Saturday, 10 March 2012


Ch 2 – Conceptualization spawning your imagination
CHAPTER REVIEW
1. Using some of the techniques discussed in this chapter, begin developing a concept for
an original game idea. Discuss the central theme of your idea, and the methods you used
to bring your idea into existence.

The game idea that I have been thinking about is a game set in a futuristic city setting where the earth has basically become one giant city similar to Coruscant out of Star wars. Little to most of the normal humans knowledge there has been a secret war going on among the Werewolves, Vampires and a group of humans known as the Templar knights who have been given the gift of immortality so they stand on a more even level. This war has been going on for almost a century now with no hope of an end. The central idea of my game is that you choose at the beginning of the game which of the factions your character joins and then you turns out you hold the key to winning the war for which ever group you join. The game will be a free roam game similar to the GTA games with multiple missions for different people you run into through you adventures.

2. Create a backstory, environment, and three character descriptions associated with your
original game idea. How are these elements integrated and linked through a central
theme?

 The setting for my game idea is, as I said before, a modern city in the year 2120. The population of earth has boomed and the need for larger cities has forced all of the bigger cities in the world to expand out causing most of the earth to be covered with large residential buildings and businesses. In the shadows of the tall cities is a secret war between the 3 groups. This massive war has been going on for over a century with no hope of a change you come along, and you have some sort of special thing that can change the course of the war for which ever clan you join. The leaders of the clans have been around since the beginning of the war and where the original of the immortals.

Dracula
Original and leader vampire
Has lived in the same castle in Europe for all of his time
Hardly ever leaves his castle, and when he does he never converses with the lower level vampires, only city leaders and he only leaves when there is something of great importance, otherwise he just sends his right hand vampire out (Vladimir)

The arch bishop
Leader of the Templar knights
Ruthless leader will sacrifice several knights to accomplish any goal.
Kills any who disobeys
Must win at any cost
Can usually be found somewhere near the front lines or in the heat of the battle
Loves to get his hands dirty whenever he can
Wields a massive sword that is as tall as himself
.
Lucius
Leader of the werewolves
Is kind to his own unless they betray him then he can be ruthless
Is willing to retreat to save his family
Tries to avoid conflict at any cost
Has offered many times to end the war but always gets shot down by the other leaders
Can be the most savage warrior of all the leaders and is probably the strongest of all

Sunday, 19 February 2012

History & Background the world of the level designer

1. Imagine that you are a level designer working in the 1980s. Knowing the
limitations associated with this era, what type of game would you develop?

If i were to create a game in the 1980s i would make an action adventure style game
with similar styling to the original "Legend of Zelda" game. Although where the Zelda
game has a earth like world setting i would go for more of a space like setting with
otherworldly themes throughout.


2. Play three games—one from the 1980s, one from the 1990s, and one
released after 2004. Compare and contrast how levels and environments are
designed in all three games.

The three games that i chose to play for this was the game Duck hunt for Nintendo
entertainment system, Star wars dark forces for the pc and Battlefield 3 for PC.
The game Duck hunt was one of first shooting games to come into the world.
Duck hunt has a very small environment in that it has one screen showing at all
times that doesn't change throughout the level. The one screen shows all of the information
that the player needs (Ammo, score etc.) The game duck hunt is a very simple game
and doesn't require a large game level to be a effective.

Dark Forces game play expands on the FPS standards set by Doom (1993) and featured game play
elements that are now common in the FPS genre. These include the ability to look up and down,
duck, and jump. The levels are quite large and are fairly free roamish. The thing i found so
good about the levels in this game is that they arent terribly easy to find your way through
and are a good challenge to get through to the next stage, there aren't any prompts or big things
flashing on the screen saying go this way like most newer games. It was a game that made you
think about what you actually had to do to finish it.

Battlefield 3 is EA's newest attempt to make a good fps game. The level design is pretty good and
the maps and campaign has its good moments but the whole game is ruined by the lighting effects
and the massive amounts of small bugs (get stuck on all sorts of small rocks)
that make the game a pain to play. Overall the levels have
their good sides and bad sides.

The game level design over the years has changed obviously but by how much. The biggest difference
is the graphics available on todays machines. Also the size available for the actual level sizes.
In some ways i preferred the old games over the newer ones because they are much simpler which can
make the game feel funner than the new ones. Also because the games are old you can sort of expect
them to have their faults with things where as with newer games they have a bigger staff and a bigger
budget you should be able to have less bugs and be better designed games.

3. How does a game’s genre affect the way its levels and environments are
designed? Choose one level from three different games—each from a distinct
primary genre—and compare how these levels are designed with regard to
setting, goals, puzzles, and risk–reward system.

The genre of a game can affect the level design in multiple ways, for example if the game is
a strategy game like Civilization there are multiple ways that you can win a game (through political
channels or through war and destroying the opponents) but with a fps game such as Serious Sam 3
there is only one way to go through the game and finish it, or with an rpg type game such as Skyrim
you can either just go through and do the main missions or you can go do some side missions in the
hope for a better weapon or maybe a level up from the extra experience.