Over the course of the semsester I have helped create idea's for as well as assist in making art assets and made narration dialogue bubble's for Inb3tween.
Creating this game has been quite the journey and some things went right and other things went wrong but the whole time it felt like a mad scramble to get a game made. I think this was because of our lack of experience, in the begining we had trouble figuing out what features would be in our game, figuring out diffrent roles for people, and finaly we struggled with bringing our work together and making a game where everyone is on the same track since we were all starting to do our own thing.
On the other hand we all new enough programming and art skill to know how to do our roles, and once the game got going we all had great teamwork and managed to come together to solve our problems with our game.
Finally, I think that we all learned something new about game development, the roles we should consider going into in the industry, and learned some as people too. For example, I learned about the steps and order to making a game,and how to get a game back on track,and the signs that a game is getting off track. I learned that if I were to make games for a living I should consider, something more in the advertising or art department. and finally I improved on my ability to work and function in a group.
Thursday, December 8, 2016
Tuesday, December 6, 2016
Build Notes
Build Notes for Dev Team.
Add final narrations,
bug removed where screen wouldn't switch scenes.
Made art style more consistent.
Management.
Game being more school oriented for a younger crowd.
Cutscene of drinking addiction removed,
in game clock removed
Marketing and pr.
emphasis player choice more by showing more times you have to make a decision
underplay gameplay advertise to doctors
Add final narrations,
bug removed where screen wouldn't switch scenes.
Made art style more consistent.
Management.
Game being more school oriented for a younger crowd.
Cutscene of drinking addiction removed,
in game clock removed
Marketing and pr.
emphasis player choice more by showing more times you have to make a decision
underplay gameplay advertise to doctors
Tuesday, November 29, 2016
Music in The Witcher
In The Witcher 3 I have played the game for ten minutes and have recorded every audio clip and for how long it plays.
title screen: accordion intro orchestrated instrumental
theme. clicking sound for moving through menu options.
Upon pressing play: Narrator describing
what last happened accompanied by instrumental light more quite so we can here
the narrator.
game starts: I hear a woman singing in background rain and
thunder looping. cause its raining and theres lightning. foot movement when walking as well as armor
and sword movement shuffling. guard talks about axe as I pass him is voice
acted. sliding sound for sliding down a hill. wind brushing trees, water moving
gently against rocks
menu: includes background sound and singing in other language
light so as not to interfere. menu opening and closing makes opening and
closing swooshes. fighting giant
arachnid geralt. fire burning sound. sword slashing and hitting sound. arachnid
screech in agony , attacking screetch, geralt in pain sound arachnid dying
sound, and sword sheeth sound opening menu sound as well as accepting loot
sounds
vs bandits: bandits yelling geralt taunting blade swooshing
blade cutting, blade ringing sound,
dialog: geralt voice, badndit voice in conversation,
violin in background music, axii sign sound, exp sound like drumb beat, sound
of geralt walking on wooden ship. guard saying geralt of rivia . bandit and
guard have different
captain logos: voice new voice dialog options appear sound
clicking. same sound moving through dialog options.
Tuesday, November 8, 2016
Readings on Group Work.
After reading section fourteen I realized the techniques that we can use in order to get back on track, Such group meetings talking about what were all working on and showing each other our work. Also was helpful was the talk about feature creep. More specifically techniques to prevent more features from coming into the game. by coming together and really focusing on what our core product is we can prevent feature creep. Another useful topic in the reading was build notes. If we had build notes we could have more flexibility with different. builds to test various music tracks, art assets, or even features and bugs. Before moving into the final build. Build Notes were the final part of the reading which were important to attach to every build so we know what each build is for and notable features attached to each build.
![https://leedsunicareers.files.wordpress.com/2013/02/group_work.jpg](https://leedsunicareers.files.wordpress.com/2013/02/group_work.jpg)
![https://leedsunicareers.files.wordpress.com/2013/02/group_work.jpg](https://leedsunicareers.files.wordpress.com/2013/02/group_work.jpg)
Thursday, October 27, 2016
Nido Motion Capture
I would make the motion capture about Nido being a simple protagonist in a 2d sidescroller. In this game I would have Nido moving left and right jumping on enemies to kill them. I would also give him an animation for crouching for ducking under obstacles or projectiles.
Monday, September 5, 2016
Reus and Unreal engine, systems to drug games.
Last time I talked about Reus and simulating an avatar. Recently I have been starting to learn Unreal Engine 4 and have thought about the game that the doctor had showed us and thought about how I could integrate a game like Resus's interface into the doctors game and in the end I had an Idea where we could thoroughly reduce the interface make the font more presentable and remove the gods. What we could have instead is a little boy who's walking an over world and he goes about his day going to school, friends, the mall and classes, however us the players get to give him food and drink and choose the friends that he hangs more and more with and based on the decisions that we decide to give him he may be more and more likely to not follow our commands as players and instead hang with those people automatically, and the more drugs he takes the more control as a player you lose over him to the point where he will either overdose and die or we as the player can try to introduce him to different friends learn to trust his parents more, or even encourage the character with the bits of control we have left to push him on another path. and with that we as the player can gain more and more control over our character, This game could be unique from other games because a game mechanic would be taking power out of a players hand, but that might be the message that a kid who uses lots of drugs would need, that taking all of these drugs makes them dependent on them so they make the choice to go for them not us the player. We might be able to do this in Unreal Engine 4 since unreal engine is not only such a flexible engine and allows for game mechanics that rely on time oriented mechanics such as waiting hours for some part of the game to complete in game, an example being clash of clans waiting for something to build. however we would use these as triggers for when the player does something with their character. An example, would be that if you hang out wit betty five times and each time you smoke weed, your character would start automatically going to smoke weed frequently usually with Betty. We could also make a portion of this weed cost our character money in game or we could have a health system.
![http://oyster.ignimgs.com/wordpress/stg.ign.com/2013/05/reus_1-610x343.png](https://oyster.ignimgs.com/wordpress/stg.ign.com/2013/05/reus_1-610x343.png)
I would propose that we keep the two bars at the bottom and the upper right hand side the bottom for things to give our person and the right for his health, money, and friends, and finaly the daay, month, or year.
![http://oyster.ignimgs.com/wordpress/stg.ign.com/2013/05/reus_1-610x343.png](https://oyster.ignimgs.com/wordpress/stg.ign.com/2013/05/reus_1-610x343.png)
I would propose that we keep the two bars at the bottom and the upper right hand side the bottom for things to give our person and the right for his health, money, and friends, and finaly the daay, month, or year.
Wednesday, August 24, 2016
Reus Simulating Avatar
Kyle Halpern Reus Simulating avatars.
In Reus you directly control a set of gods that shape the earth as well as place various herbs,animals, and minerals around in order to help you shape humanity. So the game is about watching humanity develop and grow under the direction that you set. They may live happily they may declare war on each other, and they may obey and disobey based on how you treat them, These people need certain amounts of food, minerals and technology in order to thrive, The game itself is played by clicking on the world to instruct a giant to move to an area and to shape it using the corresponding key, one key may make a resource more abundant while another may shape the land itself, the people that you have to manage you can not directly control. The game is broken down into two types of ways to play Era, where you play and progress trough civilization and Free play, where you do not progress and just play around with an early civilization. The aesthetic are light hearted and soft to look at, characters talk in simple pictures, this is done to make the game appear light hearted, easy, non intimidating and simple.
In Reus you directly control a set of gods that shape the earth as well as place various herbs,animals, and minerals around in order to help you shape humanity. So the game is about watching humanity develop and grow under the direction that you set. They may live happily they may declare war on each other, and they may obey and disobey based on how you treat them, These people need certain amounts of food, minerals and technology in order to thrive, The game itself is played by clicking on the world to instruct a giant to move to an area and to shape it using the corresponding key, one key may make a resource more abundant while another may shape the land itself, the people that you have to manage you can not directly control. The game is broken down into two types of ways to play Era, where you play and progress trough civilization and Free play, where you do not progress and just play around with an early civilization. The aesthetic are light hearted and soft to look at, characters talk in simple pictures, this is done to make the game appear light hearted, easy, non intimidating and simple.
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