Saturday, 27 November 2010

Apple Interactive Concept project

Week 4 (22-29/11)

The title menu and in-game interface.



During the last week I just simply polish and try to make sense of the gameplay, did much more in depth research to story related information such as ;the different stages of coma state, also I dug up details of the gadget’s capabilities; 2 main ones are called Gyro+accelerometer and Multi-touch functions, and slowly compiled everything into the PDF file needed for submission. Got most of the main controls done as a manual as well. Also did some made up ‘screen-shots’ in Adobe Photoshop, to show the interface and how the game is going to feel like.
Overall, although it might be slightly heavy for a casual handheld medium, it would still make quite an enjoyable, interactive and unique experience.


Week 3 (12-21/11)

Beacon concept that I did in Adobe Photoshop


I named the protagonist ‘Beacon’, symbolic to the meaning of light. I came up with a story that beacon is in a coma, and the levels that players explore are actually his mind. Influenced by Silent Hill 2’s Pyramid Head and distorted nurses which are the manifestation of James Sunderland’s Guilt and sexual desire; I created an enemy which represents Beacon’s guilt and fear. I created ‘shadowy-baby’ creature that reflects Beacon’s guilt for causing his girlfriend’s (Abbey) miscarriage in the accident that resulted in his coma state. Throughout the game, player will also be hearing Abbey’s voice which serves as a gameplay guide or puzzle hint. However none of the accident and coma will be explained in the game properly, even at the end of the game where Beacon wakes up in the hospital bed with his girlfriend beside him the whole time for 4 years. I’d like to keep the information to minimum to let players have their own interpretation of the story like in games such as Portal & ICO, but the main moral is that love and patience can be so painful yet rewarding.
Players will start with a simple matchstick and rewarded with better lighting devices as the game progress. The aim of the game is to solve each level puzzle and ‘light his way’ to the end and hence I named the game, ‘Light My Way’. Beacon also has an ability to do ‘Lightburst’ which enables him to stun enemies and solve puzzles.
I did some sketches this week on the stuff I mentioned above.


Week 2 (8-14/11)


Initial sketches.



Based on the initial idea of exploring 3D space with lighting devices, I have now decided that it will be a psychological-horror-survival-first-person game. I came up with a basic story where the protagonist is somehow trapped in this claustrophobic-maze like dungeon and have to traverse each level using only lighting devices. Enemies cannot be killed, can only be blind or stunned or trapped. I wanted to instill a sense of fear and helplessness for the players, forcing players to think and plan on the go, instead of going ‘Rambo’, I see this as a balanced gameplay. This serve as an emotional part of gaming experience as well, which I think is really important. Players will then have to solve puzzles to advance to the next levels, which means that the map system would be somehow staged. Portal by valve inspires me to have levels that are accessible for revisit and not too long in length; considering this game would be on IPad/ITouch, it would be somehow lighter than console games. For now ITouch/IPhone would be my main gadget, simply because it looks like the player are holding them like torchlights when they play, whereas it would be much clumsier with the IPad.

I then looked back at some older games that influenced me such as; ICO which inspired me for the ‘shadowy-undead’ enemies and also Silent Hill series and Amnesia : the Dark Descent, these games definitely had the feel and atmosphere that I’m going for, so I took some time to re-examine them.


Week 1 (1-7/11)
The first week we were introduced to our new project; which is to conceptualize an Apple Interactive game.  Its an individual project that involves fair amount of research, a creative design and well presented conclusion.

So to start off, I looked around the internet to find inspiration from existing Apple games, this gave me the chance to also study what have been done before, what is possible and what might be possible to create for Apple, I wasn’t too concern about the market and target audience at this point, to refrain from restricting myself from ideas. I learnt that I can go for IPad, ITouch and IPhone as my mediums.

Some of the games that caught my eye in IPad; like the racing ones, require the player to tilt the screen left and right to ‘steer’ the wheel and I thought that, it is interactive, but its too plain and slightly boring. There were also first person shooter (FPS) that I thought would be too messy to have all the buttons on the screen instead of controllers, but it is actually possible, might not be too comfortable to play, but possible. Lastly I came upon Augmented Reality, which is basically a term for a live direct or indirect view of a physical real-world environment whose elements are augmented by virtual computer-generated sensory input such as sound or graphics, I’ve played some games that involved this function before so that definitely helps me to understand this a lot more. However, I didn’t go into further detail yet at this point, again, so as not to narrow down too much of my ideas to the mediums.

What really motivates me is to create something that utilizes the touch screen and motion sensing capabilities of  IPad & ITouch, that’s when I came up with a concept of a First Person game, where the Players will be using their IPhone/ ITouch/ IPad as if they are using a lighting device; torchlight, lantern & etc, to explore a 3d space in the game. Players will be able to rotate their gadgets in front of them, which will directly reflect on the character’s movements in the game.

Sunday, 24 October 2010

Last weeks of Board Game Project ( 12-22/10 )

The Board Cover I designed by manipulating Rick’s logo.


Some time at the beginning of the week we play tested it (with people from other groups as well) to make sure its functional and realized that it is playable, but there are still lots of glitches and unwanted stuff that can happen during a game; such as blocking each other off into a ‘Deadlock’ instead of trying to reach the ‘Goal’, well Rick came up with an ingenious solution to have the player that posses the most tiles in the ‘Safe Zone' to win during a ‘Deadlock’. More amendments here & there.
By the end of the week, everything is pretty much finalized, we finally got all the new, updated version of players (they are now dubbed the ‘Corruptiles’) and antivirus tiles (that I almost killed myself making) on 5 different colored cards (that Sam almost killed herself cutting), which turned out really amazing, we’ve got the board and box ready, we’ve got the box-art done (see above picture) and stuck on the box as well, we’ve got a logo, we’ve got our manual ready, we even played tested it few more times and it definitely works, we are ready to hand everything in.

11/10

One of the Tile-files I made.


It was definitely not one of those morning that I would personally want to relive, it wasn’t bad, but extremely frantic. Josh got the board physically done, we then printed everything out; the board & the tiles which involved a lot of A3s & doing a hasty side-mission to the library to get a Flexicard. Got everything barely in time for our presentation.
The presentation didn’t go down in flames like it could have been, despite the hectic rush to the very last minute situation of cutting tiles (see above picture + 2 more of that) during other’s presentation, all of us still managed to present our games decently.
The other groups did really awesome stuff, I especially liked the idea of the singing game, I thought its like Rockband all over again, on a board! which is great! I played the racing game and it was awesome as well, nothing much to change except I think the randomness of the finish line, which could make the game really short or really long. Anyway I thought everybody did really well for this 1st project, its going to be a competitive year, its great.

8/10

The very basic Tile design I created in Adobe Photoshop.

We finally decided that the game would be called “Corruption”, hence the game-play of player being a ‘bug’ or a virus that is supposed to infect other player’s ‘CPU’ or bases. The group went back and forth between SU bar and the media lab to get the things done; Rick got the board design down, Luke doing the symbols for anti-viruses, etc, Linden doing the manual, Josh and Sam will be did some concept. I design the tiles; (See above picture)
6 different shapes, 4 different colors & 5 pieces each. The idea that I used for the creation of this is basically to instill the feel that players are now in control of these ‘bugs’ or insect-spider-looking viruses that we can piece together to form some sort of infection or more precisely, “Corruption”, in a circuit. I’m gunning for the Pac-man iconic look as well, instead of the more organic Photoshop Illustration of characters and environments, which probably doesn’t suit our theme; it wouldn’t fit the board design that Rick did, which is a circuit board style.
The team is supposed to print everything out by today, but there were some untimely problem and we decided to get it done on Monday before the presentation. Fingers crossed.
Also, we’ll be calling ourselves now Team Noble (credit to Halo fanboys Josh & Rick).­­­­­­­

5/10


Back to square one.
We decided to scrap what we had yesterday as we realized that its too complicated, too many aspects are being used as Josh mentioned, so we started on a similar but simpler concept this time. We’ll be having all the players start in a starting point located between the middle and each corner of the board, we decided to go for a computer virus concept. We took the ‘freak’ idea out, we took out the path concept, took out the spinner, the cards and kept the blocks, the grids. A lot of things to resolve and decide on, we’re moving pretty slow. Other groups are already printing out designs. 

4/10


Created our very 1st prototype of the board game using papers; made the board, the blocks, we also did the spinner & the cards & we’ve got a ‘Freak’ (basically a movable obstacle). The ‘Spinner’ idea seems to work well with the game but there are lots of tweaking to be done. Nigel (our tutor), suggested ideas and inputs such as the different themes that can be applied and how it can relate to the gameplay, also we discussed some glitches and how to solve them as well as the importance of risk & rewards gameplay. So far lots of the technical and details problem arose during the test play, but we definitely got pretty far in terms of game play testing today, everybody is really stressed out, but we just need to resume troubleshooting the problems and keep it as simple as possible, yet still interesting.

3/10


Tried designing different looks and styles of the board, but didn't work out too well. Did an idea of a 'Spinner' instead to replace the dice; made of 8 sides (octagonal) labeled either (1,2,3,4,5,6,!,?) or (1,2,3,4,5,6,7,?), ! being a forfeit and ? being a chance that would have to be drawn as cards or some sort, so this could be used as the game-play itself.

1st Week of Board Game group project


Divided into our groups, My team is supposedly called C1 (for now), with Josh, Luke, Rick, Linden & Sam. Our 1st project in NUCA is to make a board game concept in 4 weeks. After the briefing and guidelines on what is needed, required and expected from us, on Friday, we went to discuss about the concept and direction of our board game, this is of course after we didindividual research. we basically got our directions down.
- social game up tp 4 players
- simple
- 7 years old plus would be able to play it (this is flexible)
- no conventional ideas like dice usage or dungeons, etc
- able to handicap opponents
- no financial/realism related like monopoly or game of life.
We came out with the idea of ‘Pathfinder’ game-play (credits to Rick) during our brainstorm and decided to use that as a starting point. Its basically a game which the player have to create some sort of a path to the middle of the board to collect a ‘treasure’ and possibly a spinner as dice.