Saturday, 19 January 2013

The Mechanism

So during my chat with Alan it was made clear that the first thing I need to do if Im going to make a game is to find the mechanism for it, so I need to work out what drives the game it self and how it works. An example of this and I think I'm right on this is the game Limbo.


The mechanism for this game is the way that its shown with the camera view always remaining this way. Its constant through the game and its how it works and looks.

Another example to which Alan highly recommended I looked at was Fuzz Power.


This game was from way back in the 1990's and is a tale of a wild man's battle against a deranged cult of barbers. Again the mechanism is very much similar to Limbo.

Another example I've found of a simple mechanism in a game is in Candy Land which dates way back to the late 1940's.


The Mechanism here is that you draw a card, then move to the next space whose color matches that card.



So moving onto the idea for the mechanism in my game.

The idea I have been prodding at is about the view of the game. The idea is that its mainly a stuck camera view like Limbo or Fuzz Power but with a twist.
 I should also mention here that even though its going to be a stuck camera the character is not stuck so the player could go all the way back into the depths of the game instead of being right at the screen.
 The twist is that the player can move the camera by doing curtain things within the game and Ill give a few examples of what I have been picturing in my head.

Example 1 - Cut Scene - Mr Ninja & The Castle

So lets say Mr Ninja guy gets so far into the level an the next bit of the level is to climb up the side of the castle. There would be a quick cut scene to show the castle to which could show the kinds of routes you could take. This cut scene would not brake off from the game so the side view camera would zoom into and behind the head of Mr Ninja to show how he see it and then would move back. This would really only be used as the level end or starts.

Example 2 - General Play - Player Moves The Camera

So on general play a stuck side view would not fully allow me to fully utilise the game it self in regards to multiple choices on finding ways around people and places. So what I was thinking was to use/ place screens and watch towers (or other such items that relate to the culture) in the game so that the player could climb up in or hide behind them. But They wouldn't simply be used to hide in ow no, the player would then be aloud to see a 360 vision of the map around him to find the best routes it is at these point that the choices are made. 

For example on the watch tower, you would climb up into it and have a look at the routes. The player would then choose options A, B or C to continue forward each having different out comes to the game.

An example for the screens would be that when you go to kill someone you can get behind the screen for cover so your not seen and also again look around the map so you can see everything that may make you want to kill the target, or spare them so some reason.

Choices

This game is all about choices, yes there will be a lot of killing and blood but whom you choose to kill and not will game the game.

An example of this is this: 

Someone asks you to remove a guard as they have annoyed him. So you can simply kill the guard to which removes him from the game or drug him so it looks like he was drunk so he is fired. Thus keeping him in game. The choice is not always obvious as in this case he would at some point find you and try to kill you for making him lose his job. So maybe killing him was the better choice there? 

But then again the player may not have known that there was a 3rd option here. You could have killed the guy asking you to remove him thus again keeping the guard in the game but this time he would later appear and help you get through a tuff place to get past in a later level.
But on saving him fully and his job by killing the guy asking you to remove him you get others trying to kill you.

So each choice you make in whom you kill and how and whom you do not will change events. Same goes for the route you take as you may pick the one that looks the easiest but induing so may end up on the hardest and miss out on another event that happens on another route. 















Friday, 18 January 2013

Maya Games Character Head Modelling Part.1 of 10

So starting the character build. Finding it much easier to understand the flow of the head now. Even though its just blocked out I'm begging to see a head here unlike last time where it simply looked like a grey blob.


Side


Front


Block


Maya Particle Smoke -Vent-

Again video will be uploaded shortly (monday). Smoke rises when vent opens with some turbulence.



Render


Snap Shot


Maya Particle Bomb Fuse

As my lap top can not handle rendering the simplest of thing I decided Id just take a snap shot for now and render mon. Here is the bomb and running fuse. The particle fuse runs down into the bomb. A video will be uploaded later.


Wednesday, 16 January 2013

Game Research

Can make a game with out looks at some games now can I. I have a select few games that came to mind with the style the feel that im thinking of and possible game play. They consist of Afro Samurai, Devil May Cry and Ninja Gaiden.

Afro Samurai

Started off as an anime then turned into a game.

Some stills.

1

2

3

This heavily came to mind with the somewhat cartoony style that I was thinking of.

Devil May Cry

Stills



1

2

3

Ninja Gaiden

Stills


1

2

3

These two are mainly about the game play I would want for my game, bloody, levelled yet a little free roam. Also depending how much i can exaggerate in the game and how far I can push the idea this could be some ideas for the Nine.





Idea Development

So going on some feed back I have had from my watchers and others Im now more leaning towards the 18+ game idea. This was the idea of using the book 'The Way Of Shadows' From 'The Night Angle Trilogy' by Brent Weeks.

This would more be leaning towards making a character and possibly a set for that character. Upon looking at different styles people have used for horror films and games I'm leaning more towards the style of The Blackwater Gospel to which you can watch here. So a more of a cartoony style yet quite dark. 


Still from Blackwater Gospel

I have some other books such as Darkwatch wich Sammy let me borrow to which also will be a reference to an art style, similar to Blackwater but more funny looking game like characters.


I have skimmed over some of the book to find characters of interest to which i could design/ make for this idea and some places to which could be a level to a mission etc.



Characters of interest:

Main-


Azoth; main character whom becomes the apprentice of Blint

Some intresting points on him:

-no older than 13 (at start)
-Starts off as a guild member whom scavenges for coin to keep him safe from the guild head, Rat.
-Smart and cunning with good senses
-Wants to become Blint's apprentice so he no longer has to be afraid and can protect his friends
-Becomes Blint's apprentice and is remade.



Durzo Blint  - teaches main character to become a Wetboy.

Some interesting points on him:

-He is a Wetboy - 'Like an assassin in the way a tiger is like a kitten' P.4 - Indisputably the best wetboy.
-Carrys many hidden poisened blades
-Main weapon is a big black sword with markins that change once Azoth handles the blade.
-Always eating garlic
-Can use Talent to hide his presence.
-Constantly refers to the Night Angles.
-Chooses whom he kills even if he has a contract.
-He believes a woman has made him week and she has ruined him. (when she died)


Rat - Guild head

Some interesting points on him:

-First main bad guy against Azoth
-Age 15
-As tall as a man
-Hes a bugger
-He is very cruel
-Gets his ear chopped off by Azoth


The Sa'Kage Nine - The underworlds Lords

Points on them

-They make up nine people in total
-They are in charge of Blint
- They want to rule
-Main bad guys


Side characters-


Momma K, real name Gwinvere Kirena


Some interesting points on her:

-Age 40 odd
-Courtesan and is main head of the brothel - 'Understanding separates courtesans from whores' P.81
-Can easily read and get into the minds of men
-Looks after and teach Azoth to read when Blint takes him in
-Trains Jarl to become a bugger


Jarl & Doll Girl - Guild members until Azoth destroys it.

 Some interesting points on them:

-Jarl gets taken in by Momma K
-Doll girls face gets destroyed by Rat
-Doll girl gets adopted by a rich family due to Blint.
-In guild they where the only friends of Azoth and the only ones he wanted to protect.

There are many more characters within the book to choose from but these are the ones that im most interested in. Now Id never be able to design and make all of these, that is certainly not my intention, but I like a range to which I can chose from. What I would like to do is maybe take one character and design fully to which i can then take to maya and make. I would like to experiment with a few of these in a few small studies.




Sunday, 13 January 2013

Adaption: Thoughts & Research

Half way mark is finally here.

With this I have had quite a few ideas which have been prodded at and altered over the christmas brake with varying age groups in mind. The main aim/out come for most of these would be to make them into a game whether it be just making set's or a character and a set.

Idea 1: Nursery Rimes/Storys -  Young Children - Pop up




The only one that goes against this theme is my very first idea which I have had the longest since xmas. That Idea would be to take a child's nursery rime/story and remake it into an visual pop up book to be played to a child to keep them entertained while still retains the bed time story theme of father & sons good night story telling. Obviously it will be heavily reliant on the story it self so that would have to be heavily looked at.

 Now, going on some of the resent research on this topic, there is quite a fair amount of stuff out there about playing children nursery rimes. Many have been turned into interactive games as well. There have been pop up books made on this as well however, as technology improves and how children are now heavily infused with TV and other such devises the visual attraction is key thus come in my idea of taking a story and making it into a digital pop up book to which could be played on TV or even read to a child for this bed time story on a kindle, iPad or other such devices. It would also allow the child's input with out braking it like a norm pop up book would.

I think this is the hardest of my ideas as Im not sure how challenging it would be to make this and how challenging this would be to make my own and original. I think to make it my own I would have to go back to the history of the rime to see where it actually derived from and work from there instead of going on how it is seen today.

Some Sites of interest
These are some I looked at for research, some give the history while others tell the story.

http://www.rhymes.org.uk

http://www.speakaboos.com

http://www.magickeys.com/books/


Idea 2 A: Books, Books and more Books -12+ - Game




I am very much a heavy reader when I find book of my liking so I have no trouble finding books to which I can find some inspiration from. Unfortunately I have a very strict theme of genre to the books I read, Magic,, vampires, wolfs, dragons etc so pretty much all fantasy. (Do not panic I have no intention of making twilight!) So trying to stay away from the hole romantic love affair of vampires and wolfs, I look towards such books as 'The Black Magican Trilogy' by Trudi Canavan, So as it says in the name it has quite a bit of magic in it but stay well clear of the creatures of the night that always seem to make out with there food...

So why this book and why a game?

Well this book for me setting whys has some very nice settings to which would be very nice and exciting (for me and hopefully through me others as well) to explore. It has a range of structures/ environments, some dark and gloomy while others high and mighty and very much glowing. For example in one scene it describes a magical library to which the character has to stealthily work her way through to find a book with out being seen. Its these elements that I feel would make this into a very nice start to make scenes and sets for the game as there are many places described in the book to which could be used.

So what type of game are we talking about?

Even though I would for this rather do the sets than characters as I find the sets much more interesting and detailed than the characters I would have it as a 3rd person RPG. I feel this would be the best way to show the story it self as it is very large and has many places to explore within the book, while allowing the player some freedom to explore.

I very much like this idea as its the one that has court my attention the most and allowed the mind to wonder and explore while at the same time would allow to go head first into three of my fears, Lighting, Texturing and Concepts Art.

Idea 2 B: Books, Books and more Books - 18+ - Game




The other book that I felt may work as well was 'The Night Angle Trilogy' by Brent Weeks. This story revolves around a homeless and abandoned boy whom by chance encounter meets the most feared assassin in the city. due to events in the book he soon becomes the apprentice of this assassin. It then becomes quite dark and brutal. Prostitution, Murder, Betrayal and some how friendship?

So why this book and why a game?

This story is very dark but has a lot to offer. The settings them selves are very much castles, gloomy villages and deathly alchemy labs but unlike before this one is purely character based with a touch of maybe a setting for him. The characters are what drives the story and although most of the settings are dark some are rather interesting settings like the brothel to which he becomes friends with. (not in the way you are thinking)

So what type of game are we talking about?

I would have it so it is a first person action horror. It would be level based but the levels them selves would be open for the player to find multiple routes to his target and to kill his targets in multiple  of ways.

Again I very much like this idea has it throws up some more places to explore in both the book and my own skills.


Tuesday, 8 January 2013

Monday, 7 January 2013

Hero & Sidekick: Final Props

Here are the final props. I selected these as I think they best suite the character to which they belong to.

Hero Prop


Sidekick Prop


Action Shot Build


Here Im working on one of the action shots from before.


Step 1: Outline


Step 2: Colour


Here Im working on a simple background so its not just white yet it dose not distract from the image. I quite like no: 2 as its very simple and dose not distract you from the image.


Background 1


Background 2


Background 3


Background 4


Background 5



Character Expressions

I added a couple more from last time to the hero and villain as they where lacking. Quite like these now even though there a little off.


Hero

Villain




Sidekick