Friday, April 13, 2012

MMO factors for my game.


1) New players arriving balanced vs longer term players.
- Lower level players are shielded, and even then people are unable to attack lower level people (game characters)  Immortals can not fight directly in any case.

2) Player vanishing?  (login / logout.)
- The game continues even if the player is not logged on.  When items are done, the places go on pause automatically.   When the player is in-game as a person (game character), and gets disconnected, the person finishes combat as best they can, and then searches out an Inn or safe spot and waits.  For a while, until the person has a need and risks themselves.

3) Vanishing player's scores?
 - Kind of irrelevant because scores stay in place… unless your person dies before you can log back in.

4) Advantage to logging out?
- None,  All items, people, stay in the game without regard to player login status.  The AI will do its best to keep the player's person alive.

5)  Not a Turn Based Game.

6) Chat protection?
- Custom chat filters, ignore/blocking system.

7) Collusion?
-  Each player has a like/dislike rating system with each other player.   All of the player's people act accordingly (mostly).

Friday, April 6, 2012

TILT Answsers

What was the big invention that changed pinball into a game of skill vs chance?
Flippers
What was the main competitor to pinball in the 70s?
Arcade video games.
Why did Williams finally collapse?
1) Pinball games last long enough so not constant sales.
2) Internal politics.
3)  High cost per 2k unit (Production costs)
4) The company also made profitable slot machines.
5) License issues.
6) Lots of flash, little game play.
----------- First Pinball Review ------------

1) What is "good gameplay" when it comes to pinball game design?
Ultimately how long each ball can be in play.    If it is too quick, it is no fun.   If it is too easy it is no fun, and no profit for the pinball game's owner.

2) How do pinball playfield designers create exciting experiences?
Besides flashy special effects, music and lights?   Getting a good balance between play-ablity and challenge. 





Friday, March 2, 2012

Hero Builder Part 1

Hero Builder...
UGH, the brains of the team.
All accessories, including boots and pants usually have some influence in the game, ranging from armor and weapons bonuses, to chrisma influences on other characters.   In UGHs case, the fact that he is constantly sweating counts as a chrisma negative which allows him to handle the Mohawk of Sarcastic Wit.

Super-HeroBrickMale*UGH*Skin:15,50,0,13,25,30,100,50,0,13,25,30,100;Eyes:7,0,0,0,77,99,100,0,70,60,0,90,100;Nose:14,75,0,0,0,0,100,75,0,0,0,0,100;Mouth:5,75,0,0,0,0,100,75,0,0,0,0,100;Eyebrows:7,0,70,60,0,90,100,75,0,0,0,0,100;Undershirt:7,0,40,0,0,100,100,0,0,0,0,75,100;Hair:16,0,60,0,0,100,100,0,40,0,0,100,100;Mask:1,75,0,0,0,0,100,75,0,0,0,0,100;Back:10,75,0,0,0,0,100,75,0,0,0,0,100;Insignia:1,75,0,0,0,0,100,75,0,0,0,0,100;Leggings:1,0,30,0,50,80,100,0,30,0,50,80,100;Belt:1,75,0,0,0,0,100,75,0,0,0,0,100;Overshirt:1,75,0,0,0,0,100,75,0,0,0,0,100;Beard:1,75,0,0,0,0,100,75,0,0,0,0,100;Helmet:1,75,0,0,0,0,100,75,0,0,0,0,100;Pants:11,0,0,0,77,99,100,0,0,0,0,75,100;Foot-left:27,0,30,0,50,80,100,0,0,0,50,80,100;Foot-right:27,0,30,0,50,80,100,0,0,0,50,80,100;Weapon-lft:1,75,0,0,0,0,100,75,0,0,0,0,100;Weapon-rt:1,75,0,0,0,0,100,75,0,0,0,0,100;Glove-lft:17,0,60,0,0,100,100,0,0,0,0,75,100;Glove-rt:9,0,60,0,0,100,100,0,0,0,0,75,100;Coat:1,75,0,0,0,0,100,75,0,0,0,0,100;Background:5,75,0,0,0,0,100,75,0,0,0,0,100;#
=

Undercut.4, The muscle of the team.
Undercut.4 is one of the best fighters around, so whatever you do, don't make any short jokes.  Only REAL men can wear pink, and Undercut.4 is the most manly-man in the world.   All his items are there to enhance his fighting skills, usually pink because lesser men are unwilling to wear pink.


2.5b7*m2*Undercut.4*Hair:Standard,flattop,ADA600,FFFFFF,100,100,23,Eyebrows:Standard,fraBlank,FFFFFF,FFFFFF,100,100,21,Eyes:Standard,big,FFFFFF,FFFFFF,100,100,20,Nose:Standard,ring2,F79D9C,FFFFFF,100,100,27,Mouth:Standard,fraBlank,FFFFFF,FFFFFF,100,100,18,Beard:Standard,shadow,696901,FFFFFF,100,100,26,Ears:Standard,big,F8B684,F8B684,100,100,19,Skin:Standard,hairy,F79D9C,F8B684,100,100,6,Mask:Standard,fraBlank,FFFFFF,FFFFFF,100,100,22,Headgear:Standard,fraBlank,FFFFFF,FFFFFF,100,100,29,Undershirt:Standard,veetank,FF00FF,E8007A,100,100,7,Overshirt:Standard,fraBlank,FFFFFF,FFFFFF,100,100,8,Coat:Standard,fraBlank,FFFFFF,FFFFFF,100,100,25,RightGlove:Standard,fraBlank,FFFFFF,FFFFFF,100,100,17,LeftGlove:Standard,fraBlank,FFFFFF,FFFFFF,100,100,16,Insignia:Standard,fraBlank,FFFFFF,FFFFFF,100,100,9,Neckwear:Standard,fraBlank,FFFFFF,FFFFFF,100,100,24,Belt:Standard,fraBlank,FFFFFF,FFFFFF,100,100,15,Leggings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,10,Overleggings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,11,Pants:Standard,briefs,E7017F,E70052,100,100,14,RightFoot:Standard,lowboot2,E7017F,F79D9C,100,100,13,LeftFoot:Standard,lowboot2,E7017F,F79D9C,100,100,12,Back:Standard,fraBlank,FFFFFF,FFFFFF,100,100,3,Wings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,4,Tail:Standard,fraBlank,FFFFFF,FFFFFF,100,100,5,Aura:Standard,mentat,FFFFFF,FFFFFF,100,100,2,Companion:Standard,fraBlank,FFFFFF,FFFFFF,100,100,31,Background:Standard,fraBlank,FFFFFF,FFFFFF,100,100,1,RightHand:Standard,fraBlank,FFFFFF,FFFFFF,100,100,30,LeftHand:Standard,fraBlank,FFFFFF,FFFFFF,100,100,28,#
My Old Flame... the bad girl
The one causing the most trouble for our team.   Her naturally hot nature is enhanced by her flaming whip.   While UGH is usually impressed by her beauty,  Undercut.4 for some reason, isn't very impressed by her.  She hates UGH because he is so smart, and seems to love Undercut.4 because he doesn't seem to be interested in her in the least.



2.5b7*f3*Character Name*Skin:Standard,fraBlank,FFFFFF,FFFFFF,100,100,6,Eyebrows:Standard,fraBlank,FFFFFF,FFFFFF,100,100,21,Eyes:Standard,fraBlank,FFFFFF,FFFFFF,100,100,20,Nose:Standard,fraBlank,FFFFFF,FFFFFF,100,100,27,Mouth:Standard,fraBlank,FFFFFF,FFFFFF,100,100,18,Ears:Standard,fraBlank,FFFFFF,FFFFFF,100,100,19,Mask:Standard,fraBlank,FFFFFF,FFFFFF,100,100,22,Beard:Standard,fraBlank,FFFFFF,FFFFFF,100,100,26,Hair:Standard,fraBlank,FFFFFF,FFFFFF,100,100,23,Headgear:Standard,fraBlank,FFFFFF,FFFFFF,100,100,29,Undershirt:Standard,fraBlank,FFFFFF,FFFFFF,100,100,7,Overshirt:Standard,fraBlank,FFFFFF,FFFFFF,100,100,8,LeftGlove:Standard,fraBlank,FFFFFF,FFFFFF,100,100,16,RightGlove:Standard,fraBlank,FFFFFF,FFFFFF,100,100,17,Coat:Standard,fraBlank,FFFFFF,FFFFFF,100,100,25,Belt:Standard,fraBlank,FFFFFF,FFFFFF,100,100,15,Leggings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,10,Overleggings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,11,LeftFoot:Standard,fraBlank,FFFFFF,FFFFFF,100,100,12,RightFoot:Standard,fraBlank,FFFFFF,FFFFFF,100,100,13,Pants:Standard,fraBlank,FFFFFF,FFFFFF,100,100,14,LeftHand:Standard,fraBlank,FFFFFF,FFFFFF,100,100,28,RightHand:Standard,fraBlank,FFFFFF,FFFFFF,100,100,30,Aura:Standard,fraBlank,FFFFFF,FFFFFF,100,100,2,Back:Standard,fraBlank,FFFFFF,FFFFFF,100,100,3,Background:Standard,fraBlank,FFFFFF,FFFFFF,100,100,1,Companion:Standard,fraBlank,FFFFFF,FFFFFF,100,100,31,Neckwear:Standard,fraBlank,FFFFFF,FFFFFF,100,100,24,Insignia:Standard,fraBlank,FFFFFF,FFFFFF,100,100,9,Wings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,4,Tail:Standard,fraBlank,FFFFFF,FFFFFF,100,100,5,#





Friday, February 10, 2012

Paperboy Clone

Side-Scroll, paper-boy style game.
(Will fill out this information when I get home where the dry book is.)




Physical Dimension:
1. Does my game require a physical dimension? What is it used for? Is it an essential part of gameplay or merely cosmetic?
--- Side scroll game.    End of the level is at the other side of the map.   Essential Part.

2. Leaving aside issues of implementation or display, how many imaginary spatial dimensions does my game require? If there are three or more, can objects move continuously through the third and higher dimensions, or are these dimensions partitioned into discrete "layers" or zones?
--- Two dimensions, Everything game interactive is on a flat plane.

3. How big is my game world, in light-years or inches? Is accuracy of scale critical, as in a football game, or not, as in a cartoon-like action game?
---- Scale isn't important.   Cartoony like.

4. Will my game need more than one scale, for indoor versus outdoor areas, for example? How many will it actually require?
--- No, just some top/side views to give perspective as in the last 2 pictures.

5. How am I going to handle the relative sizes of objects and people? What about their relative speeds of movement?
---  The game objects move in relation to the buildings, but are effected by the screen's scroll and being hit by a paper.

6. Who is my world bounded? Am I going to make an effort to disguise the "edge of the world," and if so, with what? What happens if the player tries to go beyond so?
-- Movement restricted to one direction / speed.   

Temporal Dimension:
1. Is time a meaningful element of my game? Does the passage of time change anything in the game world even if the player does nothing, or does the world simply sit still and wait for the player to do something?
Yes, the screen is moving, so you have to keep going.

2. If time does change the world, what effects does it have? Does food decay, and do light bulbs burn out?
-Nope... Irrelevent

3. How does time affect the player's avatar? Does he get hungry or tired?
Time runs out, he doesn't get paid.

4. What is the actual purpose of including time in my game? Is it only a part of the atmosphere, or is it an essential part of the gameplay?
Essential.

5. Is there a time scale for my game? Do I need to have measurable quantities of time, such as hours, days, and years, or can I just let time go by without bothering to measure it? Does the player need a clock to keep track of time?
-It has a timer

6. Are there periods of time that I'm going to skip or do without? Is this going to be visible to the player, or will it happen seamlessly?
-Delay between levels.

7. Do I need to implement day and night? If I do, what will make night different from day? Will it merely look different, or will it have other effects as well? What about seasons?
-Nope

8. Will any of the time in my game need to be anomalous? If so, why? Will that bother the player? Do I need to explain it away, and if so, how?
-No.  Simple timed game.

9. Should the player be allowed to adjust time in any way? Why, how, and when?
Yes, slower/faster for game difficulty.

Environmental Dimension:
1. Is my game world set in a particular historical period or geographic location? When and where? Is it an alternate reality, and if so, what makes it different from outs?
- Suburban Generic.

2. Are there any people in my game world? What are they like? Do they have a complex, highly organized society or a simple, tribal one? how do they govern themselves? How is this social structure reflected in their physical surroundings? Are there different classes of people, guilds, or specialized occupations?
- People are accidental targets, bad points.

3. What do my people value? Trade, martial prowess, imperialism, peace? What kind of lives do they lead in pursuit of these ends? Are they hunters, nomadic, agrarian, industrialized, even postindustrial? How does this affect their buildings and clothing?
Their newspaper doesn't get delivered, they don't play

4. Are my people superstitious or religious? Do they have institutions or religious practices that will be visible in the game? Are there religious buildings? Do the people carry charms or display spiritual emblems?
-They curse the paperboy when hit.

5. What are my people's aesthetics like? Are they flamboyant or reserved, chaotic or orderly, bright or subtle? What colors do they like? Do they prefer straight lines or curves?
-Generic suburban boring.

6. If there aren't any people in the game, what are there instead, and what do they look like and how do they behave?
-- Dogies steal the papers...

7. Does my game take place indoors or outdoors, or both? If indoors, what are the furnishings and interior decor like? If outdoors, what is the geography and architecture like?
Outdoors.   Generic Suburban.

8. What are the style and mood of my game? How am I going to create them with art, sound, and music?
-- Corny and funny.   

9. How much detail can I afford in my game? Will it be rich and varied or sparse and uncluttered? How does this affect the way the game is played?
--- The better neighborhoods are more detailed... more money for the player.

Emotional Dimension:
1. Does my game have a significant emotional dimension? What emotions will my game world include?
-Twitch Game... frustration.
2. How does emotion serve the entertainment value of my game? Is it a key element of the plot? Does it motivate characters in the game or the player himself?
--- Not at all.  Well maybe when a player causes trouble.
3. What emotions will I try to inspire in the player? How will I do this? What will be at stake?
--- When he gets paid, he is happy.
Ethical Dimension:
1. What constitutes right and wrong in my game? What player actions do I reward and what do I punish?
---- Breaking things, not delivering papers, hitting bystanders... wrong.  Don't get paid, or have to pay for broken things.
2. How will I explain the ethical dimensions of the world to the player? What tells him how to behave and what is expected of him?
--- Feedback from people in world yelling at him or thanking him.

3. If my game world includes conflict or competition, is it represented as violence or as something else (racing to a finish, winning an economic competition, outmaneuvering the other side)?
--- He gets paid.

4. What range of choices am I offering my player? Are there both violent and nonviolent ways to accomplish something? Is the player rewarded in any way for minimizing casualties or is he punished for ignoring them?
--- Buy the better bike next day.

5. In many games, the end -winning the game- justifies any means that the game allows. Do I want to define the victory conditions in such a way that not all means are acceptable?
--- You piss off enough people, then you get fired.

6. Are any other ethical questions present in my game world? Can my player lie, cheat, steal, break promises, or double-cross anyone? Can she abuse, torture, or enslave anyone? Are there positive or negative consequences for these actions?
--- He can break windows on purpose, but looses.

7. Does my world contain any ethical ambiguities or moral dilemmas? How does making one choice over another affect the player, the plot, and the gameplay?
--- Only to "mess up" on purpose.

8. How realistic is my portrayal of violence? Does the realism appropriately serve the entertainment value of the game?

--- Only property damage and pissed off customers...



Saturday, January 28, 2012

Sonic goes into business.

Butt Monkey AKA Donkey Kong


 
1) How would you describe the level of engagement compared to more action oriented games from the same period?

I always tend to loose at "Twitch" games as I call them.   Most of the action games of this era were designed to get the most quarters out of the gamers.   This game is very typical.

2) What role does setting and characterisation play in the game?
Vague if at all.     It could be a farmer climbing rock formations to the UFO anal-probing his buddy, and you would still have the same game mechanics.

3) How do spells, pickups and power-ups assist the game play?

I know later in the game there is a hammer...   I just loose so much at this game, I don't play.  Its where modern games have it all over the arcade era.

Friday, January 27, 2012

Zelda... Da Bomb.

1) How would you describe the level of engagement compared to more action oriented games from the same period?

Other action games were out to fast.   Zelda allowed you to wait, take a sip and then go on with the game at your own pace.
2) What role does setting and characterisation play in the game?

Setting holds "Game Mechanic" specific things like the hedges, but also allow for hidden passages in the trees.  Characters in the game are what you would expect in a forest.

3) How do spells, pickups and power-ups assist the game play?

Da Bomb was annoying, even tried to blow it up on purpose with the boss.   The fact that there are always heart upgrades around means that the annoying spiders you missed could still be made up for.



Secondlife...

I have mentioned Secondlife in class, partially because it looks game like, but it is more strictly a toy... but a toy you are ENCOURAGED to make things in.    It is one of the few online activities I have managed to get some small $$s out of as well.

It is relevent to this course in that you can make games WITHIN secondlife, and then sell them.

My Secondlife Page   (Explore the rest of the site at your own risk.)

MainWebsite...
http://SecondLife.com/

Bat-Man (Duh,nua,nua,nua!)

http://batmangamecreator.cartoonnetwork.com/index.html
How would you describe the challenges and actions that make up the game level? 
Once again, knowing what tools/options were available.

What is the camera mode?
3rd Person, Side View.

What is the nature of the user interface (how does the player use the controls to play the game)?
Keyboard. Arrows side movement, and up-arrow jump.

What is the goal of the game?
Collect the gems, then escape. 




Ben10

http://ben10gamecreator.cartoonnetwork.com/
How would you describe the challenges and actions that make up the game level? 

Knowing what options are available, what they do in a limited time designing the level.

What is the camera mode?
3rd Person, Side View.

What is the nature of the user interface (how does the player use the controls to play the game)?
Keyboard.   

What is the goal of the game? 
Get to the exit portal.



CloneWars

http://starwarsgamecreator.cartoonnetwork.com/index.html
How would you describe the challenges and actions that make up the game level? 
Knowing what options are available, what they do in a limited time designing the level.

What is the camera mode?
3rd Person, Top View.

What is the nature of the user interface (how does the player use the controls to play the game)?
Keyboard.   

What is the goal of the game? 
Get to the exit portal.





I, Video Game Part 2

1) What kind of company was Nintendo before it made videogame and videogame consoles?
Plastic Toys/Playing Cards.

 2) What videogame system did it sell before it made its FAMICOM (known in USA as Nintendo Entertainment System)
magnavox odyssey.

 3) Shigeru Miyamoto was not a programmer - what skill set did he bring to the industry?
Artist, Puppeteer, storyteller.

 4) How did the limits of the technology affect the way Mario could be shown?
Limited graphics / processing power.

 5) Why did US retailers think there was no future in home videogame consoles at the time just prior to the NES release in the USA?
Low sales, boring games.

 6) What was assumed to the be the 'next big thing' by electronics manufacturers?
Personal Computer Games.

 7) What did Legend of Zelda bring to gaming that was new?
Power-ups / Upgrades.  Much deeper storyline.    Empathizeble characters.

 8) How did the conservative values of the 1980s (Reagan & Thatcher etc) affect the culture of videogames?
 More self centered games, and video games.

 9) How were the PC games published by Mystery House like King's Quest different from console games?
Graphics.    Text based.   Action Elements.   Storytelling techninques.

10) How did Sega's 16 bit Megadrive system change home console gaming?
Double processing power,

11) How did "Leisure Suit Larry" differ from most genre based games of the period?
Anti-Hero.   Insult-able.   Real-world environments.

12) How is this aspect reflected in many games of today?
More variety and adult games.

13) What is 'motion capture'?
Motion capture is a way to "record" physical actions instead of "puppeting" them. 

14) What is the 'uncanny valley'?
Reaction to realistic human figures with puppeted motions.

Sunday, January 22, 2012

DizzyMud

OK. In "The Ancient Times" of computer games, there was something called a MUD (Multi User Dungeon). There were no pretty graphics, and even a very limited colored text set was optional.

You walk into a room, it describes the room, the monsters (called Mobs or Mobiles) and NPC characters, as well as other players. You type KILL GOBLIN, and combat would start. Text flies by, and you type KICK, etc. to influence combat... you get your gold and bonuses.

Anyway, you will have to download a "Client Software" to do this. Almost everyone has a basic terminal software, but eventually you will need the extra features of the client software.

Check out http://www.dizzymud.com/ for a link to the game, and client downloads.