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Saturday, 27 July 2013

Redone - Suggest three ways that the game mechanic can be adapted for communicating an environmental message.

Game mechanic : Collect

Three ways that "collect" can be adapted for communicating an environmental message.

1- You could collect a series of seeds and plant throughout a gaming environment and then collect/buy patches of land to plant the seeds/trees to help the environment by filtering pollution from the air to make the air fresher and they can help recycle water. The aim could be to collect as many seeds/trees as possible and you will be received with points/ money which then enables you to buy land to plant your seeds. In this example I am portraying environmental issues through the actions the gamer does which is finding seeds, collecting them, and finding ground to plant them in. Little hard work goes a long way.
   
Rough example I made:



2- Next idea to relate back to environmental issues was how you could progress through levels to keep saving the world. So for example level one could be collecting up trash and putting it in the bin. Then once you reach the limit you need to collect up, you pass the level and continue saving the world with multiple more levels. The more you progress, the more levels you unlock, the more you save the environment. As you may have guessed for this idea I'm portraying environmental issues through action you have to take in the game.
Here is an example of a level:

3-  My last idea is related back to climate change how using cars create greenhouse gas emissions and that car-pooling is a better idea. In this case you have to control and bus and collect as many people as possible to get to your final destination. But you have to avoid animals by honking your horn, if you hit an animal you lose a life. (possibly have 3 lives). This is portraying the idea of how public transport of car-pooling is much better than going in single cars from point A to B. The amount of people you collect determines your high score at the end of the course.
Example for this idea:

Redone - Find three game features built on top of the above game mechanic

Three game features that are built on top of collecting:
1- Levels/ missions
2- Progression/ unlock-able 
3- Accumulate items

Levels/ missions: 
Levels/ missions are what make a game some what complete because then it gives you something to strive for, a goal to reach, a meaning to the game itself. A good example of collection in terms of levels/ missions wise is if you collect as many items in the game you pass the level, or if you collect a certain amount of kills you complete the mission.

Progression/unlock-able:
Once you collect an abundance of items you gain value which can unlock items that you may need in future tasks. An example of collection in terms of progression is that is you collect a certain amount of XP (experience) you can gain levels and unlock more gear/ tools that will help you in future game play.    

Accumulate items:
An example of accumulating items are for example in Super Mario bro's, collecting coins and if you accumulate a certain amount of coins you gain a life and accumulating coins is the aim of the gain. Another example is in Age of Empires where you collect food,gold,stone and wood to create bigger and better things(units/buildings) for your city to defeat the enemy.   

Redone - Select One game mechanic and find three games the use it

This was a hard decision to choose one game mechanic but I have made a decision on using the core game mechanic:
                                Collecting
I have chosen this game mechanic because it is easy to expand on and has so much potential from this starting point. I can expand off into so many different areas and intertwine many other mechanic with this one.

Three games that use this mechanic are:
-Age of Empires II
-Super Mario Bro's
-Call of Duty - Black Ops II

Age of Empires II: This game uses collection as a core mechanic because the main goal of the game is to collect as many resources to gain a stronger army and build the ultimate base to defeat the enemy.

Super Mario Bro's: This game uses collection from collecting coins that could potentially give you lives. If you collect 100 coins you gain a life. Which leads me to collecting lives as well which can be gain by orange mushrooms/coins. The aim of this game is to collect the coins that are scattered around for Mario to collect.

Call of Duty - Black Ops II: I put Black Ops in this category because it's a game where you can collect multiple things such as all kinds of weaponry that you can unlock, achievements, emblems, calling cards and even camo to put on your gun. 


Add on for lolz:
Many more collection games may include:
Multiple shooting games such as : All the halos, all the C.O.D's, Battlefield, Dead space.
Many games have this mechanic because it is vital in most games to complete levels or pass missions. You could even expand collection to collecting medals and achievements.

Re-done - Analyse three core game mechanics

The three core game mechanics I have chosen are :

Movement (eg- walking,sprinting, directions).
Movement is the most used game mechanic that I am aware of because almost every game has a movement function in it. To sum this mechanic up, movement is basically the mechanic that gets you to A to B and allows you to explore the gaming world that you have entered. I have chosen this mechanic to start off with because my three games all have some sort of movement in it, whether it would be walking, sprinting or directional movement. This game mechanic is highly relied on by multiple games because to explore worlds or to see whats round the corner you need to move to find out. The reason why I chose movement instead of sprinting for example is because movement itself has a wide variety of options to work with which are basically sub categories of movement.

Fighting (eg- shooting, hitting).

I have chosen shooting as one of my mechanic to study up on because it is an exciting mechanic to work with. Shooting is a mechanic which allows you to protect yourself and also dominate in the gaming world. It's a tool that most people can relate to if you have ever gamed in your life. The main aim of fighting games is to succeed and win and to try get as many kills as possible (call of duty/halo etc) or to knock your opponent out, for instance like in tekkan games. This game mechanic is one of my favorite and I hope to work with it in my future projects.

Collecting

 The collecting function is a nice core mechanic because you can expand from it so easily. Collecting is a mechanic that allows you to collect/keep/hold/store/pick up items or tools to help you in the game. A good example is Age of Empires because you can mine gold/stone and collect it so that you can create buildings or units and its the same with food and wood. This is a perfect example of the collection mechanic because the more you collect the stronger you become. This mechanic is a good start to any game.  



Re-done P1... choosing 3 games and expanding on them

My three games that I've chosen are Candy Crush, Call of Duty Black Ops and Age of Empires.

Starting off with Candy Crush:


Core game mechanics:
- Match 3
- Swiping

Secondary mechanics:
-Combos match 4,5's
- Swiping only left, right, up and down. (no diagonal swiping)
- Time limits

Candy crush is a typical match three game which is like jewel blitz but the candy version. Candy crush can be downloaded on phones and iPods, with this version you use a simple swiping action to move the candies. The aim is to match up candy (3 or more) until the level is completed. What I've noticed in this game is that it very addictive because of its simplicity.

Secondly I have chosen Call of Duty Black Ops.

Core mechanics:
 -Walk
     -Sprint
-Shoot
     -Aim
-Weaponry
Secondary mechanics:
- Ability to crouch and prone
- Perks
- Secondary weaponry

This game is a first person shooter which is played on many consoles and devices such as Xbox 360, ps3, computer and even phones. On Xbox 360 the controller has multiple buttons and each button represents an action within the game. Some example are the analog stick which can move you forward, left, right, back whilst the other analog moves your screen around 360 degrees. Another is that you can make your character jump, throw grenades, sprint etc..  I like the idea of how each button represents and action and also the first person shooter seems like a good perspective to start thinking of ideas.

Lastly I have chosen Age of Empires.
 
 Core mechanics:
-Controlled walking/movement
-Damage%, HP%, Armor%
-Spawning
-Collecting
Secondary mechanics:
-Resources, wood,gold,stone,food.
-Ability to create more units and buildings from resources.
-Ability to level up technologies

This game is an RTS game which means real time strategy. I like the concept of these games and these types of games can give you multiple ideas when thinking of creating a game. This game is about building and coming up with plans to defeat all opponents that you face. I like how the camera is a bird's eye view that can be move via the mouse, up, down, left and right. I like the concept of these games as a whole and how you can control certain objects via a click of the mouse. 



Something to remember:

Thursday, 25 July 2013

jump cut/fading/zooming/panning examples of my chosen clip


Jump Cuts

Jump and match cuts

Fading to credits


Zooming/jump cut

Panning


Description 242 face



I based my face to react like it’s at a party, so the louder the music gets or the bigger the bass, the move happy and excited my face gets. If the sound/bass is so loud the eyes will start to form stress lines to show how intense the music is. The ellipses in the background are supposed to portray lights going off at the club or at a party and they react to how much sound they hear too. So when the drop comes or loud music is playing the ellipses get bigger and bigger depend on how much sound they are hearing.