Project 3



Professional game design, from large and well-known companies in the industry, to experimental indie and serious game production, is inherently a group-work activity. Working in a team allows the individuals to function symbiotically as a larger organism. This organism has the potential to achieve far more than the best efforts of the individual. Much of this is due to the division of labor and the creative benefits of developing ideas within a team dynamic. Capitalizing on these same strengths, while also providing a professional model of instruction, this final project will be achieved through group work. As a team you will design, document, and present a complete 2D game based on an environment concept. You will then proceed to implement a proof of concept that illustrates your game with selected details explored in depth.
Teams will design and present a project plan and game design document.
1. Teams will work on creating a game based on the project plan and design document.
2. Progress critiques will review early game development.
3. Beta tests will be reviewed for assessing game development.
4. Final presentations of games will be shown in class.
5. Post production, packaging and distribution complete the assignment.

Groups will be self-assembled based on the chosen individual concepts previously presented. All groups are subject to final approval of the course coordinators. You will expand the original individual proposal into a game design document, which:
1. Outlines roles and responsibilities for each team member in as much detail as practical
2. Outline the scope of the proof of concept
3. Set game requirements, and consider priorities
4. Outline game narrative and gameplay

Living in the Wire

Living in the Wire, is the original name for the game that we are going to create. The concept of this game was for the player to navigate a robot within the wire through, to safely turn the electricity off. However after a discussion and brainstorming the concept was modified to “Living on the wires” were the robot was within the walls, travelling along the wire, though a maze of obstacles in order to turn off the electricity and allow his friends safe passage.
Within my team I was put in charge of doing most of the flash animations and designing and creating the background for the game and menu screens. 

Our inspiration was as followed;
      Layout inspired by Super Meat Boy
      Background inspired by Machinarium
      Character loosely based on Jetpack Joyride


Flash animations; Obstacles within game

To begin as a team we discuss the types of obstacles within our game, settling on the following, lighting bridge’s one type being harmful (yellow) and one helpful (blue) (which is a theme kept throughout the game), a moving electric orb (harmful), a lighting gate (harmful), jump pads (which help the robot jump to reach raised platforms), and finally the end button

Bellow are the animations which I created using flash:

The Harmful (yellow) lighting bridge;   



This obstacle is a yellow in order to clearly show what type of electricity is. In this case harmful. Touching the lighting bridge will result in an electrocuted death for the robot, and the gamer will have to begin the level again.
In designing the athletics for the yellow(harmful) electricity I wanted to create a more lifelike appeal. I believe the jumping of the static images of the lightning rods seen within the animation helps demonstrates a similar movement to real lighting, thus helping enforce the harmful connection. Mikaela Young who created the blue lighting bridge modified her animation in order to create a smoother animation in order to enforce this connection.

The Moving Orb; 




For the electric orb obstacle I continued with the lifelike appeal, thus again continuing the enforcement of harmful electricity. The orb also contained a glow within the centre, to help demonstrate the power within, and show a pulsing effect, similar to other objects powered by electricity. However the circular shape of the orb is among dispute, as its almost too perfect for its effect. However a complaint that was also made throughout the test runs was the lack of outline within the orb, as this made it a difficult object, thus I decided to leave the orb more circular.

The lighting gate; 




The lighting gate was another harmful obstacle within the game, the gate, as seen in the animation turns off and on, blocking the path of the robot, and making the level harder to navigate through. Similar to the previous animations if the robot touch’s the gate when electrified it is resulted in the death of the robot.  When producing the electric gate I stuck to the same theme as I have for the other harmful animations, thus creating a lifelike effect.

The jump pads:





The jump pads were designed in order to help the robot reach higher platforms out of his reach. In order to continue without theme of good and bad electricity i produced blue jump pads, However in the first trail of these jump pads i created a blue base to go upon the wires (as shown bellow), but this blue base looked strange upon the wired platforms Mikaela had produced, thus i modified them, so the incorporated the wire within the design, 

VIDEO DRAFT

The end button;




The end button resulted in no animation and robot was able to code the animation into the game. (as all the button did was sink into the wired platform). However originally the colour of the button was blue,(as shown bellow) though as we continued into the game we modified the colour to red, as to distinguish it from the blue electricity and make it an object of its own accord 



 Flash animations; Transitions

Instructions;



The video shown above was one I had created within flash to play when the instruction button was clicked. However due to the size of the animation produced and the lack of time we had, this didn’t make it into the game. This is an aspect I would defiantly include in the second version of our game “Living on the wire”, and i wish we had the time to place it in the original version. 


Transitions;  


I created transitions for each of the screens that are displayed within our game, (the sliding brick, them fade out to new screen) as shown above however due to similar reasons of lack of time and the size of the animations we had to leave them out of the final product, These are also an aspect that i would include in the second version of our game.


Title;



Another animation that I began but didn’t finish was the animation of the title when it appeared on the screen. The final look would have been similar to the writing we used in the final version, however this wasn’t continued due to the lack of time, and the size of the finished animation

Photoshop: Background

For the background The original  idea was to have bricks. Developing further on this I came up with the concept of actually travelling into the wall through the bricks, revealing concrete. This would be displayed through the use of a brick boarder around the outside of the frame.

For the overall BG i continued with this concept and i also showed areas where the concrete has faded,revealing the other side of the wall. Thus helping create a more realistic atmosphere. I added the plumbing to help the gamer feel that are inside the wall.


Bricks; 




As shown above you can see the development of ideas leading to my final bricks produced through the use of Photoshop. Our original bricks contained very simple use of Photoshop filters, which was pointed out to me in one of our class sessions. Leading on this i decided to create my own set of bricks utilizing many different effects within Photoshop. This I believe has helped enhance the overall look of our game, and helped inspire me when producing the concrete look for the in game background.

Game Background;



 Learning from creating the bricks within Photoshop i decided to continue down that route and produce my own background for the game play. Researching about the insides of walls i decided to incorporate some plumping into the image to help enforce the atmosphere that we are attempting to create within our game. I also enforced this by showing some worn down areas of concrete, were more worn down bricks show through. Bellow are some images showing the stages of my BG


Bricks For the menu’s;





For the bricks images for the menu screens i came up with the idea of looking into the wall I created this by removing the center bricks from my brick image, leaving a boarder around the screen, thus helping create the illusion one is looking within a wall. I produced two of these images one for the main menu screen and one for the instruction screen. As shown above.  


Character texture; 



I also used Photoshop to add some texture to the robot and darken his colouring in order to make him more cohesive with our game, and the background.

Final product





I am very proud of our final game, i think we came a long way in the final weeks of design. However i do believe we should have worked more cohesively as a team, as we spent most of the first few weeks doing our separate tasks. I believe this is what let us down the most. However i do think we pulled ourselves together well in the last few weeks and produced a nice final product.

There are a few things as well as my transition screens that i would have liked to incorporate into the game if we were to make a 2.0, these are the following;
timer – wave of electricity that kills you when time runs out
robot animations in instructions
robot animations in main menu
robot animations for his friends
animation showing his friends moving through the maze
More levels and more obsiticles as the levels continue



Platforms and Background

Bellow are a few examples of the background;






Bellow is the platform base that i experimented with;


Flash animations;


The video above is for the idle animation, the animation is on loop, and creates a flashing effect similar to lighting.
 


 The video above is for the jump animation


 

The video above is for the running animation it will appear on loop, thus creating the running effect, the wolf moves gracefully, and the lighting continues to flicker throughout the animation, helping enhance the lighting effect.


the video above is an example of a power loss that occurs during the game, this power loss demonstrates how power is not renewable, and does have a limit, this can be activated through the consumption of too much power (using the attack to defeat enemy's throughout the game, or taking too long to complete the level.) The low power form in this example is demonstrated through the loss of colour, size and electric characteristics (the sharp bolt like shape of the wolfs coat). All this symbolises a loss of power, thus enforcing the effects through the charators design.

Final Character progression

the electric wolf is my chosen design, bellow is an insight into the design process









At the begining of my assingment i made the decision to hand draw all the images to produce my animation, however, after a clumzy moment, resulting in the ruining of most of my hand drawings combined with my dislocated thumb i decided to continue by producing my animations in flash. Therefore the deisgn of my electric wolf was again altered, in order to produce the best results within flash.

Bellow is the image of the flash produced wolf.
When converting my wolf into flash i decided to simplfy, focusing on a clean bold lines for the coat. The sharp jagged edges help create electric connotations with the clean finish helping highlight the key aspects of an electric nature. These aspects are again higlighted within the animations that i have created.





Sketches

bellow are some sketches that i did in order to explore the original ideas;

Bellow are the sketches done for the endangered animal themed games, where the gamer is trying to save the endangered animals from the pouches. the animals have been given a cute, cartoon appearance, with human characteristics as well, thus making it easier for the gamer to relate.






For the whale drawn bellow i was going for a cartoony feel again, appealing to children. Thus making the characters seem cuter, thus providing more motivation to save them in the "litter game" (which is where the individuals have to pick up the surrounding litter to provide a safe path for the whales/dolphins)



Bellow are some ideas surrounding the electricity theme. These characters focus around re creating an electric life form in which the gamer can relate to, and can also perhaps morph to display the negative effects of energy consumption.
 


Brainstorm


Conservation - Species extinction • Iinvasive species • Poaching • Endangered species 

// little man collecting / protecting the endangered animals

Environmental degradation - Habitat destruction • Invasive species

//An endangered animal, with human characteristics helping protect the endangered species from poachers and deforestation 

Nuclear issues - Nuclear meltdown • Nuclear power • Nuclear weapons • Nuclear and radiation accidents • Nuclear safety • High-level radioactive waste management.

//creature of some sort preventing a nuclear meltdown, with time limits and a limit of resources - robot or alien 

Resource depletion  Exploitation of natural resources 
Consumerism — Consumer capitalism • Planned obsolescence • Over-consumption
Fishing — Blast fishing • Illegal, unreported and unregulated fishing • Overfishing • Shark fining • Whaling
Logging — Deforestation • Illegal logging
Mining — Acid mine drainage • Hydraulic fracturing • Mountaintop removal mining 

// A fishing game, where you destroy whaling ships, and prevent shark fining

Energy Consumption - using less energy, causing a decrease in demand, thus less emissions from the power plant.

// an electric powered creature trying to reach the power plant while conserving energy.

Game designer research


Shigeru Miyamoto



Shigeru Miyamoto's designs are inspired on recreating his childhood, with his most famous works including Mario, Donkey Kong and the legend of Zelda. 

Miyamoto grew up in the Japanese town of Sonobe, Kyoto, where the, peaceful surroundings of wooded mountains. and this is where most of the inspiration has come from. the main location, that inspired Miyamoto's creation's was a small cave he discovered. not far from his childhood home. I believe Miyamoto's goal was to recreate the sensations, he experienced throughout his childhood, sadly which many children do not experience today.

Mario, most certainly Miyamoto's most famous design serves as Nintendo's mascot, is an extremely well known character within today's society, and has evolved enormously over the years


The simple structure of the game is one of its most appealing features, with the adventure quality, and a damsel in distress mario does prove that sometimes simple is best. The simple controls and layout of the game make it highly appealing on the eyes, and appealing to a larger age group, as people of all ages today still play mario. Miyamoto has produced many highly addictive, and enjoyable games to play capturing many audiences over the years.  


Project 1: Variations

Games now have the opportunity to move beyond entertainment towards addressing wider concerns with their persuasive capabilities. Consider the environmental issues that are currently facing us, and the daily decisions we make, for example regarding energy conservation methods or responsibly farmed food. How can gaming, or more specifically, character design be used to encourage environmental behaviour? Your challenge is to design a character that can serve as communication tool to persuade an audience to make smarter choices about energy conservation. This character should be more than an educational tool – it should be a provocative design piece that incites us to ask questions about our habits and ourselves.