Thursday, December 8, 2016

HW8

Homework 8, from Blender to Unreal to Git

Homework 8, from Blender to Unreal to Git
Assigned: Thur. Oct. 13, 2016
Due: Thur. Oct. 20, 2016

In this homework, each of you will create one (or more) object(s) in Blender that will be a part of your team's game. You have total freedom in the creation of this object. In your blog, describe the function/role this object(s) plays in the game and how it will be used. Include at least two pictures of your object: one when the object is in Blender, and a second image of your object in Unreal.  Import your object into your scene in Unreal, "push" your Unreal project to your git repository, and finally, provide a picture with all your team objects in your scene in Unreal.

In summary:

1) create one or more objects in Blender (15 pts)
2) Import these into Unreal  (15 pts)
3) Describe how these objects are used in your game (use your blog). The description should be in English prose, with full sentences/paragraphs. (20 pts)
4) Include two pictures of your objects (one in Blender, one in Unreal) (15 pts)
5) Upload your Unreal project to Git (git push or use the Desktop interface) (20 pts)
6) Once all the team members have uploaded their project, "pull" your project from git, and take a picture of all the objects within your scene.  (15 pts)


Tuesday, December 6, 2016

hw5


With the pitch document written and presented, it is time to start developing the game. To this end, each team member will choose to develop a small component of the game. Of course, task assignments will be the results of a team discussion. These tasks are left up to the team member. Examples of valid tasks are the building of a game asset (HUD, object, arg, music, game mechanic). The assets need not be implemented in Unreal, but they must be implemented in some program (Photoshop, Blender, Unreal, or yet another.) Please describe in writing what you have done in your blog, and how it relates to the team game. Provide pictures and/or video to support the description.

You will be graded on 1) the implementation, 2) the description, and 3) the images/videos that you  provide.



I created a super simple heart in blender for the game. We will use this asset as the "life"/ energy for the dog to collect. Gives the "open-world" roaming game some purpose and direction (and small "wins") through the game. Equivalent to collecting coins in Mario or something 

https://drive.google.com/drive/folders/0B6lazF2IAmLHd0thWTFzTUVOYms?usp=sharing
Link to google drive with images and model

HW 11

Given what you have learned about game design so far, identify two great games that you have played, and two games that you played and did not like (and thus did not play for long), and describe what it is about the game that you either liked or did not like.

Your answer should address game mechanics (not discussed in class, but read the relevant book chapter), game balance, experience, aesthetics, etc.


Growing up, I used to play a lot more games using my Nintendo 64, Game Boy and the occassional Playstation or Game Cube. As I got older, my attention span shortened and I did not enjoy games the way I did growing uo

Liked: 
Growing up, my favorite game was Mario Cart. It was an easy enough experience, but being the best or winning ever race was not always possible as levels and terrains gave the player different sensations and courses to conquer. Also, playing multi-player made it all the more interacting. Aesthetically, I remember different courses to be geared to different tastes. One, was rainbow themed whilst others were minimally aesthetically "in your face"

Non-console game- Uno. The cards are easily read, colorful and appealing to all ages. The game is also pretty self explanatory and players can jump in and out of the game easily. The game is simple, but has a good balance of "challenges" with wild cards, 'reverse' cards and 'pick-up' cards. The experience is just an enjoyable game. There is a level of just enjoyin the game that requires little strategy and doesn't overly push for competitiveness


Disliked:
When I got older, gaming become more exclusive to mobile games. Games like Temple Runner and simple iOS Games. Flappy Bird was my absolute least favorite and I could never get behind the fad. The design and overall aestheic was simple and I appreciate that on a mobile game. However, it was crazy imbalance. It was difficult right from the start, and the user had to start literally from the start after dying which was incredibly infuriating

Battleship was incredibly infuriating. There is no strategy. There should be a balance of strategy and luck, but it leans heavily on luck. However, only two players can play and there is not constant satisfaction where most of it results into disappointmnet. It's not interactive enough. The player is literally looking at their "set" and game pieces the entirety of the game. The only "fun" is putting in little pegs. Aesthetically, the little ship holders (?) looks nice and it is simple to put in pieces, but the pieces don't encourage much interaction betewen players aside from announcing coordinates

Monday, October 31, 2016

HW 10

Homework 10: Interfaces

Read Chapter 15 of Book of Lenses 2nd Edition, or the appropriate chapter in the 1st edition.

Answer the following questions in your blog:

1) list ten examples of interfaces between people and the real world.

  1. Remote control
  2. Cell phone smart screen
  3. Car buttons - locks, wheel, shift
  4. Microwave buttons
  5. Elevator buttons
  6. Stove is an interface to cooking
  7. Spotify is an interface to music
  8. Smart watches is an interface for notifications and generic time
  9. Road is an interface for runners
  10. Dog parks is an interface for playing dogs




2) Give an example of a good interface between player and game. Explain why it is a good interface

Tetris - although a very infuriating game the player knew exactly how to navigate around the game. The interface wasn't cluttered with things not pertaining to the game but clearly defines the game with its pieces
3) Give an example of a poor interface between player and game. Explain why it is a poor interface. The goal is incredibly simple and intuitive

When answering 2) and 3) above, refer to the book chapter to justify why the interface is either good or bad. What principles of interface design is the game using or not using?
Master of Orion 3 was the complete opposite. It was extremely cluttered and tutorial popups that proved less helpful and more of an annoyance. The average person will not sit and read through tutorials, but hope the overall design and controls become self explanatory. Although the game was complex (?) there are better ways  to make the user experience alot more clean and presenting the material in less obstructive way



HW 9: Balance

For this homework, please read chapter 13 (Game Mechanics Must Be in Balance, book 2nd edition) (about 35 pages). The chapter describes 11 aspects of balance that often come into play and must be thought about in games to provide a good experience. Address each of these aspects as it relates to your own team game. Homeworks are individual. If a particular item does not apply, say so. Each item must be addressed, and the answer should use complete paragraphs. We will not accept telegraphic style.



  1. Fairness
    1. Our main character is an dog and the underdog ( I'm not sure if there is a pun, but pun intended). He is against difficult terrain but the dog is modeled to be a pitbull, a working dog and a dog that can withstand many obstacles. Wolves will be a fair antagonist since our character is technically from the "wolf"/ canine family. Fighting and level will be fair in terms of species with the wolf having a slight advantage
  2. Challenge vs. Success
    1. Our character (for assignment sake will call this dog "Kylo") Kylo will go through challenges like terrain, weather, night and day, hunger and lost. Success will be found when Kylo gets to eat, finds shelter before nightfalls, success against wolves and finds items that his owner is found. Items including matchsticks, candy wrapper, owner scent that would be successes and are "collectables" in Kylo's journey to reunite with her owner
  3. Meaningful Choices
    1. This game is going to be a journey but with each level and challege-to-success, Kylo will near her owner and the end of the game. Kylo will have to make choices throughout the game, to journey towards a certain path or hunt a certain animal. The levels will more restricted to something like Far Cry where choices are limited to the challenge and the obstacle instead of full-freedom like MineCraft or a mindless journey game
  4. Skill vs. Chances
    1. I don't think there will be large elements of "chance" but the levels will be evenly difficult. There will be opportunities where skill and "athleticsm" will need to be in play. Jumping over large areas, outrunning, swimming through the cold etc.
  5. Head vs. Hands
    1. The only vigorous button pressing may happen when swimming, running vigorously or when Kylo has to fight. 
  6. Competition vs. Cooperation
    1. The game we are working on will not be multiplayer, and thus cooperation and competition do not have much room for discussion. Whether or not interactions with friendly or neutral NPCs will occur in the game, the player may have the option to help or overpower the particular NPC, on their quest.
  7. Short vs. Long
    1. The game will be open world but the game will be completed through completion of levels and milestones to speed up the game and give the player purpose. It can be as short or as long as the player would like. If the player would like to complete the milestones the game should be completed quickly, however, there are options for the player to roam and elongate the game and experience
  8. Rewards
    1. Rewards will be the owner's found items.. like a trail. The ultimate goal is reuniting with his family
  9. Punishment
    1. There will be levels where Kylo is "punished" and almost set back in her quest back to her family. Punishments include being caught by the pound workers and being attacked and injuredby wolves
  10. Freedom vs. Controlled Experience
    1. Like in the short vs long balance/complex, it will be controlled with opportunities for the user to have freedom to roam. 
  11. Simple vs. Complex


Friday, October 28, 2016

HW 7

https://github.com/ndtran94/fsugd/commit/bdf66dcf5416cd7dc824eb0d2cfce265c5c3caab
Link to github commit with Unreal scene with Mountain and Lake

This the first scene of the game where a pet is lost in the forest after camping with its beloved family. The scene is supposed to look icy and create a feeling of loneliness and fear