklyst-7-reasons-you-dont-want-to-work-in-the-video-game-industry)

Kate Kershner “Does the video game industry really lack career stability?” 20 July 2015.
HowStuffWorks.com. (http://money.howstuffworks.com/video-game-industry-lack-career-stability.htm)

Figure 1: http://www.degreequery.com/wp-content/uploads/2014/09/video-game-programmer-at-work.png?w=680

Figure 2: http://i.kinja-img.com/gawker-media/image/upload/t_original/blsyygznshospgm1wt5c.gif

Week 3 Blog – Even More SHMUP

Over the past week I’ve added some simple mechanics that I had planned for including a round / wave system and a simple weapon upgrade system. The weapon upgrade system is what I spent most of my time implementing, it included a spawner that moves side to side off screen and will drop a weapon upgrade on a timed interval. I took inspiration from older SHMUP’s where the upgrades would come down in a random area and the player would have to constantly be aware of where the upgrades are coming from, rather than the spawn positions being static and predictable. When the player starts a new game they will only have the “Laser Mk1” and the “Missile Mk1” which utilise the front two muzzles on the players vehicle. Every time the player picks up an upgrade, an extra two muzzles will be usable. Finally I added some UI elements so that the player can see what round they are on, their current score and their current weapon upgrades.

UIPS.png

This week in class we were introduced to splash damage which was very interesting, we were given a few minutes to try and implement it our selves. My method was on the right track but definitely not functional. The attack we were implementing was a nuke, basically a panic button that would deal damage to any enemies in proximity of the blast, dealing more damage to targets that were closer. This mechanic took up most of the class time because of several bugs and necessary tweaks. In the end I got mine working exactly how I wanted and now I’m curious on how this can be implemented to future projects since splash damage is a very important mechanic in video games. I started adding a new enemy type which would shoot projectiles towards the player which I want to improve on before next week.

For this week I want to add a lot of things, including; difficulty increase per wave, splash damage on the homing missiles, different levels so that I can implement a boss, audio for weapons, explosion effects for enemies and the player, separate upgrades for the laser and missile projectiles to make for a bit more complex weapon selection and also the new enemy type. On top of this there many small changes I want to make for existing functions such as changing the upgrade spawner to drop upgrades depending on the players achievements rather than on a timer which was more complex than I had originally thought as well as general aesthetic elements such as visuals and UI tweaks.  I think I’ve set the scope for this week a bit too much but I’ll try and get most of this done since we are moving on to different projects starting next week. This will most likely become a personal project of mine to continue adding to this SHMUP.

Week 2 Blog – More SHMUP

This week we worked on adding homing missiles for the players arsenal as well as giving enemies health values and projectiles damage values so that every attack wasn’t a one shot. The function behind the homing missiles was quite complex and took up a majority of the class. We did a similar function in a previous assessment so it wasn’t that difficult for me to grasp. On top of finding the closest target, the missiles had to lock on. To do this a new quaternion is made in the missile script and it is set to equal the quaternion method called LookRotation which takes a vector3 to look towards. To get the vector3 to look towards we do the missiles position subtracted from the enemies position. After this we set the missiles transform rotation to be a spherical linear interpolation which takes 3 parameters. We parse the missiles rotation, the quaternion that we calculated in the previous line and then the rotation speed multiplied by delta time. Messing around with this projectiles values made for interesting results, changing the rotation speed and adding a rigid body created an entertaining visual to say the least, almost like something out of a psychedelic video game.

quaternion.pngMissile guidance functionality

Now that we had multiple weapon types it didn’t make sense that every projectile was a one shot kill so we implemented health values for the enemies. Next was the player weapon damage values which was mostly personal preference, personally I went with 10 damage on the lasers and 25 damage on the missiles. To apply the damage to the target I used a take damage function that is placed on the enemy. When the player projectile hits the enemy, it retrieves its component and calls the take damage function and parses through the damage of the projectile. Now the SHMUP started to feel like a playable game, it provided a challenge with some interesting weapon mechanics. Although the player didn’t have any health values, that’s definitely something I hope to add during the next few weeks.

Before next week I want to tweak the spawner, weapon and movement variables to make the game more aesthetically pleasing and give a more balanced experience. I want to add some game manager elements such as rounds where the enemies difficulty will increase as well as a weapon upgrade system. For the time being I’m keeping the concept for the upgrades simple such as starting out with only the front two muzzles activated at the games start and increasing by two per upgrade pickup.

Week 1 Blog – SHMUP

In our first class of Scripting 2 we started making a SHMUP (Shoot ‘Em Up) game with basic mechanics. This lesson was more of a refresher with similar mechanics to last trimesters work. A shoot ’em up is a typical guns blazing top down or side on view game filled with various weapons, enemy types and power-ups primarily seen in arcades in the early 80’s and 90’s, not to be confused with a First Person Shooter. Here’s a definition from Wikipedia, “Shoot ’em up (also known as shmup or STG) is a subgenre of the shooter genre of video games. In a shoot ’em up, the player character engages in a lone assault, often in a spacecraft or aircraft, shooting large numbers of enemies while dodging their attacks.”

Raiden (Seibu Kaihatsu, 1990)

Some things we added in were player movement, player weapons and enemy movement. I found the player movement quite interesting because we had to set boundaries to keep the player in the visible area. Instead of adding objects around the playable area which the player would collide with, we added two values, one for the X axis and one for the Z axis. If the players transform position goes beyond these values then it will restrict the player from exiting the playable area without using any unnecessary objects. Here’s a print screen on the function:

CheckBoundary.png

We also added some player shooting mechanics with inspiration from some popular bullet hell shooters and added six muzzles all at different angles for the full SHMUP experience. For the time being these projectiles just destroy any enemy it touches, which at the time were just some cube game objects tagged as ‘Enemy’. Since these weapons are meant to be lasers they fire at ludicrous speeds which makes for interesting visuals and don’t imitate typical laser behaviour, but it still looks cool.

Now that we had player movement and attacks, we started on the enemy movement which was just some basic forward movement. Then added some spawn locations which would spawn enemies at short intervals above just off the screen, I added three with longer intervals for a more dispersed grouping of enemies. After this we wanted the enemies to actually have some form of AI rather than just passing the player. We made it so that the enemies would rotate towards the player while moving as long as it was in front of the player.