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