Designing an Environment part 2

Good progress has been made on the village sketch. I'm currently adding shade and detail. Not much else to say other than today colour was added, as well as new buildings and features to the village.

Here is a what it looks like so far:
As can be seen, the main problem is a  lack of detail. This will be priority for now. The finished product will be uploaded on the next blogpost for creative thinking on either thursday or friday next week.

Edit:
Here is the final image:
I've added more detail such as lights an made the scene look like it is at night. Overall, I enjoyed this assignment as I prefer designing environments to characters, as I amn an aspiring level designer.

Board Games

For a few assignments I was asked to produce board games and puzzles. There needed to be a game board, pieces, rules and an analysis of each. Here are the games:

Puzzles: Diffuse the bomb!:
Here I had to design three puzzles related to the theme of diffusing a bomb. The puzzles all had to be vastly different and require different skills. Here are the puzzles:

1. Clear the way - The player takes the role of the bomb diffusal expert and must get to the bomb. Unfortunately, the building is structured like a maze and scared crowds are blocking the direct paths! The player must push the crowds out of the way to get to the bomb. However, they can not push crowds through walls and they can not pull crowds. This game is based on Sokoban.

2. The player must cut the right wire! Similar to a minigame found in Wario Ware where the player has a limited amount of time to cut a wire. If they pick the wrong one, the bomb will explode. The game plays by another person selecting a wire that needs to be cut and the player asking yes and no questions, without asking directly which colour is right or wrong in order to figure out which wire is the right one to cut.

3. Buzzer puzzle - To diffuse the bomb the player must get the pliers to the bomb, blocking the path is a metal wire, attaching the pliers to the hoop and completing the wire obstacle course will meanm sucess. The player must be quick though as the bomb is on a timer.

Sonic 3 Board Game:
For this assignment I was told to pick a video game I liked and convert it into a board game. It had to be a real time game, I picked Sonic the Hedgehog 3 for the Sega Megadrive. The game worked in a way as being as much a literal translation of the game. The reason for this was that if the video game was fun the way it was, the board game should try to emulate that. Often board games are precreated in digital form, where very few aspects are changed as the game being changed would not make it that game any more.

As in Sonic 3, the mechanics of multiple paths, collecting rings, fighting enemies, avioding obstacles, mini-bosses and bosses were all present. The number of rings the player collected during a turn were determined by a dice roll and enemies, obstacles,bosses and mini-bosses were all represented by cards which were drawn when the player touches specific areas on the board.

The board was a recreation of the levels from Sonic 3 & Knuckles. From Angel Island Zone to Doomsday Zone, but the Prototype board only had the First 3 zones; Angel Island, Hydrocity, and Marble Garden Zone. Like othe board games there were paths the players must follow. However there were branching paths so the players had a choice of which way to finish the level. Different routes were different lengths and have more or less chasllenge depending on the length of the path. Longer paths tended to have fewer enemies or obstacles but the player would lose out as being a game based on Sonic 3, the fewer moves taken to finish a level would grant the player higher bonus points at the end of the level.

Creating my first Board Game

For this assignment we needed to create a board game using what we had learned in the first few weeks. My idea was similar to Risk, where the players must take over territory to win.

In general, this original game idea didn't work too well. It originally used a grid structure. This was unnecesary and it allows players to have more freedom if they are free to build in sectors (like in Risk) that they own.

I also didn't really explain price scaling for different troops and locations to be built, but I though about this and price increases are proportional to added functionality of the more expensive pieces. For example, buying a village is £500 but a Town is £5,000. This is because a Village gives 50 useable people for the military; whereas a town has 500 people. As the number of available people in a village is 500, which is 10x as many as in the village, the price is 10x as much.

I'll be making other changes over time too. I'll post the changes at a later date.

I've updated the game. Instead of using  a grid, the game now uses zones. This is a lot more similar to risk. This system seemingly works for risk, and is not too confusing to understand, which was a large problem with using a grid.

As mentioned above, I found it difficult to explain the gaps in prices between structures. Now structures don't depend on money but on limits on the player for each zone. A player can place any two structures in a zone, but each structure takes steps to create. A village is simple to create, but produce new squadrons slower, Villages produce faster but cost a Village to make. A city is even better, and so will cost a Town and village to make.

Designing FPS Weapons part 2

In terms of progress with creating a new FPS weapon that could be used in a game (and will be shown in UDK later), It's going reasonably well. The design is finished and I've already started modelling it.

So far I've created a basic model for all of the main parts of the Shotgun, except for the stock. I'll likely do this today. Then I'll work on it a bit then save it as a low poly model. This will then allow me to create a separate high poly model which I can use for Texturing, normal maps and specular maps.

Today will generally be used to add more detail, to have as much as possible in the low poly model under the 6000 triangle limit it has. This way, reliance on a normal map for details will be smaller and will make the overall finished weapon look better.