Four each of the four elements of the Tetrad, explain
how it is addressed by your game. If one of the four elements is not used,
please state this.
Mechanics - In the game the user will be able to move
back and forth side to side and will be able to jump. He will not be able
to crawl, run, swim, climb and a whole host of things. The game is not a
high action game so this should not be an issue with the game play.
Story - The
game has a story but the player may not be able to learn all of it due to
amount of time to develop.
Aesthetics -
I am not sure. We have a design that we are going by as to how the game
will look but I am not sure how close we will be able to resemble the
look and feel of the design.
Technology -
The game is going to be a PC based game so the player will need to have a
PC which should not be too hard for the player to find.
Do the four (or less) elements work towards a current
theme? (I am not sure how to answer this question)
In your own words, describe the meaning of a
"theme", and how does it differ from an "experience"
Theme - the theme is the overall idea behind the game.
In the reading the Pirate life was the main idea, the theme, behind the
ride. The theme is incased in the details the player will encounter and
it is reinforced at all opportunities.
Experience -
the experience is the actual feeling when you play the game or ride the
ride. The feeling you get when you imagine being in the player
character's shoes creeping down a dark hallway.
What is your game's theme? The game's theme has a
supernatural essence to it. It looks rather plain on the surface buts as
it moves on things start to change.
What are the elements in your game that are meant to
reinforce this theme? The setting is already a bit spooky, a deserted
mining town miles from civilization and the player begins seeing
"visions" when he takes pictures of certain objects.
What is it about your game that you feel makes it
special and powerful? I think the game has its power in making the player
think and wonder what they will find next.
The game we are working on has a
scene of a playground that has a few different types of things you would find
on a playground; see-saw, slide, swing, and a merry-go-round. In this scene if
the player takes a photo of the see-saw a scene of children playing on it will appear. Right now I have the actual see-saw created and have applied various physics and textures. For the most part I have been able to get it to behave how I want. But, the
one thing I am missing is why the see-saw will not collide with the plane below
it.
I created the see-saw by creating a
cube and then scaling it down to represent the legs. I then created a cylinder
and scaled it down to be suitable for the pivot bar for the see-saw. I extruded
the cylinder out until it passed through both legs. I then did a Boolean modifier
of a difference which then created holes in the legs for the pivot bar to fit.
I then scaled the bar down some so it would fit in the holes better. I then
created a plane and re-sized it to be the correct size for a see-saw board. I
then attached it to the pivot bar. For the handles I created a cylinder and
sized it down and then duplicated it and turned it 90 degrees and attached it to
the original creating a small “T-handle”.
I added textures and used the Logic
Editor to add keyboard actions to make the see-saw move up and down as well as
have a block appear and fall from the sky.
Below is a render of the see-saw.
Here is a brief video of the see-saw
moving as well as a cube appearing out of the sky. You can see what I was referring
to about the see-saw not colliding with the plane.
For Homework 4 I am to answer the following questions:
Do you love your project/game. If not, how can that be
changed? I “love” the idea of the game and the story. I am not 100%
into the game but I think as we progress with the development that will
change.
Does the
team as a whole love the project? If not, what can be done? I am not
sure as we, the team, have not hammered the idea out into something that
we can strive toward completion. I am hoping to be able to get more
communication with the team and get some movement.
Are the team members communicating with each other? Not
as much as I would like but we are in the beginning stages of the process.
Does the
team have a regular meeting schedule? What is that
schedule? Currently we have a tentative schedule of meeting on
Mondays and Wednesdays at the library to brain storm but will most likely
set up meetings via the web as the game progresses.
Describe the modes of communication between the team
members. So far communication has been via email and face to face as well
as through the team notebook in Google.
Regarding game documents, what must be remembered while
designing your game? I think the thing to remember is there is no
magic template to the game design document. Write the ideas and
communications down and discuss and modify as the game progresses and a
document will emerge for the drafts.
Here is the light house scene from the practice exercise.
Thanks for stopping by.
Jody
Thursday, September 12, 2013
Homework 3: First Objects in Blender
Our team is creating a game that involves rebuilding a town damaged by an earthquake by taking pictures of damaged items which causes them to be restored.
In one of the scenes is a playground and each team member has an object on the playground to build, I have the see-saw.
Here is a rendering of the object:
To create the see-saw I added cylinders and planes and modified them to get the results above. I also added a mist and another light to help reduce the brightness of the scene.