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

Sunday, September 25, 2016

dig3725_hw4













Solace

Nhi Tran
Erfaan Mahmoodi
Christina Adamyk

Fall 2016










Executive Summary
Solace is third person action-adventure game from the perspectives of not by another person, soldier or warrior but through the eyes of man’s best friend: a dog.  This project is geared towards the 54.4 million Americans that welcome dogs into their homes and families. It is the 54.4 million Americans that $60.28 billion on their furry friends. [Name of Game ] will be rated as Everyone 10+. There will be mild violence but underlying themes of lost, friendship, fear and relief. Solace will be developed within the course of the Fall 2016 school semester beginning September 2016 to December 2016.
Through this project, it will be a unique perspective from a dog who is separated away from his beloved family and must find his way home. The plot begins with a dog and his family camping in the woods and all is well, until the dog wanders off and has found himself lost. A family’s worst nightmare. He must race back to find his family while encountering everyday obstacles finding food, water and shelter , dodging cars and running away from some more animated  villains like wolves and animal control.
Game Description
Our team project is an action-adventure game, following the adventures of a stray dog who is in search of a loving owner, while avoiding the clutches of the cruel dog pound, and the dangers that lurk in the wild.
Communication will either take the form of barking, growling, howling etc., or will incorporate speech bubbles or voice acting.
The artistic style will take a painterly visual style, akin to the games Journey and Shelter.
The emotions and feelings that we would want a player to feel in the experience of this game would be empathy, endearment, determination, fear (for the safety of the player character), love, friendship and wonderment with nature and animals.
  • OVERVIEW
The intent behind the game is to capture the emotional connections that many people feel with dogs, and to tell a powerful story of longing for companionship through that. Dogs, pets overall, are more than just animals to their owners; they are companions, friends, family and often an extension of themselves.
Your character will interact with other dogs, stray and domesticated, who may prove to be companions, teachers, enemies, or repositories of bizarre, quirky dialogue. Humans characters will also be included, as will wild animals, in particular wolves. Some of the former will serve as kindred souls for your dog, whilst others, in particular those with the pound, will be menacing figures to avoid at all costs. Wolves will serve as a serious threat within the wilderness, and may even have an opportunity to contributes to the themes and story of the game .

  • QUEST
The main objective of the game is for your character, a dog separated from his loving family, to reunite with them. The dog will find themselves traversing forests, roads, suburbs, and the coast, all while avoiding  dangerous animals  and pound workers. The game will have one continuous map, parts of which will be locked and unlocked as the story continues, for technical purposes; the dog will follow the distinctive “scent” of the family as they pass through the levels of the game, and this mechanic will help to move the game along. Distinct visuals and music will accompany encounters with enemies (pound, wolves, etc.), and artistic liberties with the depiction of said enemies could be feasible, depending on the style that is established for the game.There is potential for side-quests that serve as opportunities for the dog you play as to improve their skills in communication, combat, health, awareness of surroundings, etc. These side-quests could also serve to expand upon the nature and characters of the world the dog lives within.

  • MAIN CHARACTER
For narrative purposes, the dog the character plays as would be a set breed, rather than giving the player the option of playing as different dogs. This forces the player to adapt to the game, in the way that the dog in the world of the game must adapt to their surroundings. Combat and communication will be realistic in the sense that the dog will not be using magical powers, weapons, or modern-day slang. The way dogs behave will be a strong influence on the development of our main character, and of other canines, within the game. The game will be played from a third-person perspective, and mechanics that involve gaining or improving new skills (which could be called “tricks”) depends on whether RPG elements are to be included in the game. The main character will be a friendly, adventurous, and childlike character. They will be like this to fortify  the connection with the player, and sustain empathy for them, so that they be motivated to complete the dog’s quest to return home to their family.
Sketches
Main character

The main character of this game, the character that the player will play as, is a medium sized dog loyal to its owner. This dog will be a brown-and-white colored dog that is intent on finding a loving home, back to its owners. It will go through multiple emotions as it goes through the game and faces multiple obstacles. The dog is intent on its set goal throughout the game. It also will be able to learn new things as it moves throughout the game and challenges.


Antagonists


Animal Control Employees

As the dog moves through the game in the suburbs, it will sometimes encounter employees on the local animal control unit. These animal control men will be unfriendly and possibly have a dark shadow across the top half of the face to express their bad nature and negative intentions. The dog will have to navigate and attempt to hide to try to avoid being caught. If caught, the dog will have to escape the pound.
Wolves

Within the wooded areas that the dog will traverse, it may sometimes encounter wolves who are intent on attacking. They are gray and shaggy animals who have  great sense of smell and they will be difficult to hide from. The player will have to run and attempt to escape the wolves. If the player fails to, the dog will either be injured or die and the player will have to restart the level.

Environment
The environment of the game will based in the suburbs and wooded areas. The player will have to traverse around homes and trees as well as safely move around streets. Each specific space of environment will have its own set of challenges and dangers, as well and helpful items and NPCs.

Menu







Controls





Controls
Purpose
Left Trigger
Accelerate
Left Bumper
Health levels
Left Stick
Movement/Run
Lower Left Stick
Hot Keys- Bite, Sniff, Crawl, Jump
Right Trigger
Pick-up
Right Bumper
Growl (Hold for bark)
Right Stick
Change camera perspective (third person viewpoint)
Y Button
Bite/Attack
B Button
Sniff
X Button
Crawl
A Button
Jump
Guide
Game Menu (Save/Quit)
Back
Opens map of “so far traveled”
Start
Pause

Sounds
Walking - will be dependent on environment. Leaves rustling when plot begins in the woods but is more silent when dog arrives in the more suburban areas with concrete
When dog is happy - breathes heavier, tail wags. Slight sound of tail wagging
When dog is sad - whining dog noise
When dog is fearful - whimpering. May bark out of fear or retreat in silence
When dog is defensive or angry - loud barks. Sounds like when a pitbull barks.
Environment determines the noise and music
When it is sunny in the woods - birds chirping
When it rains in the woods - thunder, rain, other animals looking for shelter
Woods at night - owls hooting, occasional wolves howling
When it rains in the suburban areas - cars honking. Sounds of rain hitting buildings, metal, cars
To create suspense - mostly silence for the exception of rustling of the antagonist
Other music the game will potentially used is orchestrated by a Florida State student, Bryant Kane. It is a combination of dramatic and really epic sounding orchestra; the epitome of a quest. Link to Music


Summary

To many of us, dogs are not just animals. Pets become extensions to one family. Completely non-judgemental and completely content while beside their owners.  Dogs we confess our darkest secrets to and share the most treasured and intimate moments with. We have all yearned at one point for Dr. Doolittle to happen to ourselves and to reach into the minds of our beloved friends. Dogs fear when owners leave them at home, let alone being away and lost in a new environment from their family. Solace gives the opportunity for the 54.4 million dog owners in America to see  a unique perspective of a dog’s desperate quest to return to his family. Because we are so emotionally connected to our own real life pets, the game will cause emotions of desperation, sadness, fear, and love and friendship overall.

Wednesday, September 21, 2016

dig3725_blog3

Create a basic scene with Unreal starting with a blank slate (you may use the Starter Content, if you wish.) Add at least one light, a camera, and a few objects. Beyond that, use your creativity. The homework is individual. Describe what you did in your blog, including snapshots of what you did.

You are required to create a standalone executable of your project and upload it to dropbox, google drive or other repository and provide the link in your blog for retrieval by one of us. The executable should be for windows 64 bit.


I just added 4 cubes together onto the "stage". There is one sphere on the scene. I placed a Directional Light to cast in order for the sphere to cast a shadow. I did lower the intensity of the light from 10.00 to 5.00. I inserted a point light in the middle of the 4 cubes so a "lightbulb" is casting a light in the middle of the placed objects




Thursday, September 15, 2016

dig3725_blog3

On September 14, 3 of the 4 of us met on google hangouts. We bounced around ideas like 1. Envisioning Mario Brothers but instead of coins, it would be people running away to not be caught by Mario 2. Another was a possible horror game, where the player would become the inanimate objects that transformed into monsters. As children we were scared of different parts of the house or things for no particular reason, and the thought about the game was to tap into those different fears.  3. Is the storyline that we as a team are more favoring. I have a rescue dog and I am obsessed with her. So the game would be "A dog's adventure" going through obstacles as a stray, dodging rain, finding food, running away from Animal services and etc. It would be more cartoon-like and the storyline more heartwrenching. We would give the dog/character thought bubbles and more human-like characteristics.

Thursday, September 8, 2016

dig3725_blog2

  • Create a second blog entry that contains one or more images created by you. Include descriptions of each image in the blog entry. 
  • Find two games that you particularly like, provide links to them in the blog and state what you like about them.
Far Cry 4 was the first of the line that I played. It was exciting, the scenery changed but never was too difficult during levels or to beat. This was a first person shooter game, and all of the elements in the game made the user feel like they were in the Himalayas. The way they incorporated the Tibetan components really showed the diligence they put into the enviornment that was truly unique

Harry Potter and the Sorcerrer's Stone was the first PC game I ever played. I am a huge Harry Potter fanatic and loved this game. I think ever child has watched a movie and wished to be apart of that movie or storyline and it was fun being in Hogwarts. Not only did the game's story line follow the movie story line fairly well, it was different enough that it wasn't a dead replica of the movie. The obstacles were appropriate for children but 22 year-olds self would still really enjoy this game. 8 year-old Nhi would probably beat 22 year-old me today

Tuesday, September 6, 2016

dig3725_blog1


This was a clip I shot of rescue pup, Kylo Ren, trying to get my sister's cats to play with her. Size and breed can be deceiving and many fear pitbulls. There is a terrible stereotype attached to the breed, but for those who love the breed and treat them will only love and kindness we view them as the best companions in the world. 

https://youtu.be/kQNbREu_wQ4