Tuesday, 18 October 2011

Updates (on everything)

This blog's been lying dormant without update for too long. I keep telling myself I'll update it, then I write a few words, can't think what to write next, and scrap it. So this time I'm going to definitley post something. How about I tell you all the things I've been doing?

Flash games

So, over the past few weeks me and Artyom Levashov have been working on this flash game, which is coming along a lot better right now. I coded it, and he did the graphics. We came up with the idea pretty much on the spot when we were given the theme. (matching)


(click image to play)

The rules are that you have to click two bombs of the same colour on the same row. They have to be as far apart from eachother as they can, to score more bombs in one move. Basically, inverted Bejewelled (close to eachother) was where I got the idea from, and we went from there.

Right now there's no score, or timer (as planned for the final version)

I actually prepared for making it by coding the whole thing in Blitz 3D before starting in flash, because it allowed me to work in a language I'm more familiar with before moving onto one I'm not. I had the Blitz code open in a tab while I made the flash version (which you see there), in order to make sure they matched up in behaviour. The blitz version in full is here. (uncommented, I'm afraid, because I never comment stuff) You can read .bbs in notepad.

Trying to build a prison

Sorry. I say "trying to build a prison" every time I talk about this game, and I keep doing it just to reference a System of a Down song from ten years ago and possibly drive everyone crazy in the process. I'll... Stop now.

Me and Nicola Mizon, Tom White, Dominic Noble and Jason Mallett have been working on a game on the theme of "independence". We... Didn't quite nail the theme, but we did manage to get an idea for a game that was extremely nuts and it's too late to go back now. I don't really want to anyway, because this game sounds like it could be very special indeed if executed correctly. Right now we're still only just starting out, but the basics of the engine and graphics are there, and it shouldn't take too long for us all to flesh them out.

It follows a prisoner who dreams of escaping his prison cell. Throughout the dream, he goes through five levels (we got one each to design), and eventually the dream ends, somehow.

I was given the final level, the courtyard, to do. I made it a climactic showdown with the police (who, in this dream, are giant rats in clothes) and eventually climbing a prison wall to escape. At first, I thought we weren't going to be able to do it, but after discussing, it turned out we had the ability to include this level as well as all the others. There's some pretty mental levels in this, I'm interested to see if we can pull it off, or look like idiots when we discover we've bitten off more than we can chew. Watch this space!


As well as this, I did the storyboard for the opening cutscene. It was a pretty simple scene, but it was hard to set the mood up just right, as it had to really show a lot of information about that character and setting.


Do I think I can code a game this large? We've got a lot of time to do it, but I know if I'm not careful I'll put my Flash projects (we've got to do one every four weeks) in front of it due to their short-term nature, so I'll definitley have to set aside time for this if it's going to approach anything resembling quality.

What about the readings you've been doing?

I'll put the readings in their own blog posts upcoming. 



What about your UDK mod/level?

We're just coming out of the design document stage and we'll soon be in the greyboxing stage when we've worked the details out. I admit this sounds slow, but we're moving on at a steadier pace now.

Sunday, 25 September 2011

This Friday I was lucky enough to go to the Eurogamer Expo in Earl's Court, London, and I ended up accidently having a great time- In case you don't know, think an Expo like E3 or GDC, only smaller, as this is the UK's only video games expo right now, and it's growing steadily into a bigger event. It didn't rival its peers this year, but it's certainly shaping up.

It's my first ever visit to a Video game convention, and there was a lot of anticipation before we went in. The queue outside was full of excited nerds. I tried to look as un-nerdy as possible. A guy in front of me ate some cheese-its. "You'd never catch me eating cheese-its at a nerdy nerd convention, like a nerd", I said to myself.

It was about an hour before we, as a whole class, were given wristbands and let into the convention. I flashed my band at the security gaurd dramatically, and he let me in. That was damn cool, but very nerdy. The nerdiest thing, however, was yet to come, as as soon as I hit the show floor it was like letting a kid loose in a playground, and I went straight to the first machine to play Journey, followed almost instantly by Uncharted 3 (played on a 3D-TV!) and then Rayman Origins, the one I was most excited for.

I probably should've taken more time on those three games, as later, queues would begin to amass and playing them would be essentially "locked off". On the other hand, if I hadn't played them in such quick succession, I may have missed out on them entirely.
I played a whole level of Rayman Origins with a second player, and that was great fun- The game felt very smooth in comparison to Rayman's previous 2D games, and the level I played wasn't as hard, either. The combat involves only close range punches, as opposed to the thrown or charged punch of Raymans past.
The enemies in the stage I played shot at you, and when hit, inflated and rose up to the top of the screen. If they rose up a certain distance, they'd deflate again. So you had to hit them twice, the second time, while they were airborne.
As a result, the fights felt like huge flurries of fists and noise, but it was also very orderly, since we knew exactly what we were doing. At one hidden room, there was a destructable log tower full of said enemies, which I had great fun breaking to pieces.

Journey is a lot slower and more meditative, which didn't translate well to the busy show floor, but I decided to try and cool myself down as I went into it to try and get the most out of it. As I said, I didn't get much of a go on it, but it looked great. I was walking through a desert full of sand, which rolled in an abstract way, and reflected more light than sand should logical reflect, but it looked gorgeous, and you could definitley tell it was sand, despite having the texture of silk. In the distance were some tall pillars, which I stopped before I could reach.

Uncharted's demo was multiplayer, which wasn't as exciting as I'm sure single player would've been to me- the 3D was as good as all other 3D TV demos I've seen, i.e not great, but I think it's my eyes, and not the game. The game itself is similar to Uncharted 2 in terms of feel of the controls and general graphical fidelity, but I don't consider this bad, as Uncharted 2 is still way ahead, graphics-wise.

To the right of the show floor was a foreboding white wall with an "18" on it. It was the over 18s section, where games such as Modern Warfare 3 and Saints Row: the third were kept. I got a go on Saints Row the Third, but not for very long, and having not played Saint's Row before, couldn't compare it to its previous entries.

The game in the 18s section I really want to talk about though is Anarchy Reigns, by a favourite, Platinum Games. This was their new IP, and it's a multiplayer melee fighting game. In other words, like Halo or CoD, but with fists instead of guns. I was entered into a full four player vs match.
It controlled smoothly, as a brawler should. Mostly I admit I just ran into the fray furiously tapping buttons, but this would often get me killed unless I employed a strategy. The guy next to me had managed to cleave me in half with a chainsaw a total of three times, and I'd figured out how to do the same. L2 to get the chainsaw out, and triangle to do a powerful attack. I got him with it by surprise.
By now we'd all gatehered in the same part of the arena and were a cartoonish cloud of punches, so I ran off to the side to think. I saw a car, and wondered if I could pick it up. I could! And I laughed as I threw it into my unsuspecting rivals.
This game feels really good to play, hopefully it'll have Smash Brothers same more intimate style of close-range combat, combined with 3D arenas, and controls that resemble Devil May Cry or Bayonetta style fighters more closely.

It was 12 O Clock, when apparently Tim Willits of id software was meant to give a presentation, but I had no idea where this presentation was supposed to be. I found out just in time, and came in late, with another guy who seemed to be in the same situation. We were both given free id T-Shirts, and I stuffed mine in my bag and walked into the conference room, heavy metal blaring, lights dimmed, and clips of Wolfenstein, Doom, and Quake flashing on the screen quickly. The room had full surround sound, and during the Rage demo, we could hear everything happening all around the room, in brilliant quality.
Before Rage was actually demo'd, he talked about the History of id Software, and I learned a few things about Doom's history as shareware, which I didn't know about. Tim also made gentle fun of John Carmack, which is always fun.

After that I explored the indie booth, which was right outside the conference hall. I played really big sky and pineapple smash crew. Out of the two, Pineapple smash crew was probably the most interesting. I was controlling four dudes with the same control pad, and getting their asses kicked way too much. They talked to eachother while I was playing the game, which was cool, and made it stand out.

After spending far too much time wandering around looking for something to drink and not really playing anything (Although I managed to have a quick go at Final Fantasy XIII-2, Super Mario 3D land and Joe Danger: the movie) I decided if I was going to get the most out of it, I'd have to queue for something. I picked the Skyward Sword booth, which was the only dressed-up booth on the floor, the others all being mostly screens and simple renders behind them to indicate what they were.

I was allowed two whole minutes on Skyward Sword, but it felt like hours, because I was failing in front of the people queueing behind me. The demo had three options: Bird flight, Dungeon, or Boss battle, and I had picked the boss. It was against a guy I'd seen previously before on a preview video, but whom I only knew as "the tongue guy".

I went straight for him, and everything I ever knew about Zelda left my mind at the same time, as tongue guy grabbed my sword, and I was left standing there, awkwardly trying to free my sword from his grip for too long.
Long story short, he got away with my sword. I chased after him trying to get it back, feeling like a flailing moron, and I eventually did, and reached the second stage of the battle, where bullets were thrown at me in line formations, and I had to match the formation with the wiimote stroke. At this stage I died.
I love the new sword controls- I've always thought about all the things you can do with a system like this, but Nintendo came up with some great ideas, like spinning your sword in front of these eye creatures to confuse them, or hooking it underneath spiders to flip them, exposing their soft underbelly for you to stab. I also had fun fighting run-of-the-mill moblins, as I had to map my sword strokes against theirs to break their gaurd. I haven't played a game like it.

I had a brief go at Final Fantasy XIII-2. Having not played Final Fantasy XIII, or any recent Final Fantasy game since VII (I am sorry), I couldn't really compare it to its previous game, except from the breif time I played it in a shop once.

I decided to go to another conference, for a game I wasn't super interested in, but mostly because I'd explored the show floor enough. I hadn't played Ratchet and Clank: All 4 one, which was the only game I had left to cross off, because too many people crowded the machine at the time. The conference was for Ninja Gaiden 3, and it started off with a short message from Team Ninja's president, saying how he was disappointed not to be able to be at the show in person, but had sent someone from the American team instead. The man in question was Peter Garza, and his presentation was actually a lot of fun- the presentation behind him kept "poking fun" at him, by riffing off his monologue, complaining that it wanted to get to the gameplay footage, and making jokes at his expense.
Another man sat at the side of the stage. He was bald, thin and wore glasses, and he, well... Didn't look like a ninja. But I really hoped what was coming was what I was expecting- And I was right- being a developer, he completely aced the demo level of the game, live, without losing a single hit point. It was gripping.
After that was a Q and A, where prizes and merchandise were given out to those who asked good questions. I snuck out of the conference at this point, because I had a plan to get into the queue for the Uncharted conference an hour early, and I was going to be late.

The last hour was spent queueing up to see Nolan North and Richard Lemarchand talk about Uncharted 3, and I was right to queue early, as only a select few of us made it in.

This was the highlight of my day- Richard and Nolan traded wisecracks all throughout the Uncharted demo, and we were taken through two scenes, the first one was a clip that'd been shown on the internet, where Nathan Drake (the main character, played by Nolan North, for those not in the know) and Elena (One of many secondary characters you can team up with) sneaking onto a cargo plane. The scene came to a close as Drake got flung out of the back of the plane, into a desert below.
We were told not to film the second clip, or talk about it because it hadn't been shown anywhere else, and we were amoung the first people in the world to see it. All I can say is that it was "well good".

I had to leave the Naughty Dog conference early, sadly, during the Q and A session at the end, as my phone kept ringing (on silent). We were due to get back to the group bus by six, and I was holding them up. I made my way through the conference hall for the last time that day, and back into the lobby. As I ran through, a corporate sponsored man asked me if I wanted a pack of doritos, before throwing them at me. I caught them in my chest mid-run, and then thanked him.

So I ran to the back of Earl's court, stuffing these cheese-its in my mouth, but went the wrong way first time, and had to go all the way around the building to reach it. I was out of breath, we got on, and then drove away, leaving the still-crowded (but mostly over now) con and heading home.

I miss it, it was a really good decision to get the tickets as a last-minute move, and going there was a much better way to spend a Friday than sitting around in my house doing nothing. I feel sort of inspired to work on something, but right now I'm still tired out.
I only finally managed to get the wristband off today, it was really tight, and I needed to slowly wear at it over the course of three days.

Saturday, 24 September 2011

We are back

Class started again two days ago, and this first week has been more eventful than, say... What at least THREE weeks would usually be.

I'll talk about said events shortly. But first I'll just point towards what I was doing all summer:
I started a Tumblr with a catchy name, where I put the stupid games and bits and pieces when they're too short or too informal for this blog. Or rather, it's more personal than this blog.
Yeah, Tumblr certainly looks classy now, but give it a few years.

Apart from that, I've been working on both my major game project that I talk too much about, and a smaller 2D game which is sadly all story and not much game, which I'd love to show, but right now there are a lot of things wrong with it.

Friday, 20 May 2011

So!

That's it, today the whole thing ended. All the projects are in, this blog's closed (that happened a while ago though) and I'm going to talk slightly more casually. But it might not make any difference.

So I finished the flash game today. If you want to play it, knock yourself out. I don't need to introduce it, because all the information you need is already in there. It has several bugs, so I recommend checking the "Extras" page for more background.

I feel like doing nothing right now. Or rather, I do feel like doing something. Does anyone remember Warioland? I want to make a Warioland clone, but I can't be bothered. It's like a weird cross between wanting to do something and not. That's why I'm writing this. I literally forced myself to make a start on this post because I wanted to make it at some point.

So what else... I am working on several new games. I'm working on a new small 2D project in Blitz 3D that I'll take time on, but hopefully try and force myself to finish it. It's another anti-game, a genre I think needs more representitives. Don't know when you'll get to play it. On top of that, I'd like to finish my flash game at some point, but I'll have no Flash over summer.

I went to the park today with some other people from the class, which was good fun, because I forgot what being outside was like. I managed to dribble a ball for a while, which was a surprise. However, I couldn't kick it for shit.

Thursday, 5 May 2011

Bibliography task

For this task, we need to compile a bibliography of books, journal entires, and book contributions. Why? To prove we can.

Books

Habgood, J. Nielsen, N. Crossley, K. Rijks, M., 2010. The game maker's companion: game development: The Journey continues., Apress: New York.

Scott, R., 2010. Level Up!: The Guide to great video game design., John Wiley and Sons Ltd: UK

Contributions to books

 Contributions to books are phrased differently:

God., The New Testament, The Evangelist, L., 0000, The Gospel According to Luke., Isreal: Independent. [page count approx]: 1080


Contributions to Journals

And likewise contributions to journals:


Venturelli, M., 2009. Space of Possibility and Pacing in Casual Game Design - A Popcap Case Study. Brazilian Symposium on Games and Digital Entertainment [October 8th- 10th]

Remediation of video games- Run Lola Run

In class today (well, actually a few days ago now) we watched the film "Run Lola Run", it was presented as an example of "Remediation"- one form of media being represented in another. In this case, video games in film.

"Remediation" is a word coined by Bolter and Grusin in 2000, specifically, as, "The representation of one media in another". They also argued that it was a defining characteristic of new media (think internet, "hybrid" media such as interactive movies, etc) They also argue that it is already widespread. And they said this back in 2000, as well.

Remediation manifests in several ways, not only through one using the tropes of the other, but also simply from say, a film involving a video game in its plot, or a film being a direct adaptation of a game, or even one medium being a critique of another. This example is Run Lola Run, a film using video game tropes in its story.



NOTE: Spoilers follow

So, on the whole I enjoyed the film- from the bizarre opening sequence I thought "art film", and this is usually a bad thing, but I kept my mind open because even if it was trying to be needlessly arty, there's no reason I might not enjoy it if I gave it the chance. After a while, the insane artsyness actually started to be really cool. It made a really mundane setting really interesting by virtue of a tense plot and a lot of seemingly pointless, yet cool effects punctuating it to highlight various things. I came to realise the film wasn't being arty just for the sake of it, but it was merely doing these things because it could. If so, I admire the film makers for not sticking to convention. The film came out in 1998, so it's actually a pretty early remediated film example (in terms of video game history)

The plot involves Lola, as the protagonist, having to raise 100,000 deutschmarks before the stroke of midday, in order to save her boyfriend, Manni. I'll go into more detail on the plot's complexities, and possibly the most important detail that seperates it from most other films now, in the form of a list because it's easier.

Once again, Heavy spoiler warning: 



The film is split into three episodes. When either Lola or Manni dies, the story "resets" back to a scene early on when Lola puts the phone down on Manni after he has told her the situation (needing to raise the money). It was a complete surprise the first time, with no indication the characters had multiple lives. After the second time, however, I found myself planning Lola's strategy through the day differently to avoid things going wrong. This is probably the most instantly game-like thing the film did. Why did it do it? I'm going to go with "simply because it could"

Setpieces- Over the course of the day, several setpieces get in the way of Lola and Manni, and are tackled somewhat differently every time. It reminded me of role playing strategy games such as Deus Ex, where you are given a set of setpieces and basically told to tackle it any way you want, so long as you achieve your end goal. The end goal was in place (raising the money), and Lola's strategy varied with each try. For instance, she has to run to her father's office at the bank first and ask him for money. She has to get the money before 12 O clock because Manni swears to himself that if she doesn't show up by then, he will rob the nearby store and get the money himself.

On the first try, she fails to get the money, and the two of them rob the store together, and Lola dies. The second try, she gets the money by forcing her Father at gunpoint, but Manni is hit by a truck and killed. The third try, she fails to get the money, but wins it at a Casino instead. Along the way, there are several other characters she bumps into, and when she does, it gives a quick summary of where thier lives went thereafter in the form of photos- on the first try, everything goes badly for these people, and on the third it goes well. There are many other setpieces on her quest, but you get the idea.

Lola's colour scheme and silhouette is iconic and unique- this is not necessarily a video game thing, obviously, since many film characters and game characters are iconic, but often video game characters (this is not always the case) are designed to be iconic in a certain way, often by both standing out from everyone else in terms of colour scheme, and also by being a unique shape. Team Fortress 2 used this method to make each class stand out (Mitchell, 2008). Lola has red, messy hair that is a different shape to every other character, who is mostly very average looking. Manni is also different looking, with a smaller, blonde haircut. Once the film was going, I managed to relate each character really easily, which is often a tool used in video games. (I wasn't going to include this point at first, but now I've written it I think it counts)

Minigames and asides take place- the film goes into asides from the main story often, which give the feeling of minigames, such as the scene in the casino, which is stretched to a full length scene, wheras in most films it would just be skipped over, and the animated sequences, some of which were surprisingly lengthy.

Characters in the film have detectable "player character" or "npc" roles. The camera follows Lola and, sometimes, Manni, when they have an action scene, rather than using angles. NPC dialogue scenes, such as the scenes with Lola's father, and people on the street, use regular film angles, wheras the camera chasing after Lola, one of the most memorable images in the film, feels like it is a videogame.

Other good examples of Remediation I want to add to the end of this, are Crank (2006), which featured a HUD, first person perspective, amoung other video game tropes, presented in the most comically over-the-top fashion I've seen in a film, and webcomic MS Paint Adventures (2009-Ongoing)- it's not usual I talk about a webcomic as an example, but this webcomic features both game mechanics such as an inventory, levelling up, and even interactivity as readers poll on what action the characters should take next after every update, as well as fully interactive flash minigames when they are required. The last example is Scott Pilgrim, where the main character has a score and can level up, in both the comic, and the film based on it.

Bibliography

Mitchell, J., 2008. Stylization with a purpose: The illustrative world of Team Fortress 2. [online] Valve Software: http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf (accessed 4th May 2011)

Bolter, J., Grusin, R., 2000. Remediation: Understanding New Media. MIT Press

Wednesday, 6 April 2011

Flash Game Development: part 5

Yeah, I need to start occupying myself with some of the other tasks. I've mostly just been mucking around with this today. Unsure of how to solve any major bugs, I thought, "modelling a couple more rooms can't hurt, they'll need to be done sometime, and I might as well do it while I still know all the number codes for the tiles". Didn't expect to do much, but the world is now triple the size it was last time. Have a look for the lake, it's fairly well hidden.

Apart from that, the code itself hasn't changed since you last saw it. Meaning still no transparency around the character, and no collisions (I was going to do this next, but it'll have to be later)

Here's a couple interesting things that might help you understand the layouts:


Tiles with vines are destructable once you have the correct powerup. Not all of them, only ones with a hard-to-see white outline, just to keep you on your toes.



Pink walls can be ghosted through after getting a powerup that will be hidden somewhere in the lake. That big foreboding red island, hopefully.



Another powerup will allow you to swim. Without it, you can only swim a short distance before you drown. Too short to reach the foreboding island. With it, you can swim forever. Yeah, it's beginning to sound too complicated now, isn't it?



Those houses may or may not be accessible depending on time.  If they ever will be, that's something I'll save for last.


Oh, and here it is.

Also for some reason the very last tile seems to be the very last tile of the room you were in before. Just warning you because it can play tricks on you in some of the rooms.

Concepts and map (spoilers, possibly, plus unfiltered brainstorming, some of these ideas suck.)