Tuesday, 30 November 2010

Project Blend – Music Groups

Deadlines and stuff coming up soon!


 

Anyways last week was pretty good, as a group we've got most major things decided, as well as prototyped our system.

This week a few people have taken some of the levels and starting to design them. It shall be interesting to see what they come up with.

Personally I have been working with Alan and K as part of the sound team. We made a list of every piece of music that is needed for the game. We then split that list into a number of groups. This was felt to be appropriate as some songs have overlay or similar themes.



Group 1
  • Menu/Good Kitchen Theme
  • Kitchen Invasion
  • Return to Kitchen
  • Good Kitchen and Kitchen Invasion themes, should flow into each other.
  • Return to Kitchen should be a reprise of the Good Kitchen Theme. Should be slightly darker, more hardened.
Group 2
  • Helon's Theme
  • Bin Theme
  • Zomberry Helon Theme
  • Zomberry Helon Theme should be a combination of Helon's theme and the Bin theme.
Group 3
  • Bad Kitchen/ Grapevine Theme
  • Blender Boss Theme
  • Grapevine Boss Theme
  • Blender boss and Grapevine boss theme should share a key melody and flow into each other.
  • Bad Kitchen theme will be different, but shouldn't sound out of place between these boss themes.
Group 4
  • Battle Theme
  • Sub-Boss Theme
  • Rising Tension Theme
  • n/a
Group 5
  • Tragic Theme
  • Revelation Theme
  • Fridge Theme
  • n/a
Group 6
  • Credits Song
  • n/a

I shall continue to work with Alan and K on the sound document which shall be presented to the sound students next week.

Monday, 22 November 2010

Project Blend - Level Breakdown + Now with added sound!

Last weeks meeting contained a big discussion about sound. I worked with Allan and Chris to map out the music that is needed in relevance to the story. 
My task was to combine this with the story breakdown, so that it can be given to the school of rock.
I did this simply by adding a Music heading to each level. These contain a title for every song we need, along with a few key words/themes.
The team shall discuss example music on the forum and in person. This shall be added into this when we have reached a decision. 

Level  1

Setting
Good Kitchen

Plot Points
  • Good Kitchen is attacked by fruit from the Bad Kitchen.
  • They kidnap the Raspberries .
  • Master Dragonfruit is Killed by Horned Melon.
  • Horned Melon flees to Bad Kitchen.
  • Logan follows for revenge/ to save the raspberries.

Music
  • Good Kitchen Theme – Calm, Happy.
  • Invasion – Dramatic, Strong. (Must lead in well from previous song.)
  • Helon’s Theme – Boss Fight, Strong, Punk.
  • Tragic Theme – Tragic Sad.

Level 2

Setting
Bad Kitchen – Kitchen Side
Plot Points
  • Enters Bad Kitchen.
  • Grapevine is introduced, they explain the situation the kitchen is in.
  • Stealth’s way through kitchen.
  • Blackberries are introduced.
  • Caught and thrown in bin.

Music
  • Bad Kitchen Theme – Dark, Seedy, Edgey.

Level 3

Setting
Bad Kitchen – Bin
Plot Points
  • Rotting Fruit – Fight Zomberries.
  • Meets traitor Blackberries.
  • Finds out that Logan is a Loganberry.
  • Meets Helon – she tells Logan that the Raspberries are in the Fridge.
  • Fight way out of Bin.

Music
  • Bin Theme – Dark, Eerie, Death.

Level 4

Setting
Bad Kitchen – Fridge
Plot Points
  • Stealth way past prison guards.
  • Fight Captain/Boss.
  • Logan saves the fruit trapped in the Fridge. The Raspberries are not there.
  • Open the Fridge door, see’s the Raspberries in the Blender.

Music
  • Fridge Theme – Cold, Icy, Desolate.

Level 5

Setting
Bad Kitchen – Side
Plot Points
  • Stealth/Fight way across kitchen to Blender.

Music
  • Rising Tension – Tension, Fast, Stealthy.


Level 6

Setting
Bad Kitchen – Side
Plot Points
  • Showdown with Blender.
  • Blender is defeated.
  • The Raspberries are blended.
  • It is revealed that The Grapevine are the real bad guys.
  • They possess the Blender, Final Boss Fight.
  • Grapes are defeated.

Music
  • Blender Boss Theme – Dark and stealthy.
  • Grapvine Boss Theme – Epic battle music.

(Both tunes although very different should share a key melody.)

Epilogue

Setting
Good Kitchen
Plot Points
  • Logan returns to the Good Kitchen.
  • Harmony between Good and Bad Kitchens.

Music
  • Good Kitchen Theme (Reprise) – A reprise/remix of the Good Kitchen theme, to show harmony.


Additional Music
  • Menu Theme – Short, Repetitive, Memorable.
  • Fight Theme – Fast Paced, Hyper, Deadly.
  • Sub-Boss Theme – A more epic fight theme.
  • Credits Theme – Perhaps another reprise of another song?

Thursday, 18 November 2010

Dissertation

Heya all,
I'm gonna start keeping this blog up to date with the progress of my Dissertation.

So far I have had a meeting all three of three of my lecturers, and they have helped shape my question, which for the moment is this:


How Do Hidden and Visible Encounters Impact Exploration in JRPG’s? 

Research Context

  • Egenfeldt-Nielsen’s Exploration in computer games - a new starting point.
  • Looks at exploration. Exploration is important to people’s lives, helps them make constructs/theories about the world around them.
  • These constructs are the rules of everyone’s world. So exploration is key to people’s lives.
  • Personal Construct Psychology – George Kelly
  • This can also be applied to games.
  • Project will examine the exploration of the player, and the constructs they make about the world.
  • Leads into affect.
  • Feel It, Don’t Think: the Significance of Affect in the Study of Digital Games by EugĂ©nie Shinkle.
  • These constructs talked of by E-N are what informs a person affective response.
  • Looking at affect will mention Teresa Brennan and Don Norman.
  • Tracy Fullerton, Game Design Workshop. 
  • Theory on information structures.


Methods

  • Tracy Fullerton. Playtesting very important.
  • Three Dungeons.
  • 1st and 2nd will have identical numbers of encounters and pretty much the same areas, just in different orders.
  • Starting these dungeons – chest at beginning, told there is a boss.
  • Chests will contain part of a set of armour. Reinforce the collection.
  • Start with the ‘cloth’ set and get an upgrade. i.e Iron.
  • 1st dungeon will be ice dungeon, enemies can be seen.
  • 2nd dungeon will be fire dungeon, enemies cannot be seen.=
  • These two themes will reinforce the difference between them.
  • Third dungeon, choice between fire or ice. Shall show which prefer.
  • In each one will be rooms/ paths coming off of the other type.
  • Will see players willingness to explore other once made choice.
  • Will be asked to think out loud, Fullerton.
  • Exploration percentage will be shown at the end.
  • Post-test questionnaire to see if data correlates. 
  • Questionnaire will include ‘pre-test’ questions.
  • Player type.
  • Game examples, what type of games they like.
  • Make own categories.
  • Will perhaps create another prototype dungeon based on the feedback.



Every time I do some major research or have a meeting with my tutors I shall post.

Sunday, 14 November 2010

Project Blend - Sight and Shout Range Prototype

So I was assigned to prototype the sight and shout ranges of enemies in the game. I apologise for the drawing.

This is a top down layout of what the player would be seeing on the screen.

The Rules
  • Logan is the blue circle.
  • Turning Enemies are red circles.
  • Patrolling enemies are red squares.
  • Obstacles donated by grey boxes.
  • Logan moves one space at a time.
  • Patrolling enemies move one space at a time, and take the time of one space to turn.
  • Turning enemies take the time of one space to turn, and they stare in a direction for the time of one space before turning again.
  • Movement is donated by dotted line.
  • Turning is denoted by the arrowed line.
  • Enemies can see in straight line anything on the screen.
  • If an enemy see’s Logan they shout, causing any enemy within three spaces to head to that position.
  • If Logan moves onto a space occupied by an enemy and they can’t see him, that enemy is killed.
  • If an enemy sees Logan and successfully shouts (the shout calls another enemy) then Logan is killed.
  • If Logan is seen by an enemy and they shout unsuccessfully (the shout fails to call another enemy) then the enemy moves to Logan’s space and is killed by Logan.
One thing that shall have to be discussed is how far the enemies can see in this straight line. I would think this would be limited by the screen. i.e enemies can not see you from off screen.

Wednesday, 10 November 2010

Project Blend - Level Breakdown


Level  1
Setting:  Good Kitchen
  • Good Kitchen is attacked by fruit from the Bad Kitchen.
  • They kidnap the Raspberries .
  • Master Dragonfruit is Killed by Horned Melon.
  • Horned Melon flees to Bad Kitchen.
  • Logan follows for revenge/ to save the raspberries.

Level 2
Setting: Bad Kitchen – Kitchen Side
  • Enters Bad Kitchen.
  • Grapevine is introduced, they explain the situation the kitchen is in.
  • Stealth’s way through kitchen.
  • Blackberries are introduced.
  • Caught and thrown in bin.

Level 3
Setting: Bad Kitchen – Bin
  • Rotting Fruit – Fight Zomberries.
  • Meets traitor Blackberries.
  • Finds out that Logan is a Loganberry.
  • Meets Helon – she tells Logan that the Raspberries are in the Fridge.
  • Fight way out of Bin.

Level 4
Setting: Bad Kitchen – Fridge
  • Stealth way past prison guards. (Perhaps Blueberries?)
  • Fight Captain/Boss. (Cold Veg, perhaps Radish/ Florence Fennel?)
  • Logan saves the fruit trapped in the Fridge. The Raspberries are not there.
  • Open the Fridge door, see’s the Raspberries in the Blender.

Level 5
Setting: Bad Kitchen – Side
  • Stealth/Fight way across kitchen to Blender.

Level 6
Setting: Bad Kitchen – Side
  • Showdown with Blender.
  • Blender is defeated.
  • The Raspberries are blended.
  • It is revealed that The Grapevine are the real bad guys.
  • They possess the Blender, Final Boss Fight.
  • Grapes are defeated.

Epilogue
  • Logan returns to the Good Kitchen.
  • Harmony between Good and Bad Kitchens.
There could also be a level between levels 3 and 4 to show the transition between the Bin and the Fridge.

Wednesday, 3 November 2010

Drawing in Flash!

I really really love drawing in Flash, it makes all the lines look amazing!
I did the Otter Mascot you see up top in it ^^

Also....

Here is my face! xD


Woop Flash! ^^

Tuesday, 2 November 2010

Square Enix + Facebook

WHYYYYY!!

So yeah... Square Enix have released two Facebook games.

Knights of the Crystals
and

Chocobo's Crystal Tower


They take the addictive pet/mafia game elements and add Final Fantasy Dungeon Goodness!

Goodbye life D:

On another note, I wish I didn't get depressed so damn easily xD