Good quality video should be in hand ins file with no sound
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- 1st shoot (1)
- Assignment_1 (2)
- CCDN_271 (2)
- CCDN231 (13)
- Contact sheet (9)
- Development (9)
- DSDN144 (42)
- DSDN144_P1 (18)
- DSDN144_P2 (14)
- DSDN144_P3 (14)
- FINAL (4)
- Insperation (1)
- MDDN241 (22)
- MDDN241_P1 (13)
- MDDN241_P2 (23)
- MDDN243 (47)
- Photoshoot (3)
- Precedent (4)
- Proposal (2)
Tuesday, 21 August 2012
Power ups
Showing the power ups that I have so far which is the solar power pack making you jump higher and for longer and the magnet which makes the recycling cans fly towards you making it easier to collect them. If this game goes further more power ups will be added some of them being in the shop where you have to collect enough cans to buy them.
Items/Obstacles
These are the few obstacles and power ups that I have at the moment which should demonstrate that this is going to be a very important feature. If this game is chosen to take further one thing that I really want to push is all the power ups/obstacles and how they interact with the player.When adding in the items and obstacles at first I used a normal brush in illustrator but then decided to stay consistent with the art style I have been using with the buildings.
Setting the scene
I decided that I wanted to have a urban setting so I started off with making some basic buildings. After that was done I went to add details with clouds and windows and then finally finishing the scene with a road and colour being added aswel. The bottom picture is the starting scene that will be showered before the scene. I think I need to do some more variations of the factory.
Character development
With my character making I went for a anime style because I wanted a character with spiky hair? I knew that my character would be collecting up rubbish as part of the game so I put a bag on his back and gave him something to suck up the rubbish with first. I originally had a hose looking thing but changed it when I asked around and they said it wasn't all that logical because a piece of rubbish (specifically a can) would not fit in it. I then went on to make basic movements for my character where I made a right foot forward run and a left foot forward run as well as adding in a jump since there will be obsticals to jump.
Character development
With my character I first wanted to focus on the head of the him and I based my characters off anime. With the 3 that I have I have chosen to use the middle character because I think he looks more like he will fit the scene the best and I was mostly experimenting with spiky hair and I like his one te most. Now I have to make the body of the character which I am thinking will be very basic considering I will need to make different versions for movement so this will make it less complicated aswel. Since my game is of a character jumping around I will leave it with just one facials since I dont think there is any need for any more except for potentially having a changed one when he loses.
jet pack joyride inspired game concept idea
You are a character running from pollution through the level
dodging rubbish that is in the level, oil pits etc. It starts off with a scene
shot of the factory with pollution coming out of it and the air getting filled
with pollution. After this the character will be running through an urban area
trying get away from the pollution and at the same time dodge all the bad nonrenewable
items that come across the screen, If the player gets hit just once then its
game over. The game will be based on how long you can survive so in the end you
get “knocked out” by pollution so there is an underlying message that it is
pretty urgent that we stop pollution as much as we can so we don’t end up in
this position. On a more fun side of things you will be collecting cans as you
go along the game and you can use these cans later on in the store to buy
upgrades or new gear. There will be power ups which will help you survive for
longer such as a portable solar panel that will keep you away from harm for a
short while. There is still a lot that can potentially be added to this game.
Saturday, 18 August 2012
CCDN231: Variations
With
my sense of putting on shoes the first one that I was sure I would end up using
was a blind fold to take away the sense of sight considering that in my last
few experiments the previous assignment most people tended to naturally look
down at their shoes while they put their shoes on. While recording people doing
this on my first attempt while making it basic and having people put their
shoes on in the normal way they would and only changing it by having them close
there eyes to take away sight. I noticed that there was a change in their
co-ordination but not a lot they seemed to rely on feel a little bit more
but it wasn’t a struggle for them at all. After this I then decided to
experiment a bit more and make them more un comfortable when doing this and
make them put their shoes on again but with a blond fold on and on the edge of
a step. This came out with interesting results as the fact that they were on
the very edge of the step seemed to put them off a significant amount and I
noticed that they would wobble a bit more than usual and take longer to put
their shoes on more slowly and carefully. A failed attempt I had which didn’t
have a lot of good feedback from is when I got them to put their shoes on
blindfolded without being able to use their hands at all so restricting them to
just their feet with the sense of sight still being taken away. I thought that
this would put a few people off considering quite a few people use the aid of
their hands but as soon as their foot touched the shoe they instinctively knew
what to do. A final test that I did was to test a more extreme situation and to
get people to put on their shoes again with the blind fold but to put them in a
very bizarre an unnatural situation and have them put their shoes on a moving
object, using a long board for this. This made it very difficult just because
of the movement for some of them and the movement and the “fear” that they
could not properly put on their shoes too easily distracted them. From all of
these experiments I have found out firstly the obvious that it is hard to put
your shoes on, blindfolded on a ,oveing object. But also a big factor with
these expiriments was confidence. It was an easy task at hand but if the people
where out of there element and doing an everyday task in an un ordinary was their
confidence falted which impacted heavily on their ability to do the task at
hand.
EDIT: This was completely wrong. starting over.
EDIT: This was completely wrong. starting over.
Thursday, 16 August 2012
Pictures of the 5 people putting on shoes.
This is from person 1-5 in order and it helps explain the paper test. (which photos of did not work unfortunately)
CCDN P1
Aim:
To see how a range of 5 different people do the everyday
activity, putting on their shoes. I will be looking slightly at the obvious for
comparison and then more in depth of the more subtle things happening when
putting on shoes. A few things I am interested in finding out about is if
people mostly put on the side of their writing hand first with the sense of
confidence using their stronger side. E.g. if they are right handed putting on
their right shoe first. Another aspect I will be looking at that normally goes
unnoticed with feel is how much pressure people use when putting on their
shoes.
Method:
To do these things I
will be First observing them putting on their shoes and observing the un
noticed things myself and then after that I will ask them a few questions about
them putting their shoes on and after that I will get them to put their shoes
on, on a piece of paper and compare after that.
Person 1: Heel/casual
With the first person that I got to put on their shoes did this
sitting, was right handed and put their right shoe on first, looking down at
their shoes the whole time. Pulling up on the tongue of the shoe to make it
more “comfortable” once done, standing up and moving foot around a little bit
to adjust the shoe, this reflected in the paper test considering there were
quite a lot of visible marks and it looked like a lot of force was used when
putting on the shoe.
Person2: Casual
With the second person they put on their left shoe first,
but are right handed and did this standing up. Then they pulled the tongue of
the shoe before putting feet in the shoe, and then they described what they
normally do not notice with feel which was the laces in the back of the shoe. The
shoes where put on reasonably fast which reflected on the paper test
considering that there was a distinct outline of the shoe on the paper but that
was all.
Person 3: Casual
With the third person they put their right foot on first,
balancing on left leg as they do this which was different from the first two.
The lifting the leg up reflected a lot on the paper test because there was not
a lot of connection on the ground which explains why with this person there
where hardly any marks on the piece of paper.
Person 4: Slip on
With the fourth person they used their Right foot first
standing up, wiggled their foot to put on slip on shoes, so it can be
comfortable and fit “firmly”. The wriggling on the foot explains why on the
paper test that you can see a lot of force was used to put the shoe on.
Person 5: Casual
Puts right foot on first. Slips in foot almost all the way
in then does the same to the left foot, after that wriggling right foot and
pulling up on the tongue of the shoe and then doing the same with the left,
Glancing down for a second and then looking up for the rest of the time. Feel
the texture of the tongue as they grab it followed by the resistance when
pulling it up to help slide foot into shoe. With the paper test it is a lot
like the second person where you can mostly only see the outline of the shoe
because they put on their shoes relatively fast.
Conclusion:
After studying five different people and doing the same
paper test with each one I came to find out that most people put on their shoe
on the stronger side of their body first and that people with slip ons and
people who sit down tend to put more pressure into the ground than casual
shoes.
Tuesday, 14 August 2012
Sketch up mock up
So far I have done a rough sketch up of the good main character and the bad characters which will be in the game. there will also be levels and as you progress there are more bad characters making the task of turning all of the good power on and bad power off even harder. The good character I made lighter and look more innocent so you can tell it is the good character while the bad character looks like "smog"? like it isn't necessarily a problem but it is unwanted.
Research
Renewable energy is energy which
comes from natural resources such as sunlight, wind, rain, tides,
and geothermal heat, which are renewable (naturally replenished).
About 16% of global final energy consumption comes from renewable resources,
with 10% coming from traditional biomass, which is mainly used for heating,
and 3.4% from hydroelectricity. New renewable resources (small hydro,
modern biomass, wind, solar, geothermal, and biofuels) accounted for another 3%
and are growing very rapidly. The share of renewables in electricity
generation is around 19%, with 16% of global electricity coming from
hydroelectricity and 3% from new renewable resources.
A non-renewable resource is
a natural resource which cannot be reproduced, grown, generated, or
used on a scale which can sustain its consumption rate, once depleted
there is no more available for future needs. Also considered non-renewable are
resources that are consumed much faster than nature can create them. Fossil
fuels (such as coal, petroleum, and natural gas), nuclear
power (uranium) and certain aquifers are examples. Metal ores are
prime examples of non-renewable resources. In contrast, resources such as timber (when harvested
sustainably) and wind (used to power energy conversion systems) are considered renewable
resources.
Concept P2
My idea so far for a starting point is a little electric Character
who goes around each level turning all the renewable energy on and un-renewable
energy off. E.g. wind farms being turned on and nuclear power plants being
tuned off. These will just be objects that look like a light switch and it will
have an icon of which type of power it is. There will be bad electric characters
that run around turning good power off and bad power off. The aim is to catch
the characters and “zap” them as well as make sure not too many bad powers is
turned on and good power turned off.
Wednesday, 8 August 2012
Screenshot of final
This a screen shot of what it could of been. This is what I ended to do. my next step was to but in the water dripping when you go over the tree and then have the rubbish falling and interacting with my character when he gets hit and also the tree changing when it gets watered. Another aspect to the game that I was also looking at changing was the scene so when the tree got more healthy more trees plants etc appeared on the scene.
Putting it into Stencyl
Everything is in stencyl now the only coding is the four way movement, would of liked to add a lot more interaction if I had the time. On a more positive note the game is done!
Tuesday, 7 August 2012
Animation
Animation of my owl creature flying, I did this manually in Photoshop and one thing I would of liked to work on was getting a bobble to make it look more realistic when he flies.
Holding the can
Because of the lack of time left I am now making it that my character will always be holding the watering can.
Monday, 6 August 2012
Making rubbish
Making a start on the rubbish for my scene, just have to now add more detail to it and later on I will add more types of rubbish hopefully.
Character development
After I had my chosen colours I wanted to add on more detail to my character starting off with the feathers been seen on the stomach and an area which like an owl which is lighter than the rest of the body. After this was done I realized that the talons didn't quite look right so I added some detail to them to show the claws off more and then finally I added some highlights around his eyes. I did this because this is a nice added detail to it and another point was that it give it a very slight super hero feel to it like it was a mask which related to the role of my character which is to save the tree.
Colouring of character
Experimenting with the colour of my character I first started off with bright unrealistic, dramatic colours but they didn't fit in the scene how i would like and in the end I went for the classic colours of the owl.
Character development: Illustrator
Made up my character in illustrator to how I like it, now just have to add colour and later on some more detail.
scene development
Added in the fox and deer
Added more detail, putting in shadows for the tree, detail to the water and light beams
Added more hills and put down saturation and opacity to create a depth of field.
With my scene I was pretty happy on how it was but I think that it needed more to it so I put the scene into Photoshop and started playing around with things I could do with it. the first thing I realized was that there was too much sky so I decided to add in some hills behind the bit of grass that I already had (1) I thought it added too the scene and I even put the saturation down to look like it was behind the main bit of the scene but it wasn't enough so added more hills into it and played around with opacity's so I the viewer would get a stronger view of the perception of a depth of field (2). after this I though I had a solid scene so I started looking at detail I could add and started off with adding a shadow to the tree for a bit of realism and making sure to make the shadow on the main hill darker than the one on the second hill which would happen in real life. I also put light beams across the sky in since I didn't want the sun in my scene but to still give that feeling of a sunny day into the scene and finally added detail to the water pond (3). Finally, I wasn't expecting to do this but I liked some of my sketch's so much and I though it made sense since they were woodland creatures so I added them to my scene. not only does this add to the scene but I put the fox and deer facing the tree which helps the player of the game no that the center of attention and the "problem" that needs to be fixed is to do with the tree. Another thing I last minute decided to add as well was the highlight on some of the hills(4).
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