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The final game involved a group project which consisted of four of us. The task was to develop a game which utilized networking in a turn-based combat game.
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Separating The Tasks
The project was broken down into three separate areas of development, level design/development, core gameplay loop and systems (by this I mean menu systems, input support etc.). My task was the level design and development as I had the most experience with this from before.
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The new game we have to develop had to relate to the film ‘Birdman’ which was specifically selected to be obtuse. The idea of this was to stretch our creativity and see what we could come up with. This task would also be the first group project for this module.
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World Map
I then developed the world map that consisted of an 18th century map of London to give a flavour and theme to the game. I also developed the three separate gangs and came up with the theme for these and what items they could give the player. This added set dressing to the game and made the project feel more alive. I then developed a level settings system and a method for random generation of them. These were then scattered across the map. I developed a menu system which controlled everything and show visual cues for selections. Mouse and keyboard input was supported.
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The Start of Development
This week I have been working on the actual implantation of the game. I started by developing the level generator which required a lot of thought to get right. I had some confusion with the sides of the cells which made some odd results which I didn’t except. This was fixed with relative ease. I also had an issue where the program would endlessly get stuck in the loop as I forgot to remove a one from the total number of cells required open to finish (this is because it starts at zero meaning it could never get the amount needed to quit). This ended up being fairly easy to implement if I took time to break down each stage into steps and write them out within the code as notes. These notes were then tidied up and used to provide context and understanding to allow for easy maintenance.
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Game Concepts
The second stage in development was design. So I needed to flesh out the core design a bit more. It needed a core gameplay loop which would describe everything the player could do. I needed to come up with a system to generate the levels and make decisions about this process as well as how the player would complete a level. I also needed to develop a system that would make the world map important and have impact on the rest of play. These I felt to should mostly be designed before I started development.
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Game Concepts
When we started development on the espionage game we had a basic idea that we wanted players to be able to know information about events that were going to take place without them knowing some information. The major issue was how to do this and how would the system work. On a device it could easily be done with variables altering and weighting events and a whole host of other techniques.
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Initial Ideas
Boards games are a restrained version of their electronic counterpart which as designers make them of great interest and useful source to study and practice our game design on. The designs have to be translatable, easily comprehended and be visually shown and worked out by a person in a fast and engaging way. As you can probably tell the list of requirements are very similar to their electronic cousins but have their own barriers. An example of this is having to be easily comprehended by the player to allow the game to play properly which isn’t needed by a game developed on a device as the device is in charge of making it so the rules are obeyed.
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Endless Runners are one of the most popular games that exist on the mobile game platform and come in all sorts of varieties. For the most part they are cheap remakes of existing ideas textured and styled around a new product release such as a film.
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Snake is done! I have finished it, a game that runs and works fairly well. There are ofcourse more features I would really want to add but I think this is quite common such as a verus modes and a difficulty setting. The game now has a theme and plays how it is intended.
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Snake – The Design
So, I’ve developed my concept for my game, it was going to have obstacles that would appear every time the player changed direction meaning more thought and precision would have to go into playing the game making it more interesting and engaging from an earlier point for the player.
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Designing, it allows for so many better and more exciting things to take place in the world but most of us don’t like sitting down and devoting time to do this in the projects and tasks we need to do.
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The First Task
Yesterday in my Practical I received my first project, to make the game Snake. The brief had some simple tasks I must meet to pass (such as a player controlled snake, scoring/progression and some menus) but the rest was up to me. I thought it could incorporate what we were doing in Play and Games with this so I began breaking down the game.
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The game Tic Tac Toe is one of the most widely known games in existence and most of us would have been taught it by a family member or friend early on in life but this does not stop it from being considered a very limited game in both sense of mechanics and enjoyment. The task me and my group were given in are practical today was to develop and iterate upon Tic Tac Toe.
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Blades of War This update breaks down what has happened since the last update to the game; Blades of War. The main parts being Design and Development of AI.
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Ai 1
Blog 13
Design 8
Snake 3
Thoughts 1
Concept 3
Birdman 2
Blades of war (1) Development (4) Ai (1) Dynamic fire (1) Blog (13) Board game (1) Play and games (1) Design (8) Low level programming (10) Snake (3) Thoughts (1) Endless runner (4) Play & games (2) Global intervention (2) Concept (3) Birdman (2) Networking (1)