Friday, November 12, 2010

Quiz Night 6th November


Last Saturday on the 6th November, it was my dad's 50th birthday so we held a 'Quiz Night' event to celebrate. The main quiz was created by myself, my mother and my sister over 3-4 days.

We each chose to write questions for categories which we were knowledgeable about. I predictably chose Gaming, and Literature, my mum chose History, Sport, and Geography

My sister, Sarah, did cartoons and animation, since she loves to draw, and bits of general knowledge.

Thinking of the gaming questions was particularly challenging because I was aiming these questions at my relatives, most of which have barely played a video game in their lives. As such the questions had to be simple and generally about older arcade games like Pong and Space Invaders, so at least there would be a chance that they may have played the games in the questions before.

Below I have taken some screen prints from the PowerPoint Quiz document:

 I figured this would be a good question to get the ball rolling. I'm confident that most people got this question right. :)

 Once again another easy question. I hoped that Pong was a very recognisable game. I think some people wrote down Ping Pong, but we still gave them the mark, since they were almost right.

 On reflection this question was much too difficult for the audience I was aiming the questions at. To get the question right, you had to know the difference between a game Developer and a game Publisher. Many didn't so they answered Nintendo mostly. Still, the question gave me an excuse to get some screenshots from Goldeneye, one of my favourite N64 games of all time. ;)

 After the question about video game developers, I decided to throw in another easy question. The bonus question gives people a chance, since they could simply use the full name of the character, Sonic The Hedgehog, since that's the title of Sonic's first game.

 This is one of the literature slides I created. You may have noticed that the above picture only shows 8 members of the fellowship, as opposed to the full 9. Originally the full 9 were visible, but my sister persuaded me to crop the far left of the image (Legolas) to make the question more difficult. I felt guilty about this later on, since I saw some people counting the number of people in the picture. This slide also contains a bonus question, which is much harder than the normal question.

This is one of the 'Cartoons and Animation' questions my sister created. Most fans of the Simspons cartoon will know that Bart Simspon is in fact voiced by a woman rather than a man, as most people would suspect.

 This was a very difficult and clever question my sister came up with. I didn't get the answer right, even when she showed me the picture.I'd never noticed that before, although it's been several years since I regularly watched the Flintstones.

 Another interesting question. I got this one right on my second guess. First I guessed Pluto (Mickey's pet dog), then I thought for a bit and said Donald Duck. After seeing a picture, it is much more obvious. (As on many of the questions, the picture is animated and only appears on a separate answer slide, to keep the questions difficult).

Okay well there are many more slides I could show, the slide total was in fact a whopping 165 slides. ;) But showing more slides would be a bit pointless I believe the selection I have chosen shows off the Quiz nicely.

Overall the Quiz Night was a success, me, mum and Sarah put a lot of effort into it, and we only just got it done on time, since we were all busy with other things, me and sarah with Uni, and my mum with feeling really ill. :(

I think my relatives enjoyed the Quiz Night, they seemed to like getting answers right. ;)

This concludes my fairly brief account of the Quiz Night we created for my dad's 50th Birthday.

Suffolk New College: Celebration of Student Achievement Night


Yesterday on the 10th November it was the Suffolk New College: Celebration of Student Achievement Night, an upbeat event where all students are invited to the college to watch and take part in the award ceremony, plus a few singing and dancing acts to act as breaks in the award giving.

2008

Now before I recount the event I'm going to cast my mind back to 2008, where I attended the same type of event, after finishing my first diploma course in IT with a Merit grade. On that night, I remember feeling ill and not really wanting to attend. Somehow my parents persuaded me to go, since I'd been told in advance by one of my Suffolk College tutors, that I'd get some sort of award, likely some sort of commemorative pen, and probably be congratulated by my tutors in a classroom somewhere.

I was therefore very surprised when I realised I would have to stand up on stage in front of 150+ people. At this point in my life, I'd never actually won anything due to academic achievement, so it was a truly special moment when I received my award (Outstanding Effort and Commitment First Diploma ICT) statue on stage, and got my photograph taken for the evening star while shaking hands with the person who represented the sponsor of the award, EdExcel. When I look back on it afterwards, it actually felt like a dream... But it wasn't a dream, for the first time in my life I was being recognised for doing well academically. For that one special night, I felt like I was on top of the world...

2010

Now, fast forward back to the year 2010, and I was about to attend a similar event. This time, I hadn't been told in advance that I would receive an award, but sadly that didn't stop me hoping that I'd get one anyway. When I arrived with my parents, I entered the building via the zone reception, since I had to get my seat number registered, while my parents entered via the main entrance. Soon after I was shown to my seat, in the front row, and I met a friend from last years ICT course, Chris. We talked for a while, mostly catching up on how our summers went, and what we were doing now. Chris had decided to take a gap year in forensic computer science, and was looking for a job in the meantime. I told him a bit about my Game Design course.

We also spoke to two of our tutors from last year, once again about how our lives were going and what we'd been doing since we finished our college course. Shortly after this Renee arrived and the three of us talked for a bit, once again catching up. It soon became obvious about 10 minutes before the event would begin proper, that me, Chris and Renee were the only people from our course that decided to attend, 3 out of a class of 30! In the last 10 minutes I started idly flicking through the programme for tonight's event. The programme included a list of everyone who would receive awards, divided by year and course. I was quite disappointed when I realised that my name wasn't on the list for our course. Ah well...

Finally the main event began, and Suffolk New College representatives took to the stage to present the awards. The awards were divided into courses, with each course having a different sponsor to present the award. After about 20 minutes a break was had, taking the form of a group of dance students singing rehearsed songs. After 5 minutes of this, the awards continued. Eventually the last award was given out, and each group of students was asked to stand up on stage as a class, and have a group photo taken. This felt quite odd considering Me, Chris, Renee and Linda, one of my tutors, were representing the entire class of 30 people.

Soon after this I met up with my parents and we went home...

This concludes my account of the event.

So, was I disappointed that I failed to receive an award this year? I'd be lying if I said I wasn't slightly disappointed, I worked harder the last 2 years, and at the end of the course, I got a better grade, in fact, I got the highest grade DDD, overall distinction. Of course, I wasn't the only person to do this, and since only one award was given to my course, it was unlikely I would be the one to receive it.

I don't regret going though, the event itself was fun to attend and it was hard to believe it had already been 2 whole years since the 2008 event, it certainly didn't seem like that much time to me.

Thanks for reading. :)

The Interaction Design

On the subject of interaction and game play I've had a brainstorm on what I want to achieve with the game play and I decided on a couple of key game play mechanics to go about making it happen.

The game is not just a normal shooter, as i want to have Leveled game play where the player gets rewarded experience to Level up his/her character with different skills and powers. Some skills will be weapon based, leveling your damage with different weapons from ranged to melee. Other skills will be power based like firing Lightning from your hands etc, every skill you chose gets stronger as your character's overall level increases. The Leveling isn't just for the good guys either, the enemies also level making them harder and more resistant too different attacks(Skills) your character has. Different enemies would have different resistances, eg. some enemies would be more resistant to bullets while others to elemental skills, this creates the risk when leveling because selecting a skill becomes critical to defend certain enemies.


Another game play mechanic which will be featured is Action Points. The way action points effect game play is great, Instead of having a set amount of "ammo" for a skill, your skill has a regeneration. When your action points equals zero you have to wait for it to recharge, the recharge wouldn't be long, as not to slow down game play reducing the intensity but not quick enough to have limitless power. The recharge would be some where in the middle, where waiting for it to recharge could result in death if you don't use them wisely. Having the action points would keep the intensity high as you can use skill more regularly, instead of using it up and having to find more "ammo".


Resource management is a game play mechanic used in most RPG. The main focus of
Resource management to collect different items, maybe amour, heal or weapons. Having this game play mechanic adds another level of customization and attack/defensive advantages/disadvantages.
Certain amour and weapons suited to a style of game play may not work very well against a certain enemy type and vise-verser. Resource management would also be affected by the leveled game play, giving better amour and stronger health pots etc.

The great thing about all the above game play mechanics is there always in effect, giving the player more control over the say of there characters skills, attributes and appearance. All of these game play mechanics have a form of risk and reward associated to it, which in-turn heightens the game experience for the player and leaves them wanting more.

The Level Design Part2

Screen Shots from Ingame



Here are My textured 3D Models ready for engine. My Aim wasto make these models with the least amount of polys possible without it lossing detail. So the game runs smoothly and flawless




Thursday, November 11, 2010

The Level Design

This is my BluePrint of my Game Level



Game Objectives

Primary
Find Out What Happened (PObj1)
Locate Village (PObj2)
Defend Village (PObj3)

Secondary
Find a Weapon (SObj1)
Find Survivors (SObj2)

Here is a List of My assests that will be used in the finished game.

Asset List

High Priority

Medium Priority

Low Priority

Wood Bridge

Huts[2]

Clay Pots

Cliff face

Medium Trees

Temple

Human Spaceship










Texture List

Effects List

Audio List

Cliff Side

Smoke

Flame Cracking

Sandy rock

Fire

Electric Spark

Wood

Sand Storm

Ambient (Birds & Insects)

Metal(spaceship)

Wind

Clay

Plant(Trees & plants)

Burnt












Characters

Main Character (playable)
Name:
Nihilus

Age:
32

Physical Appearance:
Strong, muscular, Brown messy hair & unshaven (from being in 10year sleep), military uniform (commando).

Characteristics:
Strong personality that gets him into trouble sometimes, Very well rounded (Very Skilled at weapons & combat, average spaceship pilot & engineer.)


Support Character (NPC)
Name:
Kyra

Age:
28

Physical Appearance:
Sexy, Strong but not muscular, Long red- brown hair, military uniform (medic)

Characteristics:
Strong but sensitive personality, witty, Master Medic – Basic military training


Support Character (NPC)
Name:
Cyrus

Age:
58

Physical Appearance:
Old but still fit, not overly muscular, shaved head with goatee, Military uniform (General)

Characteristics:
Split personality (from being deserted for 10years), one a Strong military general and leader, the other an explosive psychopath, Master at weapons & combat.

Monday, November 8, 2010

Tech Feature: Noise and Fractals

Introduction
Now that I have a working algorithm for terrain rendering, I wanted to try making some of it procedurally. This would not be used in order to generate levels, but instead to help artists add some extra detail and perhaps for some effects. The natural world is very noisy and fractal place, so in order a to get a nice looking environment, these two features are crucial.

Noise
When doing noise for natural phenomena, one normally wants some kind of coherent noise. Normal white noise, when nearby pixels are not correlated in any way, looks like this:

This is no good when one wants generate terrain and the like. Instead the noise should have a more smooth feel to it. To get achieve this, one fades between different random values, creating smooth gradients. A way to do this is to generate a pseudo-random number (pseudo because a certain coordinate, will always return the same random value) for whole number points, and then let the fractional parts between these be interpolations. For example, consider the 1D point 5.5. To get the value for this coordinate the pseudo-random values for 5 and 6 are gotten. Lets say they are 10 and 15. These are then interpolated and since 5.5 lies right between them, it is given the value 12.5 ( (10+15)/2 ). This technique is actually very similar to image magnification, where the whole numbers represent the original pixels.

Generating random numbers this way, something like this is gotten:


This looks okay, but the interpolations are not very smooth and looks quite ugly. This can be fixed by using a better kind of interpolation. One way to to do this is using cosine-interpolation, which smoothen the transition a bit.

This looks a lot better, but the height map image still looks a bit angular, and not that smooth. However, we can smooth it even further by using cubic interpolation. This ties nicely into the image magnification analogy I made early as cubic is a common type of filter for that. It works by not only taking into account the two points to blend between, but the points next to them as well. In our above example this would be the points 4 and 7 (which are next to 5 and 6). It looks like this:


This gives a much smoother appearance, but it (as well as the other algorithms above) has some other problems. Because the height values for each whole pixel are completely random, it is gives a very chaotic impression. Many times one wants a more uniform look instead. To fix this something called Perlin noise is used. What makes this algorithm extra nice is that it based on gradients instead of absolute values for each pixel. Each whole pixel is assumed to have the value 0, and then a gradient determines how the value changes between it and a neighboring pixel. This allows it to be much more uniform look:


Because of it is based on gradients, it also makes it possible to take the derivative of it, which can be used to generate normal maps (something I am not using though). It is also quite fast, pretty much identical to the cosine interpolation. The cubic interpolation, which requires more random samples, is almost twice as slow.


Fractals
Now that a coherent noise function is implemented it can be used to generate some terrain. The screens above does not look that realistic though and to improve the look something called Fractal Brownian Motion can be used. This is a really simple technique and works, like all fractals, by iterating an algorithm over and over. What is iterated is the noise function, starting off with a large distance between the whole pixel inputs (low frequency) and then using smaller and smaller distances (higher frequency) for each iteration. The higher the frequency the smaller the influence, resulting in the low frequency noise creating the large scale features and the high frequency creating the details.

The result of doing so can produce something like this:


Suddenly we get something that looks a lot more like real terrain!

There is lots of stuff that can be done with this and often very simple alteration can lead to interesting results. Here is some iterated fractal noise that as been combined with a sine-function afterwards:


End notes
There is a lot more fun stuff that can be done using noise and I have just scratched the surface with this. It is a really versatile method with tons of usages for graphics. The problem is that that it can be quite slow though and my implementation will not be used for any real-time effects. However, Perlin noise can be simulated on the GPU, allowing it for realtime usage, and this is something I might look into later.

Next up is the hardest part of the terrain rendering - texturing! I am actually still not sure how to do it, but have tons of ideas. Can never get enough of info though, so if anybody know any good papers on terrain texturing, please share!

Doug Church and Venturelli on Game Design Tools

Intro

Last week I read the Doug Church, Formal Abstract Design Tools article, and Venturelli's Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study article.

In this blog post I will discuss the design tools highlighted by both articles.

FADT

Doug Church uses the game design vocabulary, FADT, to look at existing games and extract tools from them. FADT stands for; formal, abstract, design, tools.

Formal - Precise definition, explainable to someone else.

Abstract - Underlying ideas not specific game elements, such as a +2 magic sword. The FADT in this case would be a player power up curve.

Design - The process of design, because we're designers.

Tools - Tools are what we use to put the building blocks of game design together.

Tools

Doug Church focuses his article on talking about Mario 64, and partially about the Final Fantasy series.

Intention: The Player makes an implementable plan of their own created in response to the current situation in the game world. The player can create plans on both large and small term scales. A small scale plan in Mario 64, for example, would be to navigate across a series of tricky moving platforms to reach the other side. A long term plan in Mario 64 could be to collect every star in world's 1-3.

Perceivable Consequence: The game world reacts to the player and gives them immediate feedback. If for example in Mario 64, the player tries to jump a bottomless pit and misses the other side, they will immediately fall to their doom, and realise that next time they need to try a different kind of jump to get more distance.

Story: The narrative thread of a game. This can be both designer-driven and player-driven. An example of a designer-driven story is the Final Fantasy series. In Final Fantasy 8 (FF8) the player always starts off the game at a set location, the Ballamb Gardens, and will finish the game after defeating the main villain, Ultimecia. Every time the player plays the game fundamental aspects of the story remain unchanged, they will always occur.

An example of a game that can use player-driven narrative is Worms Reloaded. The worms games have traditionally always lacked complex stories. A reason why the worms wish to wage war and destroy each other is never made clear. Instead the games story is told by the players, typically across the single player and multiplayer modes. The worms series always provides a great deal of customisation to the player, and Worms Reloaded is no different. In Worms Reloaded you can change the standard options of, team names, worm names, worm voices, victory anthem, flag, with new additions such as the ability to give your team hats. The game contains a massive variety of hats ranging from; cowboy hats, space helmets, knight helmets, a crown and even a Boba fett-esque hat.

In Worms each player takes timed turns, with the goal of navigating the landscape to attack and eventually kill enemy worms. The story of Worms is whatever a player does on their turn. If for example player A lobs a grenade across the map, and it bounces off a mountain and lands next to one of the worms belonging to Player B, this becomes part of the story. Player B's injured worm could retaliate by using the jetpack utility, flying over the map to Player A's worm and using the baseball bat to knock it into the water, equalling an instant kill. This action also continues the story. In this type of game, the story is determined by the players actions. Worms being what it is, the story can also be effected by semi-random factors such a the fuse-time of mines, the contents of crates, but it is still ultimately the players choice whether to risk moving past the mine, or which crate to collect.



Longer term stories are also possible in the game, to explain this I'll use an example taken directly from a succession of Worms Reloaded matches I recently played. When people play games they develop their own style of play, unique to the person. Sometimes in tabletop games such as Warhammer 40K a player may grow attached to certain units in their army and not want them to fall to the enemy in battle, sometimes due to their usefulness. My friend uses similar logic when playing Worms Reloaded. He has one Worm, Sir Battenberg (nicknamed the Berg), who he tries to keep alive at all costs. If the Berg dies he loses all his morale and willpower to play strategically, and thus is much easier to defeat. (He also does his best to get swift, brutal revenge on the Worm responsible for the Bergs demise).

It has gotten to the point where I 'honour' the berg' by killing him only with an interesting weapon, or combination thereof, so at least if he dies, he dies in an interesting fashion, this appeases my friend somewhat. I suppose I should point out he doesn't really mind when the Berg is killed, he only pretends to, since it adds an interesting new mechanic to the gameplay, and keeps it interesting. This situation is similar to an on-going 'story' in the game. It's a game within a game if you will.

That's enough about story, now onto the Venturelli article.

Venturelli PopCap Tools

Venturelli has detected different tools than Church, I believe this is because he chose very different games to examine, mainly Plants for Zombies and Bejelwed.

Tools

Pacing: This is the time between every major decision the player makes. Tension, Threat and Movement Impetus are all used to control the pacing of the game.

Tension: This is the possibility that the player might become the weaker side of a conflict; might become weaker than the opponents that they are required to overcome. If the tension keeps increasing it is possible players will reach a state of 'perceived defeat', that is to say; thinking they have no chance to complete the objective or level, and thus giving up before they are physically defeated.

Threat: This is the power of the directly opposing force, in the conflict which is taking place within the game. In an RTS game such as Command and Conquer Zero Hour for instance, this is the base, army and competing player controlling them. In an FPS such as UT2004, the threat is other human players, or AI (artificial intelligence) depending on the game mode being played. In a platform game such as Rayman the threat would be the different types of enemies and bosses Rayman has to overcome to complete the game. These examples show that the form the threat takes will vary depending on the type or genre of game.

Movement Impetus: This is the players desire to beat each level or world within the game, and ultimately to continue playing. If movement impetus is low it is possible that the player will lose the will to continue playing the game, and so may quit the game out of boredom, before being defeated.

Tempo: This is the intensity or speed of play; it is the time between each significant decision made by the player. A lower tempo, for example, represents quicker decision making by the player, since the 'time' between each decision is small. A higher tempo by contrast is slower, since the 'time' between each decision will be longer.

Space of Possibility:  This is the space of possible action that players will explore as they play the game. By space of possible action, I mean any and every action the player can carry out throughout the game. In a game with a defined rule-set like Football, the space of possibility covers the movements of every player and every possible position of the ball. It also includes the different types of fouls, goals etc. Basically it is every action that can be carried out in the game.

As the above example shows, the game of football has quite a wide space of possibility. Lets look at another game, Tic Tac Toe. Tic Tac Toe is a very simple game, the player can draw a circle or cross depending on which team they decide to play. Either way the player can only draw their shape on a very limited number of squares. This causes the game to get boring quickly, and have little replayability.

Restricting the Space of Possibility: Venturelli also talks about the importance of restricting the space of possibility, the importance of artificially limiting a players options to stop them feeling overwhelmed. Going back to the above example, Tic Tac Toe is extremely simple and can be learnt in minutes by small children, whereas Chess is complicated and takes a lifetime to master. This is worth keeping in mind, particularly if the developer is making so called 'casual' games; since this type of game is typically quite easy to pick up and play, the rules of the game are simple and obvious to the player.

These two examples show that there should be a balance between difficulty and complexity. This balance can be achieved by restricting the space of possibility, by limiting the number of moves the player can make, you automatically make the game more simplistic and thus easy to understand and play.

This got me thinking about games I've played recently and how big the space of possibility is in those games.

As a general rule I don't play so called 'casual games' very often. (I own a Nintendo Wii, but mainly for the 1st party Nintendo titles, the Mario's, the Zelda's the Metroid's etc. This deep, immersive style of  game is what I enjoy playing the most).

That said, a few years ago, I thoroughly enjoyed playing Pop Caps, Heavy Weapon, a 2D side-scroller game. The premise of the game is relatively simple, the player controls a customisable tank and must move from left to right through each level blasting all the enemies, usually, planes, helicopters, blimps, tanks etc, to reach the exit.


Heavy Weapon didn't strike me as a 'casual game' when I played it, it was challenging, fast, and gave me, as the player some freedom, allowing me to choose which weapons I wanted to use and upgrade for each level of the game. I found that this customisation was the most appealing aspect of the game, since every level played differently with a different set of armaments.

The space of possibility in Heavy Weapon is small, often when the player is playing the game, the enemy planes are dropping so many bombs, and firing so many missiles, it's usually a case of moving to a specific 'safe' spot on the screen to dodge them. Alternatively the player can shoot down enemy bombs and missiles, before they reach the tank. I've found that a combination of constantly moving while shooting will ensure the player stays alive, at least until the end of the stage where the player must fight a massive boss to advance to the next level.

This concludes my discussion of FADT and the different design tools which you used in PopCap games'. Thanks for reading.

Bibliography

Church, Doug, "Formal Abstract Design Tools", 1999.
Venturelli Marcos, "Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study", 2009.

Games Referenced

Mario 64 (Nintendo 64) Nintendo EAD

Final Fantasy 8 (Playstation) Square Enix

Unreal Tournament 2004 (PC) Epic

Command and Conquer Generals: Zero Hour (PC) EA Games

Rayman Gold (PC, Playstation) Ubisoft

Worms Reloaded (PC, Steam) Team 17

Heavy Weapon (Xbox Live, Steam) PopCap