Well I just finished the low-poly model for my swimming recluse. At the moment it is still segmented into different parts as my knowledge with proper clean modelling is limited. Regardless, I'm really happy with the final result. Rigging comes next which should be simple enough. I feel I can get away with minimal weight painting on the legs due to their solid carapace. The tail is another story entirely and what I accomplish with that depends on how well I can get a spline IK to work.
I found a good tutorial for rigging a bat wing but there are steps the tutor skips that unfortunately limit how much use I can make of it but I will try regardless. There are lots of ways I could clean this model up but that can be part of Project 2b as it will be my sole focus.
Monday, 24 March 2014
Sunday, 23 March 2014
Conceptual Surgery
This was supposed to go up days ago but I totally forgot I did it...
Anyway, after talking over my concept with Kah he pointed out something that reminded me of a base idea for design: "nothing is obvious."
Why did my spider's legs have to be equally proportioned? So here is the refined version of the swimming recluse's legs. The front two legs act as snares to catch prey at a distance. They would be highly reflexive and able to accelerate from stationary at a scary rate. The second set of legs act as a mid-way snare to keep prey from escaping beneath the spider. They would also be very strong in relation to the rest of the body as it is this set of legs that pulls prey toward the mouth and hold it in place. The palpus would be the final reinforcement to keeping prey locked in place as the spider feeds.
While the top drawing indicates the swimming recluse hunting small shrimp it would also be able to overpower (or at least hang onto long enough to kill) a small fish. The size of the spider I envision is about the size of a dessert plate with its legs spread out, give or take a little bit with the primary legs. Its actual body would be no bigger than a standard usb stick.
Anyway, after talking over my concept with Kah he pointed out something that reminded me of a base idea for design: "nothing is obvious."
Why did my spider's legs have to be equally proportioned? So here is the refined version of the swimming recluse's legs. The front two legs act as snares to catch prey at a distance. They would be highly reflexive and able to accelerate from stationary at a scary rate. The second set of legs act as a mid-way snare to keep prey from escaping beneath the spider. They would also be very strong in relation to the rest of the body as it is this set of legs that pulls prey toward the mouth and hold it in place. The palpus would be the final reinforcement to keeping prey locked in place as the spider feeds.
While the top drawing indicates the swimming recluse hunting small shrimp it would also be able to overpower (or at least hang onto long enough to kill) a small fish. The size of the spider I envision is about the size of a dessert plate with its legs spread out, give or take a little bit with the primary legs. Its actual body would be no bigger than a standard usb stick.
Wednesday, 19 March 2014
Spiders and Cubes
Firstly and quickly - here is the base sketch I will use to begin modelling my spider in maya:
On another note, why does blogger keep making these images grey?
We also had our first official team meet up for EOF. During the meeting we looked into a number of games that Adrian used for inspiration such as Myst, Dream, Antichamber, and Qube. We also discussed what elements we do/do not want in the game to get a clear direction.
Prior to the meeting these were some puzzle concepts I came up with. The bottom one is the main kind of perspective bending that we want to accomplish.
The three styles of puzzles listed are the basic thought progression EOF will take players through. Initially the puzzles will just be a matter of looking at things the right way. We decided that the player will have to indicate they have achieved the correct perspective change by clicking on the screen when viewing the solution. This will mean that the player has to understand when they have solved the puzzle and stop accidental solutions. Gradually we plan to introduce extrusion puzzles that require the play to adjust their environment to acquire the correct perspective to proceed. Lastly, the player may gain the ability to adjust veracities to bend shapes to the right solution but the limit of this is how well it can be coded to be functional without being easy to solve.
Sunday, 16 March 2014
Reverse Arachnophobia
I think I might be obsessed with spiders. It's not that I like them. They freak me out a little to be honest and yet I keep putting them in my design work. Here are some evolutionary sketches for my next 343 project:
As EOF (the game I'll be working on) has such simplistic aesthetics I decided to do something more intense for by evolutionary model. So the idea behind this is it begins as a brown recluse spider (hey here's a joke: why don't Loxosceles reclusa go to parties? Because they're a little reclusive.... hah ;D) and develops into a an aquatic predator. This change would come from Earth's air becoming too polluted and the spider escaping to less polluted water systems. The spider would first change its habitat to coastal areas then start to inhabit rock pools. Through generations of adapting to salt water environments it would become amphibious, and then water dwelling entirely.
The change of environment would mean that the spinnerets would no longer be useful. For this reason the abdomen would shrink as the thorax enlarges, creating room to host the rest of the organs. The silk glands would disappear and be replaced with an organ that produces a membrane between the spiders hind legs. Initially this would be used by the spider to float on the water like a deadly lilly pad, fishing for food beneath it. Eventually the organ would diminish as well and the spiders would develop a natural membrane between their back four legs. These legs would also become less rigidly segmented and more flexible so it can act as a tail to swim through the water.
The spider's carapace would become far stronger. Moving to reefs would introduce new predators and it would need to move about to hunt, exposing itself. Not being able to rely on a web would also mean the spider would need to be able to overpower the prey it stalks. For this reason the strength of its forelegs would increase substantially. The end joint would also harden and shape into a claw. The spiders palpus and mandibles would grow in size and strength, the palpus developing small talons to turn them into larger forms of mandible that can hook struggling prey. the maw would widen and develop small teeth used to de-shell/de-scale prey an also to hold onto it while it tries to inject venom into it.
I also sketched out a couple of ideas I had for potential puzzles styles for EOF. Some kind of water/buoyancy mechanic would need to be introduced for the first style of puzzle to exist. The second one can be adjusted to represent any kind of door that frequents throughout the game. That, and the third puzzle, would mean to kind of interaction with objects would need to be implemented as well.
These are of course just doodles of passing ideas at this point. Once we have a proper team meeting we can rip into some legit level design.
Wednesday, 12 March 2014
'Acorns' Presentation Slide
So here is the slide I will present in tomorrow's class. What I'm trying to convey is the simple mechanics of the game as well as what makes it unique (or so I'd like to think). The musical prism sequence is the main idea, therefore in colour, and is what I want to spend the most time explaining. The character depicted is merely a place-holder at this point, as I want to focus on the mechanics rather than the aesthetic.
The main concepts that I've decided to settle on are as follows:
Interaction - I initially planned the game to incorporate a keyboard and mouse with the classic "WASD" for movement and the mouse controlling the character's direction of view. The mouse buttons would be perfect for hosting the "interact/select" function and that would be all that was needed. I did, however, decide that the fluidity of motion that a joystick, or as depicted - thumbstick, allows for a far more natural sense of motion from the user's input. The way I envision this prism dragon to glide through the air would need to feel as smooth to control as it looks on-screen.
Experience - the fact that the games controls can be summed up by "move" and "interact" shows that the experience I want the players to feel is less about intensity, difficulty or skill, and more a journey of curiosity, fascination and wonder. I hope to make the world in which the player inhabits seem surreal and alien. Ideally it would be interesting enough that the simple act of exploring it is a pleasure.
The collection of music prisms and the gates they are used to unlock is the 'toy play' aspect of the game. This is where the main satisfaction of playing would come from. Initially the collecting of prisms would be an incentive to start the player moving about the environment but once they start interacting with gates they are essentially given something to play with. The introduction of new prisms would allow for more complex music to be created at the gates and for harder gates that require such music to open. This would encourage players to explore more, find more prisms and experiment more at the gates.
The musical sequences don't have to be locked down to just "gates" either. There could be other musical challenges set up to reward players with bonus prisms or other upgrades so that there are more opportunities to make music.
Conceptual Aesthetic - the current aesthetic I have in mind is conveyed in terms of colour by the slide image. I want to use colour throughout the game as a mode of highlighting what is important. Most aspects of the environment would be grey-scale or very dull in colour so when a player sees something bright and colourful it instantly attracts attention.
I envision the world to be an ethereal realm of shapes and platforms floating in free space with no particular orientation. I feel it would add to the surrealism if the player has no concept of what way is down. I imagine that coloured crystals or artefacts of some sort illuminate the environment past its own eerie glow, throwing shades of colour onto nearby objects to help produce a mood.
I'm very tempted to make the creature the player controls made up of a similar material to the prisms it's collecting so it is almost like some kind of crystalline golem or something. If that means the players question whether or not it is alive or mechanical or whatever they can come up with, then all the better. The focus of the game is the experience of the journey, not on how much sense this world and its inhabitants make.
The main concepts that I've decided to settle on are as follows:
Interaction - I initially planned the game to incorporate a keyboard and mouse with the classic "WASD" for movement and the mouse controlling the character's direction of view. The mouse buttons would be perfect for hosting the "interact/select" function and that would be all that was needed. I did, however, decide that the fluidity of motion that a joystick, or as depicted - thumbstick, allows for a far more natural sense of motion from the user's input. The way I envision this prism dragon to glide through the air would need to feel as smooth to control as it looks on-screen.
Experience - the fact that the games controls can be summed up by "move" and "interact" shows that the experience I want the players to feel is less about intensity, difficulty or skill, and more a journey of curiosity, fascination and wonder. I hope to make the world in which the player inhabits seem surreal and alien. Ideally it would be interesting enough that the simple act of exploring it is a pleasure.
The collection of music prisms and the gates they are used to unlock is the 'toy play' aspect of the game. This is where the main satisfaction of playing would come from. Initially the collecting of prisms would be an incentive to start the player moving about the environment but once they start interacting with gates they are essentially given something to play with. The introduction of new prisms would allow for more complex music to be created at the gates and for harder gates that require such music to open. This would encourage players to explore more, find more prisms and experiment more at the gates.
The musical sequences don't have to be locked down to just "gates" either. There could be other musical challenges set up to reward players with bonus prisms or other upgrades so that there are more opportunities to make music.
Conceptual Aesthetic - the current aesthetic I have in mind is conveyed in terms of colour by the slide image. I want to use colour throughout the game as a mode of highlighting what is important. Most aspects of the environment would be grey-scale or very dull in colour so when a player sees something bright and colourful it instantly attracts attention.
I envision the world to be an ethereal realm of shapes and platforms floating in free space with no particular orientation. I feel it would add to the surrealism if the player has no concept of what way is down. I imagine that coloured crystals or artefacts of some sort illuminate the environment past its own eerie glow, throwing shades of colour onto nearby objects to help produce a mood.
I'm very tempted to make the creature the player controls made up of a similar material to the prisms it's collecting so it is almost like some kind of crystalline golem or something. If that means the players question whether or not it is alive or mechanical or whatever they can come up with, then all the better. The focus of the game is the experience of the journey, not on how much sense this world and its inhabitants make.
Tuesday, 11 March 2014
Third Time's the Charm
Here we are in my third year of study. Straight into the good stuff too - our game pitch is due on the 13th so I've spent the past week conceptualizing and sketching. This is what I've come up with so far:
While there is plenty of room to play with character concepts the main play aspect of the game is decided (after many iterations). I drew my inspiration from eclectic music videos such as the following:
I like the idea that someone without musical training but a good sense of rhythm can create some pretty incredible music. The way this would manifest in the game would be through gateways the player comes across in their journey. These gates would have a musical tune as a key, generated by music prisms they pick up along the way. The tune would not be specific but based on a score that the player can accumulate through an internal algorithm that awards creating regular rhythm and complimentary tones. The musical prisms themselves would be discovered by exploring the open world and by overcoming obstacles.
While there is plenty of room to play with character concepts the main play aspect of the game is decided (after many iterations). I drew my inspiration from eclectic music videos such as the following:
Friday, 1 November 2013
MDDN 243 Post-Submission Reflection
It was unfortunate we were unable to produce a fully functioning game. The bugs Stencyl kept throwing were beyond our abilities to fix without removing large portions of the game, which unfortunately left us with little to show in the end. To give a clear representation of what the game should have looked like, Mark and I created a bunch of screenshots from the assets we had created to be used;
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Load screen |
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In-game 1 |
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In-game 2 |
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In-game 3 |
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In-game 4 |
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Pre-boss |
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Boss explosion |
Despite the disappointment I fell that our game did not make it out the other side as we intended, I take comfort in the fact that the visuals we produced looked gorgeous and were coherent with the game narrative and metaphors we wanted to convey. The basic demo that we were able to produce lacked the complexity that I initially intended to be in it so it was hard to gauge how enthralling the interaction of the game actually was. Regardless, this whole project has been an intense learning curve for working in groups, in terms of organisation and management. I look forward to next year where I hope to take what I've learned and apply it to maximise the output of myself and whatever teams I happen to be a part of.
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