Project: Cursus. FYP

PROJECT: CURSUS

by: Darryl Lim & Josephine Cheah


ABOUT

Cursus is a Latin word for relay and with that in mind that is what the crux of this game is about.

There are many games out there in the world of today, but what I feel that most people can agree on  is that the Game Design element is the most important. Not just the look of the game but how the game is played is most important. What is the player going to be doing for the next 1 to 5 hours.

This Project is an Isometric RPG that focuses of action and strategy.

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INSPIRATION

1299773441380487202

Taking inspiration from games like, CRAWL, HYPERLIGHT DRIFTER, WAYWARD SOULS, EITR and MOON HUNTERS. I feel that this game would best suit the Pixel Art style. Reason being after completing the game, I want this game to be the kind of game you pull out once every few years just to play around with and Pixel Art tends to stand the test of time more effectively that your AAA 3D games.

adesivo_portal_logo_by_mmassafera-d3wg1qw

For mechanics, I took inspiration from games like PORTAL and VOLFIED to create what I believe to be a unique main mechanic of which the game revolves around.

ezgif.com-optimize

GAMEPLAY

legend

Most of the game revolves around placing points called “TOTEMS” on the map these points act as beacons of a sort when the player dashes into a TOTEM he is transported to a corresponding TOTEM. When this happens the space between the TOTEMS will have an effect such as DAMAGE or STUN depending on the type of TOTEM placed.

gameplay_1
If a player places 3 TOTEMS in the correct physical proximity it will form a TRIANGLE. The effect stated above will then occur within the TRIANGLE.
TOTEMS can come in 3 types, ATTACK, DEFENSE and SUPPORT.
e.g Placing 2 ATTACK TOTEMS will have a DAMAGE effect, placing 2 DEFENSE TOTEMS will have a SLOW effect, placing 1 ATTACK and 1 DEFENSE TOTEM will have a STUN effect.

gameplay_2

POSSIBILITIES

This game mechanic has potential to create puzzle elements during the game and also make for interesting COMBAT situations.

NARRATIVE

desertchunks

A Sci-Fi narrative that takes place on a desert planet about a lost traveler trying to find his way home.

Story By Josephine:

A man wakes up in the middle of the desert and he can’t remember his name. The only things he has in his possession is a poncho, and 3 mysterious totems in his pocket. He wanders to look for food and shelter and he stumbles upon a hermit living in a yurt. He shares his story with the hermit and reveals the totems in his pocket. The hermit, recognizing these totems, teaches the man to use them.

The man stays with the hermit and they help one another gather food and chase away bandits — both using the totems. [tutorial levels]
A few days later, the yurt is approached by a group of officials who request the hermit pay for the use of their boss’s land otherwise they would have to force him to leave or worst. The hermit is unable to pay, but the man defends him. The officials appear to recognize him which would spark a fight between them. [tutorial levels]
[this fight will then to level 3 ‘tower’ defense]

MEDIUM

GameMaker-Studio-Logo

Done in GAMEMAKER STUDIO

photoshopcc
Art in ADOBE PHOTOSHOP
PLATFORMS: PC with the possibility of making it a MOBILE APPLICATION.

BUDGET

Most of the assets and programming will be done inhouse.
Possibilities for budget allocation mostly to sound design, a subtle background track and another track for more exciting parts and sound effects.

I estimate around $100-$300 will be spent on this.

WBS

TIMELINE/ GANT CHART

Stacking the Chips. Assignment 2

INTRO


So I have talked about my proposal on expanding Justin Tan’s work. Now its time to do the actual planning for the project.

Previous Post


WBS


In order to find out what is needed we have to do a Work Break-Down Structure model.

Firstly this is the General WBS:

Assignment2_WBS_General

Explanation of General WBS:

Important parts of this is mostly the Project Planning and Development phase.

Formation of Development Team would include, 2 Programmers, 1 Writer and 1 Game Designer.

Narrative Story-line will be written by the writer as a novel of some sort. This will then be split into 3 parts for the games.

Next is the WBS for each game. Because the workflow of each game is largely similar, the same WBS can be used for each game.

Assignment2_WBS_CB1

Explanation of Game WBS: 

Basically it is mostly what is written in the image but matters I want to highlight is Marketing. From Justin Tan’s lecture I have come to realize that marketing is an important part of making your game successful hence I dedicated an entire section to it in the Game WBS. This would mean that Budget has to be allocated for Marketing as well.

This is mostly for advertising and publishing as the development log will be update by the game designer or people on the team.


GANT CHART


Before one can calculate budget and such one would need a Gant Chart to show how long each role has to work for.

Programmers are expensive hence hiring them only during the period where there is work to be done is important.

Here I have split the Gant Chart into years.

Year 1:

Year 1 Gantt Chart - Sheet 1 - Table 1-1

In the beginning we nail down the concepts and the game mechanics of the game.

Most of the time spent during this year will be for narrative development and game programming. Some marketing will be involved but mostly to raise awareness on the upcoming alpha during the alpha testing phase.

The accumulation of the year’s efforts will be the alpha test where the game is tested in it’s “bare bones” form will little to no story content in it. It will mostly just be a test to see if the game play is fun.

Year 2:

Year 2 Gantt Chart - Sheet 1 - Table 1-1

During the second year, we fine tune concepts and mechanics. Then move to integration of the narrative script into the game. During this phase it is mostly debugging and implementing level design through the programming section.

Halfway through the year there will be a Beta test, where the game is almost complete and a select group of candidates will get to play the game before others to aid in the correction of flaws in the game.

More efforts will be spent on marketing and advertising here due to the nearing of the release date.

During the Beta and well into the release date there will be updates and improvements on the game such as adding extra content.

Year 3 & Year 4:

Year 3and4 Gantt Chart - Sheet 1 - Table 1-1

Once the first game is released, we now have a base to build off for subsequent games. Year 3 and 4 would have similar workflows and milestones hence the same chart can be used.

The beginning of the year is mostly used for developing new additions to the already solid mechanics and also there will be some updates on the previous game to build some anticipation for the next release.

Alpha testing will begin early as we are not starting from scratch anymore. Beta testing will occur at roughly the same time as year 2.

Finally the publishing efforts are lesser due to the fact that we would use our existing publisher if all goes well.


SOFTWARE


For the project I decided to go with Unity. As it is better equipped to support more people working on the same project at one time.

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Other software I considered was Game Maker Studio but this was scrapped due to the fact that Game Maker Studio is more tuned for use of a single person.

GameMaker-Studio-Logo


BUDGETING


Now that we have done the WBS and Gant Charts, we now know what we need. With this information we can start budgeting for the entire project.

Writer: $36,000

http://laurasherman.com/tips-from-a-ghost-writer/how-much-does-it-cost-to-hire-a-ghostwriter

From my research a writer costs about $12,000-$90,000 for a 100-300 page book if he is a professional. For the purposes of our game we would probably need a 900 page book for substantial content.

So in total this would be $36,000 – $270,000. I choose to go with the $36,000 figure.

Programmers: $180,000

From my Gant Charts the total number of weeks the programmers would work are roughly 120 weeks. This would equate to about 30 months.

Seeing as there are 2 programmers on the team and from Justin Tan’s lecture he mentioned that a programmer cost about $3000- $4000 a month, it would cost me roughly $180,000.

Marketing & Advertising: $207,000

http://www.payscale.com/research/SG/Job=Marketing_Manager/Salary

It says that the average marketing manager earns about $69,000 a year. Since I would only need to hire one after the first year that would equate to $207,000.

Software: $5000

From Justin Tan’s lecture the cost of a professional game engine such as Unity is $5000.

Other notes:

As this is an indie project, there would be no office space required for this hence that is thankfully off my budget list.

Total: $428,000

This would be the cost of the project not inclusive of my personal salary as the Game Designer.


CONCLUSION


This project is a 3 game series and what I have illustrated above is the process of planning and development of the project. I have learnt how these element such as the WBS and Gant Chart work together to aid your planning especially with regards to budgeting. Through this project I have come to understand the concepts in Project Planning and Development in greater detail and clarity.

Stacking the Cubes. Assignment 2

INTRO


Cubetractor screenshot 4

After penning down my thoughts on Justin Tan’s presentation, I was first daunted by the idea of starting my own Indie game company. But when I put it into perspective, I realized that Justin Tan had actually informed us about the challenges and costs of running such a company making us better able to plan and prepare for it. What better way to start planning for my own Indie game company by doing an extension of Justin Tan’s Case Study.


DETAILS


Justin Tan created the game titled Cube Tractor, a Tower Defense/Puzzle game.

What I aim to do is to create a series building upon his original concept and adding what I feel are improvements to his game.

Doing a little bit of market research these are the statics for what genre of game is the most popular.

genreStatics

From the results here one can clearly see that the Action genre is the most popular.

With regards to Justin Tan’s game I feel that the mechanics has a lot of potential. Having the game be just a Puzzle game seems wasteful.

Cubetractor Hard

Looking at the game play GIF above, I feel that if the player could control where he put those initial tiles it would generate a more action oriented type of game play.

Another point to add is multiplayer.

There is an article regarding this saying by adding competitive multiplayer elements one can potentially increase revenue of the game by 510%.

http://www.gamedonia.com/blog/pvp-increase-game-revenue

To further emphasize my point here are some statics on DOTA 2 the most popular game on the STEAM platform it’s success is mostly due to it’s competitive multiplayer.

dota2_stats

As you can see in the past 48 hours the peak number of players playing concurrently was 11 million. Translating this into revenue for example if I sold my game for $1 and it sees even a tenth of DOTA 2’s success, I would earn a gross revenue of $1.1 million! That is just from players playing concurrently not even the total amount of DOTA 2 users. Which by the way is roughly 56 million.

Lastly is a memorable narrative. From personal experience, what keeps me playing a game is also largely due to it’s narrative. A game can have fantastic game play, but without the direction of a narrative everything would seem pointless.

As of now Cubetractor’s narrative is kind of cute but actually rather interesting. It is about a robot trying to escape to freedom. Making a very engaging experience.

Sadly I am not a great creative writer so this will probably have to be outsourced.


PROPOSAL


For this project what I propose is to create a series of 3 games based off Justin Tan’s Cubetractor and add improvements to the game.

Improvements would include multiplayer, more control over the blocks, more active role in combat.

The time-frame in which i plan to do this is 4 years.

2 years for the 1st game, and 1 year each for the 2nd and 3rd game.

Continued Here

Future World Review.

INTRO


Future World at the Art Science Museum, is the newest permanent exhibition available there. Covering an area of 1500sqft, Future World consists of 15 different exhibitions. The exhibits are so interactive that to me it is more of a playground than an exhibition.


EXHIBITS


 There are 15 exhibits within Future World. These are categorized into 4 different themes.

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Exhibits by Theme

  • Nature
    1. Flowers and People, Cannot be Controlled but Live Together – A Whole Year per Year | Ever Blossoming Life II – A Whole Year per Year; Dark | Flutter of Butterflies Beyond Borders

    2. 100 Years Sea Animation Diorama

  • Town
    1. Sketch Town | Sketch Town Paper Craft

    2. Connecting! Train Block

    3. Media Block Chair

    4. A Table Where Little People Live

  • Park
    1. Universe of Water Particles

    2. Create! Hopscotch for Geniuses

    3. Light Ball Orchestra

    4. Sketch Aquarium

    5. Story of the Time When Gods Were Everywhere

  • Space
    1. Crystal Universe


My Thoughts


Although the entire exhibition was very entertaining, I do have my favorites.

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Story of the Time When Gods Were Everywhere

This is a digital projection where participants take on the role of “God”. By touching the symbols the participant “creates” all sorts of things from horses to elephants and even mountains, rain and fire.

Narrative wise it tells a story of creation where each permutation of this story is never the same. Every experience is unique making this a very good example of generative art.

Universe of Water Particles

Universe+of+Water+Particles+-+Future+World+at+ArtScience+Museum+(Credit+to+teamLab)

The beautiful centerpiece of the exhibition. It is basically a simulation of water particles making their way down a 7 meter tall virtual waterfall.

The simulation is so accurate it brings a sense of realism to the piece but at the same time due to the luminosity of the exhibit it exudes an otherworldly aura. The end result being a very Zen like piece. Giving me the impression that I could sit there for hours on end just watching it.

Although there are no interactive elements in this piece it is still one of my favorites as to me it really represents the term when Art meets Science by referencing nature to such an accurate degree.

Media Block Chair

Media-Block-Chair-Future-World-at-ArtScience-Museum-Credit-to-Marina-Bay-Sands

This exhibit to me was very enjoyable simply placing these blocks together or removing blocks from an existing structure changes the color of every other block. To me this physical interaction is the most honest.

The permutations of colors are endless giving you more incentive to play with this exhibit. In a sense this exhibit gives your the “Science” part and it is up to you and your imagination to create the “Art” portion.

Crystal Universe

crystal_universe_-_future_world_at_artscience_museum_credit_to_teamlab

This one is one of the most beautiful exhibits I have ever seen. Using a multitude of LED lights, this exhibit gives the viewer the experience of seeing stars move through space and even encounter things like planets, galaxies and gravitational waves.

But that’s not all! The exhibit allows users to alter the “universe” with the use of their smartphones. Changing the environment interactively.

This interaction adds so much more appeal to the already beautiful exhibit. Which is a wonderful example of interactive spaces.

All in all this exhibit brings to mind just how small my existence is with regard to the universe. It is a very humbling thought.

In terms of narratives this exhibit takes you on a journey of discovery to unnamed planets and galaxies in a sense putting the viewer in the role of a space traveler or an omnipresent being.

Having this exhibit at the very end of Future World leaves you with a very lasting impression.


CONCLUSIONS


Future World is a wonderful experience. I would definitely pay the $22 again to go an view it one more time. Not only does it provide entertainment which sets it apart from may art exhibits, it also teaches me lessons in interactive spaces and provides insights into more abstract narratives. The kind of narratives that is not spoken or described in words but felt through visuals and sounds.

Gone Home Review.

INTRO


Every place  has a story to tell, homes especially. For the people that live there every random item on the wall, every dent in the furniture can be part of their shared history as a family. Gone Home is a game about pure discovery. Discovery into the lives of the Greenbriars. There are no enemies to fight, no puzzles to solve just a house to explore.


CONTEXT


greenbriar

You play as Kaitlin Greenbriar the elder of the 2 sisters in the Greenbriar family. Kaitlin has just come home from a year long trip around Europe and returns to an ominously empty house. It is now up to Kaitlin to explore the house and discover the events that happened in her absence.


THOUGHTS


The game is more about the other characters than the main character which is unlike most other games.

633308-gone-home-windows-screenshot-browsing-the-very-basic-inventory

Since Kaitlin is the main character I’m going to start with her. Nothing much is told about Kaitlin mostly because the house is a place she has never been to. Kaitlin’s personality is depicted through post cards she sends home from her travels but for the most part Kaitlin is the vehicle in which you experience the story of Gone Home.

Moving through the house you notice that the game tells a very believable story from a very specific time the 1990s to be exact as we can tell from the collection of video tapes and notes to given to Sam(Kaitlin’s sister) by her friends.

gone_home_x_files_tapes

The game slowly reveals the story in the form of notes, audio logs and paraphernalia around the house. A lot of the items around the house add context to the situation the family, the personalities of the characters and the troubles the characters are facing. E.g. Books found on Parenting show that the Father and Mother are having trouble with Sam, books about dealing with loneliness lend some context to Sam’s problems.

gone_home_8_605x

The game respects your intelligence and lets you figure out how each piece of information links to another.


CONCLUSIONS ON THE STORY


These are the conclusions I came to at the end of the story.

SPOILER ALERT!

The House: Inherited from the Uncle in the story. Although the Greenbriars have been living here for almost a year, they don’t seem to be very comfortable here. This is evidenced by boxes of personal effects still left unopened suggesting that they have never moved in fully.

The game also suggests that the occupants of the house do not really interact with each other.

The Parents: Jan and Terry Greenbriar, have a failing marriage mostly due to Terry’s depression.

The Father: A writer who sunk into depression and is obsessed with the JFK murder in 1963. A failing writer stuck in the past. His troubles are evidenced by the well appointed wet bar in the house and the bottle of booze in the study. Spends most of his time in the study and the library.

The Mother: Spends her time in the art studio and the kitchen. Due to her failing marriage it is also hinted that she was having an affair with a co-worker. This is shown by the note she received from a girlfriend of hers and the concert tickets.

Sam: A troubled kid growing up in a new place away from her friends and experiencing extreme loneliness. She is in love and is desperately trying to hold on to it. Sam spends all of her time in her room, the secret servants quarters and the attic.

The Uncle: The Greenbriars inherited the estate from him. It is shown that he has a drug problem from the contents of his safe and the fact that he sold his pharmacy as evidenced from his letter to his sister who unfortunately mailed it back without opening it. He died a regretful, lonely man.

The upside: The story takes a turn for the better leaving you with a sense of satisfaction at the end. Her mother did not go for the concert with the male-coworker, it is evidenced that that coworker has an out of town girlfriend and married her 2 days prior to the game’s start. The mother considered attending the wedding but decided against it in favor of going to a couples counseling retreat with the father suggesting that Kaitlin’s parents are trying to reconcile.

The father has found a new publisher and is doing relatively well, he has also got over the JFK murder and instead chose to write about the life of JFK himself.

Sam decided to elope with Lonnie(Sam’s love), although it seems bad but her letters take on a happier tone toward the end suggesting that she is happy.

The only person who had a tragic end was the Uncle. But I feel that the fact he conferred the estate to the Father shows that he is trying to reach out to the Father even in his death. The fact the the Greenbriar family moved in to the house shows that his attempt was successful.


FINAL THOUGHTS


This game is a great example of a fragmented narrative it lets you pick up information from anywhere in the game (mostly) and piece the information together by yourself sort of like a narrative jigsaw puzzle. Unlike games like HerStory or Everyone’s gone to Rapture it does not have the premise of following leads or a ball of light leading you to find out things. It lets you discover the game and advance in the story at your own pace making it feel very honest.

Garden of the Forking Paths

INTRO


maze

Garden of the Forking Paths is a 1941 short story by writer and poet Jorge Luis Borges. This work has been referenced many times by the new media scholars due to its concept of time and style of writing.


SUMMARY


In a nutshell Garden of the Forking Paths is about a German spy named Tsun on his final mission. He heads over to the house of a man named Albert where the crux of the story is told and kills him at the end to send information to his superiors in Germany.


Thoughts on the Beginning


The story is opens with what looks to be an excerpt from a history book giving a little bit of context to the setting of the story. This is followed by a account of the events that follow from the perspective of Tsun. Before that there is a line that says,

The following statement, dictated, reread and signed by Dr. Yu Tsun, former professor of English at the Hochschule at Tsingtao, throws an unsuspected light over the whole affair. The first two pages of the document are missing.

This makes it seem like a deposition. The deposition of Tsun after being caught.


Thoughts on the Meeting with Albert


Tsun decides to travel to Albert’s home and a conversation about Tsun’s ancestor Tsun Pen (TP) occurs. Context of who TP is, is given during Tsun’s walk through the maze toward Albert’s residence. TP was a governor who threw his whole career away to pursue a “novel” titled “Garden of the Forking Paths”. This novel seemed to make no sense as characters thought dead come back to life in a later chapter.

Albert explains that the book is a representation of time where all the possibilities of a choice a character has to make is written and expressed creating a “branching” of time but on the other hand, sometimes no matter what the choice the result is the same meaning a “convergence” of time. To me this “convergence” alludes to concepts of destiny and fate.

In my opinion, this concept reminds me of games like “Bioshock Infinite”. Where at the end Booker is taken to see different possibilities of his and his daughter’s lives.

header

It also reminds me a lot about those “Choose Your Own Adventure” books. These books also state multiple possibilities of a character and the choices he has to make. When these books are read from cover to cover they don’t make sense but if you follow the page numbers at the bottom of each section a narrative is told is a coherent manner. Which in my opinion is exactly like this “Garden of the Forking Paths”.

download

In conclusion on this topic “Garden of the Forking Paths” is an allusion of time where the “garden” is time and the “forking paths”are the choices one has to make.

In the book it says:

I leave to the various futures (not to all) my garden of forking paths.

In my opinion “I” refers to that permutation of the person while “Various futures” mean future choices and “not to all” probably means he has already made a choice so that “permutation” of himself has already removed the possibilities of certain events. This is further supported by Tsun’s lament that

everything happens to a man precisely, precisely now


Thoughts on the Ending


Tsun kills Albert shocking me, but how Borges ends the story with only one paragraph to go is masterful.

The rest is unreal, insignificant. Madden broke in, arrested me. I have been condemned to the gallows. I have won out abominably; I have communicated to Berlin the secret name of the city they must attack. They bombed it yesterday; I read it in the same papers that offered to England the mystery of the learned Sinologist Stephen Albert who was murdered by a stranger, one Yu Tsun. The Chief had deciphered this mystery. He knew my problem was to indicate (through the uproar of the war) the city called Albert, and that I had found no other means to do so than to kill a man of that name. He does not know (no one can know) my innumerable contrition and weariness.

The words “unreal, insignificant” is in relation to the many other possibilities of the situation and choices he had to make. His real goal of killing Albert was to tell “The Chief” the name of the city the Germans had to bomb.

This decision that Tsun made haunts him to the end.


Conclusion


spiderweb-animated-gif-1

Although the story was an interesting read, the concepts introduced during the conversation with Albert leads you to see things in a new light. In this “light” the events of the story is comparatively insignificant to the grand scheme of time which like a spider web branches, converges and expands infinitely.

Phasing through the Phases. Assignment 3 Part 2

INTRO


Welcome back to the next update of Assignment 3. I have narrowed down my Projects to 2. Criteria for selecting these projects out of the 5 were the level of interest I had and how feasible it was to accomplish in a year.


Project 1: GRAPHIC NOVEL


ABOUT

This is the story about a pair of young boys in the sweltering June of 1995. Fishing in the storm drains was a past time back then, we would climb into the drains and look for fish to keep in our homes.

DETAILS

This project is an interactive comic book. Moving gifs would create a more immersive reading experience while little mini-games within the panels would help the reader feel more connected with the characters. In a sense I want to give readers some semblance of my experience when I was a child through this novel.

This project will be a Solo project as well.

INSPIRATION

These images show just how much difference a little movement in the images makes.

slide3_1 slide3_2

TECHNICAL

Done as an interactive website, I aim to use HTML/CSS and Javascript as a platform for my novel. Art and gifs will be done in Adobe Photoshop.

photoshopcc

Guiding the player through the use of moving gifs and recording the results of the mini-games I aim to generate endings that differ slightly from each other.

The style of the art would most likely be in Pixel Art as to me it represents a rather retro feel of olden day video games and such giving a sense of nostalgia.

BUDGET

Most of the Art and Programming will be done by myself so budget in this aspect would not be an issue.

Possible use of budget would be for sound design, a subtle background track and another track for more exciting parts and sound effects.

I estimate around $100-$300 will be spent on this.

WBS

GN_WBS

TIMELINE/ GANT CHART

GraphicNovel Gantt Chart - Sheet 1 - Table 1-1


Project 2: ISOMETRIC RPG


ABOUT

There are many games out there in the world of today, but what I feel that most people can agree on  is that the Game Design element is the most important. Not just the look of the game but how the game is played is most important. What is the player going to be doing for the next 1 to 5 hours.

This Project is an Isometric RPG that focuses of action and strategy.

tumblr_n8ket01v4E1slr6aoo1_400

INSPIRATION

1299773441380487202

Taking inspiration from games like, CRAWL, HYPERLIGHT DRIFTER, WAYWARD SOULS, EITR and MOON HUNTERS. I feel that this game would best suit the Pixel Art style. Reason being after completing the game, I want this game to be the kind of game you pull out once every few years just to play around with and Pixel Art tends to stand the test of time more effectively that your AAA 3D games.

adesivo_portal_logo_by_mmassafera-d3wg1qw

For mechanics, I took inspiration from games like PORTAL and VOLFIED to create what I believe to be a unique main mechanic of which the game revolves around.

ezgif.com-optimize

GAMEPLAY

legend

Most of the game revolves around placing points called “TOTEMS” on the map these points act as beacons of a sort when the player dashes into a TOTEM he is transported to a corresponding
TOTEM. When this happens the space between the TOTEMS will have an effect such as DAMAGE or STUN depending on the type of TOTEM placed.

gameplay_1
If a player places 3 TOTEMS in the correct physical proximity it will form a TRIANGLE. The effect stated above will then occur within the TRIANGLE.
TOTEMS can come in 3 types, ATTACK, DEFENSE and SUPPORT.
e.g Placing 2 ATTACK TOTEMS will have a DAMAGE effect, placing 2 DEFENSE TOTEMS will have a SLOW effect, placing 1 ATTACK and 1 DEFENSE TOTEM will have a STUN effect.

gameplay_2

POSSIBILITIES

This game mechanic has potential to create puzzle elements during the game and also make for interesting COMBAT situations.

NARRATIVE

desertchunks

A Sci-Fi narrative that takes place on a desert planet about a lost traveler trying to find his way home.

Story By Josephine:

A man wakes up in the middle of the desert and he can’t remember his name. The only things he has in his possession is a poncho, and 3 mysterious totems in his pocket. He wanders to look for food and shelter and he stumbles upon a hermit living in a yurt. He shares his story with the hermit and reveals the totems in his pocket. The hermit, recognizing these totems, teaches the man to use them.

The man stays with the hermit and they help one another gather food and chase away bandits — both using the totems. [tutorial levels]
A few days later, the yurt is approached by a group of officials who request the hermit pay for the use of their boss’s land otherwise they would have to force him to leave or worst. The hermit is unable to pay, but the man defends him. The officials appear to recognize him which would spark a fight between them. [tutorial levels]
[this fight will then to level 3 ‘tower’ defense]

MEDIUM

GameMaker-Studio-Logo

Done in GAMEMAKER STUDIO

photoshopcc
Art in ADOBE PHOTOSHOP
PLATFORMS: PC with the possibility of making it a MOBILE APPLICATION.

BUDGET

Most of the assets and programming will be done inhouse.
Possibilities for budget allocation mostly to sound design, a subtle background track and another track for more exciting parts and sound effects.

I estimate around $100-$300 will be spent on this.

WBS

WBS

TIMELINE/ GANT CHART

Gantt Chart - Sheet 1 - Table 1-1


Thinking out of the Box, Guest Lecture Justin Tan

INTRO


 

Being your everyday BFA student, I am pretty much sheltered from the “Money Realities” of the real world. That is not to say I don’t earn my own money to sustain myself and pay my own bills, but what Justin Tan describes is an eye opener.


 

Starting an Indie GameDesign Studio is a whole different ball game from what Justin Tan says. He goes into the details on how much it costs to keep the lights on in a small game studio and the different models that one can follow when operating such a studio.

This opened up insights for me and gave me a wake up call on the trials and tribulations I would have to endure in order to reach my dreams.

Another thing he helped with was also answer questions on how level design is done which I found extremely helpful.

All in all I am very thankful for this Guest Lecture. Thanks Permagnus!


 

Phasing through the Phases. Assignment 3 Part 1

Intro


bang

For the first part of assignment 3 we were asked to come up with 5 ideas. Here are my ideas in less than 20 words.


Idea 1 : A digital graphic novel. Whats to special about this graphic novel is that it is done entirely in moving pixel art GIFs. This hopefully creates a more immersive experience when one reads it.

Solo Project, Budget $100-$500.

Idea 2: An isometric action RPG. This is done in pixel art with a special game mechanic.

Duo Project, Budget $100-$500.

Idea 3: A pixel art shortfilm. Most animated films are either drawn or in 3d what I want to do is create a unique viewing experience telling the viewer a story through the medium of pixel art in all it’s 8 bit goodness.

Solo Project/Duo Project, Budget $100-$500.

Idea 4: A Virtual Reality mapping of the world or something smaller scale. With the use of the Occulus Rift I want to create the experience of exploring the world from anywhere in the world.

Group Project, Budget Very Large. Reasons for the larger budget is that a 360 camera costs $350-$500 for consumer use and around $60K for professional use.

Idea 5: An interactive installation based of my project called the Random Day Generator. The idea behind this project is to have people from all over the world contribute videos to a library and simulate a random day based on those videos.

Group Project, Budget $100-$500.


Perfect Pitch

Pitch 1


To develop an installation project called the “Random Day Generator”, by creating a database of videos taken from all over the world. These videos will then be put into 8 categories from waking up to sleeping with tags such as “Christmas”, “Sports” and so on. Data will then be visualized on screen showing how important certain times of day are to certain people or during certain occasions.

Funds for this project would probably be used to book a location as well as sound design.

Pitch 2


This project involves going around the world to take VR videos so that people who are unable to travel for various reasons can experience the world in a first person view.

Due to the large budget I would think that we are able to hire people to take these videos starting with the major cities and landmarks.

Pitch 3


For a Duo project I would do a 2d pixel art game. With RPG elements and a unique gameplay mechanic. Funds would probably be used for sound design.