Sunday, 27 November 2011

Self Evaluation of work

As hand in is tomorrow i thought it would be a good idea to reflect back on my work and discuss what i thought went well and areas if i had more time or for BA8 i would improve.

Firstly i noticed that my self given time table from the learning agreement wasn't stuck to as i jumped from area to area when studying and i wasn't able to keep up with posting on my blog every week. Although i was able to keep up with my work i would have been better if i was able to keep with my timetable and this will a nessary task to do during BA8.

Im very pleased with my final game document and design, i feel like i know what my character looks like and a over all style i can develop, i did want to do more designs for enemies and plants than i did but i was able to show i need. For BA i will carry on with the designs and produce more final designs.

My research could of been more in deep given more time. Other research areas i would of liked to have looked at is the making of iOS games on software, i was able to collaborate my design with another student to help create a prototype but i would like to of put in time to learn about GameSalad myself as well as other softwares like Unity. I feel that in BA this will be a area of study to improve myself as a games designer.

Monday, 21 November 2011

Presentation

In preparation for an up coming presentation we have been asked to create a draft presentation to get reviewed in BA7. I have started this process after i was able to design the assets for John. I started by designing a simple background for the presentation out of some of the game assets. This was to make my presentation more visually pleasing and to help the theme of the presentation. Screenshot:



I have started by desiging a simple layout first to know what i will write for each slide of the presentation.

Slide 1
Clouds design introducing my name and game name concept e.g nimbo.

Slide 2
I will show a brief introduction into wanting to be a games designer and what i have done to forfill that with designing ‘Nimbo’. e.g talk about how and why i want to become games designing and because of these i have designed a full game looking at how it include lots of different mechanics and how i have looked at selling the game.

Slide 3 Development
Beginning of the design from doodles and mechanics to then extending that by looking at mechanics and other games available on the games market. Show some games i have looked at and my beginning doodles that give sense of what the game is i’m trying to make.

Slide 4
Designed the mechanics of the game e.g parallax scrolling and enemies attacking plants.

Slide 5
Designed the character. How i designed nimbo and why he looks like he does.

Slide 6
Demostrated how the game would work throughout screen shots of mechanics

Slide 7
Extended research into profiting e.g mechanics. looking at how researched into freemium games and micro-transactions. Also the use of the merchandise.

Slide 8
Thank you and questions.

Designing Assets

I spend today handing in my Draft Research report and our teams archant game design sell sheets. Once i handed in the docuements i spent my time working with john wheeler to prepare assets for the prototype he is creating, during this time i explaned the basic workings on the prototype so far and directed me in what i needed to make to be imported into Game Salad over the prototype. With most of the assets already made it was a matter of resizing to fit a iphone screensize, creating hitboxs for assets and designing buttons for actions. With these assets John as agreed to place them into the game prototype ready for the end of BA7 so that he has used and practised with assets and i have a strong visual prototype.

Saturday, 19 November 2011

Levels

In games there is usually a menu that allows the player to choose what level they are going to play, this then allow players to choose the level they want to play, usually they still have to go through the process of unlocking the levels.

A simple system is; play level 1 and the completion is rewarded with level 2. this carries on so on until the end of the game, but the player has the chance to repeat the previous level by going back on the menu and selecting it. A lot of games break down the total amount of levels into sections or chapters. Games that involve lots of different levels specially in the puzzle category have lots of different levels and usually are broken down in to either level difficulty or chapters in which then players can choose were they want to begin.

Angry Birds use an interesting Chapter method with each new chapter being harder but also having a change of environment and assets. Screen shot:

Friday, 18 November 2011

Parallax Scrolling Example.

To help show how my game would use the method of parallax scrolling has a form of movement i have created a short 10 second animation that shows the layers moving at different speeds that will create the appearence of movement.I used the software Affect effects to made the video. I also helps to give a perpective of how my game looks as a motion game as i have only done created screen shot images.

Thursday, 17 November 2011

Archant Project

Today me, Ryan pentney and Cian Mcnabola spend the day working in a group preparing a couple of different sell sheets for the Archent project, due to the fact we have many ideas that all relate to the project we want to enter as many as we can to get a better chance at getting through into the top 10. We worked together to ensure that we had the right ideas and to explore what each other had come up with. I today was able to produce two sell sheets ready for entering into the Archent that will be checked by the rest of the group like wise with there sell sheets. We have worked well today discussing advertising, how to promote the game and why people would like them which as led us to create some great simple ideas.

We decided to come up with a team name as we thought it might be approprate to have a logo or some sort of way to define use againt other teams and groups of people, also to make it feel like we are more in a company situation.

The chosen team name is 'Box of squids' as we felt we have gone for a fun and cute an different name. I designed a simple logo that we could attach to our game sell sheets to show which ones are our designs.

Wednesday, 16 November 2011

Gun Bros

Gun Bros is a poplar top down shooter that is currently available for free on the App store. It was released in 2010 as a game to bring hardcore gamers at the age of 9 + on the app-store together in a multiplayer shooter. In December 2010 it has been reported that 2.8 million but currently it has been announced on Pr Newswire that over 6.8 million have been downloaded with 5.5 million being from iOS devices. As a Freemium game Gun Bros has different in game ways of purchasing content, the main method is purchasing 'Warbucks' a type of in game credit. Orginally 'Warbucks' could only be bought using real life money but currently it can be earnt in the game but the idea is that if you pay u can unlock items that might take you weeks or months to unlock.

In game there are various weapons that can be bought either by coins which are the basic in game currency that are collected throughout playing the game as a standard or by 'Warbucks' usually the 'Warbucks' items are better than the once that can be bought with normal currency as the players haven't had to spend money to get the item, e.g. its more beneficial to spend money. Other items work in a similar priceable with armour and power-ups are also available to buy in game.

I have been playing and looking at all the items on the game using my Ipod touch. The game play is relatively simple and its mostly about playing to collect credit to then purchase items to upgrade yourself. This then pushes the want for weapons that are the best to save on time playing as it soon gets repetitive as the gameplay doesn't change. The better the extras the faster you earn credit and the faster you get the next items.

Here are some screenshots of the items:



This image shows different power ups that can be purchased in game.



This shows Armour that can be bought in the game, on screen is currently showing different types of helmets can be bought.



This image shows weapons that can be bought in the game, this is also interesting because currently there on sale to get more players to buy the virtual images. This isn't the only reason why they are interesting because this screen next screen shot will explain why.



'The kraken' is the last weapon on the list and it is also the most expensive costing 3499 Warbucks. Converted into real money the virtual gun would cost £308 or $500. This is crazy due to the fact you could by a new games console with this or a new ipod or iphone for that much money but in this game its the cost of one small piece of virtual data.

http://itunes.apple.com/gb/app/gun-bros/id393404730?mt=8
http://www.glu.com/category/category/gun-bros
http://www.guardian.co.uk/technology/appsblog/2011/aug/04/gun-bros-final-fantasy-tacticshttp://toucharcade.com/2011/08/03/glu-adds-500-unlockable-gun-to-gun-bros/ http://blog.flurry.com/bid/67748/Consumers-Spend-Average-of-14-per-Transaction-in-iOS-and-Android-Freemium-Gameshttp://www.prnewswire.com/news-releases/glu-announces-continued-strong-downloads-of-gun-bros-and-deer-hunter-challenge-at-gdc-2011-117303428.html