Tuesday 31 July 2012

CCDN231 Activity 1


Picking up keys
Eyes locked on the center point that holds all the keys together hand eye co-ordination working together to aid in smoothly reaching out for the keys
The keys scraping across the smooth table, wood against plastic just long enough to know the sound is there.
Rattling or clinking of keys hitting each other as you pick them up
I feel the edge of the key ring which is my target instead of picking up just the key reassuring that they keys are at safety in my hand
Smooth plastic as my fingers brush past it to go towards the metal key ring



CCDN231 Activity 1


Filling up a cup of water
Looking at the stream of water more than the cup
I see flowing water swirling up as the cup gets more filled
The change in sound as the cup starts to get filled up making my ears strain to know precisely when to stop filling the cup up
I feel the weight as it is getting more filled up subtly making me realize how full the cup is and also when to stop filling the cup up
The texture of the cup against my fingers cold and solid
Feeling the weight against my hand as I turn on the tap and knowing how much to turn the tap on.
An increase of thirst
The smell of soap in the sink



CCDN231 Activity 1


Putting on a shoe
 I Feel Comfort from the softness of the shoe and Confidence that my feet are protected from the outside world with the hard outer layer.
Feeling my heel slide across the top part of shoe as I lift up the top heel of the shoe to make my foot go into the shoe with ease.
My foot “popping” into place.
The bottom of my feet filled with cold for a few seconds before the shoe before getting steadily warmer
Looking out in a haze of thought as muscle memory takes over and naturally does what is needed to guide my foot into the shoe
Hear the rustle as your feet go into the shoe and the subtle sound of socks going against the inner part of the shoe




Saturday 28 July 2012

Working on the scene




The first image is what I kind of wanted to my scene to be like a nice simple scene that looks nice and happy and is also visually pleasing and also make it vector bases so it wouldn't matter on the size. I started off with making a tree because that is going to be the main bit of my scene and if I have enough time it will be a character that changes over time. I came up with something simple in illustrator using the pen tool as seen in the second picture and then after I was happy with it coloured it in and added shading into it just to give that extra bit of detail. I plan on making different stages of the tree later on but that all depends on the time I have after I finish the basics. After the tree was completed I then added in a bit of grass for the tree to go on and added in a sky and a little pond where the watering can would be filled up. very basic but its a start.

Idea updated again.

My idea has been changed a little bit and my character will have to pick up a watering can and go over to a tree to water it and then go back to the pond of water to fill it up and so it can water the tree again. The aim is to water the tree 3 times as the tree gets watered every time the tree will grow and look more healthy. sounds easy but that's why I'm adding in rubbish to the game where rubbish will be falling down and if the character gets hit by the rubbish then the tree will shrink and look more health and also if the character gets hit 3 times its game over. So basically water the tree 3 times from the original state before you get hit three times.

Idea updated


Because there is a hole in the Ozone layer the trees are dying fast so your awesome lil character has to pick up a gardening watering can and water the trees before it dies and if you water the tree enough you get apples and you win and if you are too slow the tree will die and you lose. You will be able to tell what progress you are on because the tree will go darker and lose colour as it is dehydrating and if it is re-hydrating it will get more colour and grow larger.

Tuesday 24 July 2012

Character design

My idea with this character is that as more trees are being cut down the owl like character will pick up seeds and plant new trees to help regenerate the trees in the earth to save its hope conveying the message that too many trees are being cut down than planted and to make this sustainable we need to plant more trees. To also make the interaction have more meaning so the person cares more the character that you controlling will die, pass out etc if not enough trees are planted in time and too many trees are cut down.

Research for character





For my characters I am looking at pokemon how there is a mix or animals and how a lot of the time they look very simple but at the same time still very appealing. As well as that since I want my scene to be in a forest I though of looking at some woodland creatures that would fit into my scene. 

Game design research: Dean Hall



http://dayzmod.com/



DayZ is a mod off the game arma 2 which was created in the spare time of Dean hall a nz video game designer. This game is a simulation, survival horror with hardcore game play with permanent death. Dean says that part of his inspiration came from dead island and left for dead where he liked the zombie experiences but he wanted it to be in a different way so instead of having a campaign and objectives the one and only goal was survival and what you do to survive is up to you. after just releasing the game in april with only 2 servers the game quickly got popular and more servers had to be put up to accommodate all the new people. The game is a zombie  survival where you spawn randomly on the 220k map with nothing but a little back pack and a flash light. From there on you have to find yourself a gun for protection and find food and water over time to survive and because it is PvP and PvE you have to always be on the lookout for players (bandits) who will kill you for your gear and of course, zombies. The game is designed to be a hardcore survival game with permanent death where once you die you lose all your equipment and you have to start form scratch again. Dean wanted to create a game that kind of broke the rules in terms of normal game play for example not wanting the player to feel safe. At any time you can be killed and if you have good gear you want to keep it which puts some paranoia in it, from crawling from building to building in a high player zone to running through the woods you still have this instinctive feeling to always keep a look out just in case.

This game is currently only in Alpha stage and already has over 400,000 people playing it and some things that Dean talked about was that as a game designer with this game he has done a lot of trial and errors (because it is still at beta) which has helped a lot. There are ideas that he has been told by countless people wont work but have been a success when trialed and when new things are tried out and they fail he learns from then and takes it out of the beta in a update patch.

This is a link to an interview of Dean Halls at E3 talking about DayZ if interested:
http://www.youtube.com/watch?v=lAXqwewejwU

And DayZ game play here:http://www.youtube.com/watch?v=KGr9bV5BtQs&feature=plcp

Test post


Dean Hall “Rocket”

Game developer
Use to be in the air force.
Former army officer.
Producer for Sidhe interactive
Multiplayer Designer for bohemia interactive currently
Made DayZ in his spare time as a mode from arma 2 which got more publicity than he anticipated.
Talks about making realism in the game, how its important for the game to get feedback.