Showing posts with label Level 5. Show all posts
Showing posts with label Level 5. Show all posts

Thursday, 4 August 2011

Evaluation...

Evaluation


The first submission of my game was far from ideal. I was not happy with what I had achieved and knew that it needed a lot of work in a small amount of time. The game character was not moveable and the whole game was far from playable. The scenery had a lot of room for development, as well as the game mechanic. Having not used a single script ever within Unity I was dubious about how it would go trying to implement these new scripts, to act with my animations and also to bring the game to life. Having gone through the workflow that is involved in importing assets and texturing objects as well as modeling them was a refreshing experience. It allowed me to work faster having a limited amount of time to get the game from nothing to a playable prototype.


Animation of character redo

I wanted to redo my animations for the character as I wasn't very successful in my first attempt. I initially had the character looping the idle, run and jump animation within the scene. This was obviously not sufficient for a game prototype so it had to change. I went into Maya and edited the whole timeline again, for a more accurate animation. The animation before was rigid and not very life-like. Within the graph editor I was able to smooth out the new animations for a better result. There was also a problem with the animation running too fast on my first import, this was corrected also within the graph editor by scaling the animations keyframes with the help of Mat I got the animation keyframes sufficient for the game. I imported the animations for the second time and split them up into the “idle” “run” and “jump” animations, to allow the scripting to access the animations later on in the process.

Adding in new geometry

I added more assets into the scene not only to richen the environment but to give the player more visual stimulation. This process was a good revision for me as I found that I could test in-game assets within minutes of creating the objects in Maya, allowing the tweaking element of the game to be very efficient. Trees, cars, lamp posts, bin bags, barrels and platforms into the scene since the previous submission. I wanted assets that were practical to the message and environment that I was using for the game, and that had a touch of a cartoon aesthetic to allow them to appeal to the target audience.

Player controls

The player controls were a big step for me in terms of having to develop my skills within a very short space of time. I researched on the Unity website and youtube as well as various other websites for the best ways to script the character using my animations that I created in Maya. I found a good source of scripts that could all be used within my game although al to of them were far too complex for what I was intending to use them for. I found a simple tutorial for a Mario style script. After playing around with the imported animations and the script itself I found that the script worked very well for my game. The ability to smoothly transition between my idle, run and jump animations made the game play more fluent and playable. I also found a script that had a feature to allow the character to turn direction within the air. As my game was a platform jumping game I knew that this was needed and I added it into the “side scroller” script. I had a lot of difficulty getting the overall controls script to work as the default player rotation was difficult to implement. The character faces the camera initially then once moving, turn in the direction of motion, this obviously added to the realism of the game as well as the flow.

All of the gravity controls and character speed were edited in the character controller that was applied to the game character, making it easy to get the right feel to the gameplay.

Game play

In the first approach to the litter picker game, the game play was criticised by Mat for being too linear, which it was. This not only made the game boring, but also easy. I thought of a new angle for the game play. I added a vertical element as well as a collection scheme with a danger element to enhance the play. The player would jump from platform to platform above the street that contained the chemical waste barrels. These were implemented to add the danger for the player while keeping the environmentally friendly theme. The underlying message being pollution is bad and recycling and rubbish collection is good. Albeit a simple message but nevertheless essential to match the goal I intended to approach in the brief. The main goal for the player being to avoid the barrels and successfully collect all of the rubbish bags, therefore cleaning the city street.

GUI

I was not initially going to include the element of a GUI(game user interface) of the game as I had not considered it being an essential property. After testing the first prototype I found it was. I searched the internet for techniques and methods of how to implement this feature using scripts and a few PNG images with alpha channels applied to allow it to visually overlay onto the game screen. There were a few problems when approaching this, firstly the location of the health and the bin bag counter. As the resolution of the game was outputted in a variety of formats, I had to make sure they were visible in most of the aspect ratios provided by Unity. The scripts used for the health bar and the bin bag counter were applied to the character using various online tutorials that I was able to find on the internet. As there was a menu screen that gave the player an option on start up to either, play the game or quit out of the application. Once the game is initiated the player had no option to back out of the level so I also put in a quit option in the top right of the screen to solve this. It was attached to the camera that was then attached to the player allowing the GUI to follow the player as the game played. This took longer than anticipated but I feel it was a nice addition and above all a great learning experience in workflow and methodology.

Animations

One of the suggestions by Mat was to add moving elements into the game to give a slightly more immersive feel. I agreed that this was need to bring the game to life a little. I weighed up what was already in the scene and what could be moveable. The obvious choice was the platforms to move to add further risk for the player when jumping over the toxic chemical barrels. I used the integrated animation system to do this within Unity, it allowed me to save time and I was familiar with the key frame system that it provided. I added animation to the barrels to make the game more challenging, and ultimately more fun!

Scripting

Scripting was a big challenge for me in this module. I have never used javascript since I've been on the course so I knew I would run into difficulties and allocated time to compensate for this. I researched various tutorials online, some were helpful, some weren't. They were mostly applicable to my game but there were a few elements of the scripts where I had to combine a few scripts from a few tutorials. It was a bizarre process for me as it was initially totally confusing writing the Javascript language but eventually beneficial as I've picked up a few core techniques of how to go about scripting within Unity. I ended up adding a lot of scripts to my game. Maybe not a lot for a modern game but I was pleased with the amount I was able to implement in the Litter Picker game. There was a script for the camera following the player and for all the menu systems within the game.

I studied different methods of implementing the re-spawn feature of the game. I knew that it would require this to make it a true prototype. I looked into making a plane for the player to collide into once it fell off the street scene geometry. Also I could have used a script that relied on the Y value of the character, when it reaches a certain height below the scene it would re-spawn. I found this too be impractical as my character wouldn't want to jump off the street. Instead I blocked the path with a few cars on the end of each street and implemented the re-spawn script into the collision of the barrels. I added the toxic barrels into the game, essentially acting as the fall but instead the character would have to avoid hitting these.

Problems and future updates...

I had a lot of problems while trying to get the scripting to work in this game. It allowed me to understand the areas that I was confident in tackling and improved my workflow in these areas. Adding new assets into the scene was a ten minute job allowing for instant game testing of the new objects. The health system was a big problem for me in the game. I started out with a health system that had a bar in top right of the screen acting as the GUI. It had health of 100, 75, 50, 25 and 0. I was able to test the script with a print command within the console and found it to be working, however making it work on the collision was very difficult. I posted my problem onto the Unity website that received a few answers that helped to a degree but still did not make the scripting work. Having tried this one approach I opted for a heart based health system. 3 hearts would act as a three strikes and your out mechanic. However even after researching the heart health system online at the Unity website, I had no luck in getting this to work. Having tried these two methods and running out of time I found a script that allowed me to reload the menu screen on completion of the level, giving the game a definite ending, and fulfilling the intended “prototype game” I had set out to achieve in my brief.

If I had more time with this game I would focus on getting the health system to work on collision with the barrels as well as adding a “game over” screen and a level “complete screen”. This would complete the game prototype and give a more satisfying experience for the player.

The ideal health system would be what I had originally set out to achieve which was a bar that would deal damage of 25 hit points each time eventually ending up with an empty health bar that would trigger the game over screen with a possible “retry?” title.

Having worked very hard on the game myself I feel content with the amount that I was able to achieve within the allocated time. I learnt a lot from this process and feel confident to go on and tackle a more challenging brief that is more orientated into my area of interest.

Unity...














My environment concepts +gameplay sketches...

Here are my sketches for the game environment. I knew that I wanted a street to be my scene, but I needed more brainstorming and sketching to figure out exactly what I needed. The cars are simplified models from my car research in earlier posts. As the other game assets being used are everyday items within the scene I didn't feel it too necessary to include them in the concepts but most items were roughly drawn out, to help me know what I was going to model.
I sketched out a few game play ideas. The platform jumping was a good option to bring the game to life and to stop it being a linear level. The GUI of the game I roughly sketched out also this would help me in the following stages to understand exactly how I wanted it to all look, and to allow me to not sway from my initial designs.




Thursday, 28 July 2011

Existing eco friendly games...

Here are the few games aimed at kids that promote an eco friendly message and that are sold today on the gaming market. I wanted to research what elements have are being implemented in modern games of this category. The visuals play a big part in these selection of games. The aesthetic of a game is one of the initial factors that allows a younger audience to be attracted to a game. The use of GUI in these games are displayed clear and are in obvious positions. They are used to convey the games status and character's situation in a n obvious way to allow the smoothest gameplay possible without confusing the player with logos and unnecessary imagery.









Game Environment research...

I had a rough idea of what assets I wanted to create for my game. It was an eco friendly message I wanted to promote in my game. This meant that I would have to choose an area that would not only apply to the message, but allow the audience (children) to relate to the environment that they were playing in. I didn't want to remove the player from anything that wasn't real. So my first idea was to have the player within a playground that was littered, and the idea would be to collect and therefore clear the area of rubbish and make it a more appealing place to play. I then realized that this would be limited in terms of space and although the scene would apply to my message it wasn't ideal. I then opted for a street scene, this allowed me to take the level in a direction that I wanted. The street scene suited the side scroller gameplay that i had intended, and gave me room to create a level in a familiar space for the player.
These are a few images that I thought were roughly what I had in mind. I wanted a stylized look that would appeal to the majority of children but still replicate a realistic environment. I liked these style of cars, they are colorful, appealing and perfect for my side scroller game.















For the scenery I researched these images that i thought would apply to my look i was going for. All of the images feature bold primary colours with a blocky style aesthetic that would be not only easy to model but not overcomplicate the gameplay as they would only feature as the backdrop of the game.

Thursday, 21 July 2011

My character concepts...

Here are my initial sketches of what I wanted my character to look like based from my character research. I thought the character needed t be happy appealing and relatable. I considered having a creature or an animal but found that this would cloud the message possibly and stuck with a humanoid character.

Here are the sketches for the possible animations that I will use within the game. Showing above his idle and run animation ideas.

I experimented with various face types during the concept process. I knew it would have to be happy and something that the audience could trust and have a positive feel towards.


The eyes were a big worry for me as I have never modeled eyes and have often found ways to avoid this issue. Here I sketched a few possible eye designs that could be used on my game character. The lower sketch was the sketch I was happy to take onto the next stage with me. The eyes were minimal and influenced by my children's character research I had done earlier.

Here is a possible full scale design of my game character. I was going for a slightly chubby relatable character, not too stereotypical but a character with personality. I then decided this was not the right look for my character as I wanted a smaller, slimmer character.

Here are my final concepts after doing my research on the target market and the current methods used to attract children to a modern character that is delivering a serious message. I drew these on photoshop for the character I will be modeling. I did a front and a side to allow me to use them as image planes within Maya, which will help the modeling process. As in previous modules I found that it is essential to have a strong reference to model from, otherwise the design can get distorted during the modeling process.




Eco friendly characters...

Here is one of the few images I could find that use children's characters to promote an eco friendly message. I am starting to see a trend that is required of characters to fit into this brief. The use of simplistic easy to recognize, active looking characters is essential for the message that I want to portray. The only difference is that these characters are very cartoon like and my character as it will be modeled I will need to make the character slightly more realistic. I will be exaggerating the features slightly and possibly the proportions of the body for example thin legs and chubby torso. Although I feel that the head will not look like the characters above. The colours used are also simple, primary colours that all children can relate to is the best way of coloring the character to make it more appealing, to make the character emit a happy, positive, bright, and smart feel.

Eco friendly characters...

Here is an image I found that has influenced me more than I thought. The look of the characters is more cartoon like than what I have in mind for mine but the general feel of them is defiantly along the lines of my concepts in mind. The button eyes and the clothes worn by the characters I will be using when it comes to my own characters concepts. The boy on the right is wearing shorts and t-shirt I feel that this is the best dress for my character as it not only enforces the active, eco friendly message but allows the children that its aimed to be influenced in a positive way by the character. I wanted a character that looks familiar but also a character that children can look up to and admire to be like. These character are promoting an eco friendly message and the use of the logo on the front of the t-shirt is a good visual method of integrating the eco message for children to latch onto. Instead of bombarding them with text a visual image will sink in easier for my target age group.

Friday, 15 July 2011

Research/influences...

Children's games are not all aimed at children when developed, however I wanted mine to be specifically for my target age group. The majority of kids games have easy controls, nice aesthetics and something cute in them to keep them entertained. I aimed to include some of these elements in my game.I had to research the current market to see what my target market was used to and what I would have to meet if i wanted to approach the right audience.


      1. The picture above is an image I found that interested me. I thought that the aesthetic of the characters was specifically aimed at the audience I was aiming to market my design to. The use of the "button-type" eyes I thought was an interesting touch that would not only cut down modelling time but also add a friendly and approachable look to the characters that I wanted to use for my character.

I found this video on Vimeo of a canadian production for bank advert. There are elements of the Lloyds TSB adverts that I have looked at previously in this video. The style is very stylized and unique. I feel that the look of the characters and the scenery is a very pleasing aesthetic and is appealing to all audiences. I like the form of the characters, the long thin legs and the slightly larger heads. I feel that this would be very interesting to a younger age group and the slight lack of realism is what I need to employ when making my character.

Client : Royal Bank of Canda
“Mr Long Legs”

Production company : Mr Hyde Paris @ Curious Pictures NY
Directors : Fx and Mat
Agency : BBDO Toronto
Creative dirctors : Carlos Moreno, Peter Ignazi
Art director : John Terry
Copywriter : James Ansley
TV producer : Terry Kavannah
Producers : Amélie Couvelaire, Mary Knox
Music : “Mr Long Legs”
Composer : Matthias Pottier
Sound : Amagnasett