Thursday, April 8, 2010

Game Questions

What is the general shape of the interest curve?
-the interest curve should start off slow, then quickly ramp up to a plateau that will build to a climax


What aspect of the game will capture the player's interest immediately?
-the use of music and strange new world will appeal to their sense of exploration immediately.


Does the game let the player see/do something they have never seen done before
-it lets them explore a world of light and sounds directly


what base instincts does the game appeal to what higher instincts
base - fear (from enemies)
higher - curiosity (explore world around), sympathy (for plight of main character)

what aspects of Beauty does your game contain?
-smooth textures and lights with harmonic music

What in the game can the players get to do things they would like to do in real life but can't?
-jump across strange locales


Are there any activities in the game that are hard to stop once they started? Which ones?
-fighting shadow creatures perhaps

Stories
what is the relationship between the main charter an the games goal?
-the protagonist is on a mission

do the game obstacles gradually increase in difficulty?
-yes, with the two level set up player advancement is needed, since enemy difficult scales with number and amount of light these can be varied.

how is the game world simpler than the real world?
-the world has little dialogue and a simple, yet diametrically opposed, enemy

what kind of transcendent power does the player have?
-the ability to throw and activate light powers

What is the weirdest thing in the story?
-the player may be responsible for the catastrophe

Are there multiple weird things? Too Many? Too few? Would they be increased? Merged
Does the game really need a story? Why?
-they're are not too many as the world and story are relatively simple. The game needs a good story but only a basic one

Wednesday, January 27, 2010

Blender Assignment 2 - Make a thingy

I call it the doomed tower, due to the fact that its engineering is probably not the best, however I made it complete with full 3d camera control (plus a pan function so you can slide around corners in first person).


Tuesday, January 12, 2010

If you feel so inclined Dark Matter can be played at that link.




"Is the Game fun?" I often asked myself that very question as I manipulated the game's jittery control system and slowly navigated its linear level design and came to a most disturbing conclusion. It wasn't fun, nor was it not fun -- it was an insidious sort of "unfun" that prevented you from having any real enjoyment. Dark Matter is to fun like burning salt crystals are to beautiful ice sculptures, however first I'll provide a brief of what it is actually about.

You assume the role of a nameless hero (an emo-boy cross between Blade and Laura Croft) who has a first scene that goes

"What to do...what to do.."
"I guess I could go look for Zxantis"
"Now where should I start looking"
*explosion*
"That crater looks like a good place to start"

Now from this we can see that the game is trying to present a cool, dark action-oriented character with an awe inspiring demonic villain ("Zxantis"). However I wouldn't precisely call "I'm bored and the plot calls" the best rallying storyline. (The game's description provides a bit more detail, which boils down to, demons are bad, you kill them, you have a sword, and a gun).

With that in mind the intense (or at least, intensely repetitive) music starts, and you are unleashed on a side scrolling brutal adventure against hordes of demons.















That is until of course, as shown on the right, you realize that the enemies have a crushing inability to strike people inside of them, while you do. And until, as on left, you realize that you are incapable of moving from area to area due to invisible walls forcing you to kill all the enemies, even while jumping across the rooftops. This results in a fun situation where you have used the shoddy jump button to climb all the way up, are making progress, then hit one of them, drop to the floor and are forced to not only walk all the way back to the start to find the one demon you missed, but then to repeat the annoying jumpy process.

To directly assess the goals I would say that it tried to make a cool looking action game with a sword/gun wielding protagonist (like all of the other, other, other ones). Now, it did look kinda cool (if you didn't pay too close attention to the jerky camera and that fact that the moon follows you across the screen like a puppy). However it just degrades into mashing the 'A' button until something dies or you do . Dark Matter attempted a darkly urban theme with a focus on the unknown evil, but it failed, entirely, and would have been much better off without a plot at all. Even once you pass a few levels and get the "Dark Matter" per the game's name (essentially collection tiny red orbs to get a short stint of power) it doesn't become any more unique or interesting.



I wonder why...(and where did the moon go?)


So I finally gave in and asked "why does this exist?" and found



that it was made by one person, so I give him credit for basic use of flash and a few cool blood effects, but other than that it wasn't fun, the instruction are wrong (even his description points out that the tutorial page tells you that D is shoot when it is in fact jump), and some of the buttons don't work. Despite all that it manages to be just playable enough in order to demonstrate just how bad it is.


Monday, January 11, 2010














You have to burn the rope, this is a screenshot from minimalism at its finest. Try the game out if you have a few spare minutes.

Sunday, January 10, 2010



A video uploaded from Deus Ex using the FRAPS video capture software, this section just the last portion of one of three ending cut-scenes in the game. If you haven't played it yet, well, go play it.

Thursday, January 7, 2010

First Post

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