http://bepic.net/view/276
http://pinktentacle.com/2010/08/post-apocalyptic-tokyo-scenery/
http://loadpaper.com/large/Ancient_wallpapers_358.jpg
http://matty17art.deviantart.com/art/Post-apocalyptic-City-282570955
http://digital-art-gallery.com/oid/0/1200x711_203_Dead_city_IDsoftware_2006_2d_sci_fi_city_ruins_post_apocalyptic_picture_image_digital_art.jpg
Joseph-Westwell-PDGDY1Design
Thursday, 11 July 2013
Tuesday, 11 December 2012
Game Engines
PhyreEngine
PhyreEngine is a free to use, cross platform game engine
from Sony Computer Entertainment. By 2011 PhyreEngine had been adopted by
dozens of game studios to power almost fifty games for the PlayStation Store or
on Blu-ray Discs.
PhyreEngine is distributed as an installable package that
includes both full source code and PC Windows tools, provided under its own
flexible use license that allows any PS3 game developer, publisher or tools
& middleware company to create software based partly or fully on
PhyreEngine on any platform.
The engine uses sophisticated parallel processing
techniques that are optimized for the Synergistic Processor Unit (SPU) of the
Cell Broadband Engine of PS3, but can be easily ported to other multi-core
architectures.
PhyreEngine supports OpenGL and Direct3D, in addition to
the low level PS3 LibGCM library. It also provides fully functional game
templates as source code, including support for Havok Complete XS, NVIDIA PhysX
and Bullet for physics.
PhyreEngine was launched during the Game Developers
Conference. The engine was developed to introduce new rendering features. This
engine was used to develop a few well known games, such as Dark Souls, Demon's
Souls, Disgaea 4 and Journey, some of these games being highly rated with
special consideration to the engine used to develop them, especially in Dark
Souls. PhyreEngine was a finalist in the European Develop Industry Excellence
Awards in 2008 for Technical Innovation, and 2009 for Best Game Engine.
The PhyreEngine has a new and powerful asset pipeline,
combining enhanced versions of the already robust exporters, with a powerful
processing tool to generate optimized assets for each platform. Also new is the
rewritten level editor, which permits a far more data-driven approach to
authoring games using PhyreEngine. Combined with a more accessible API and far
more game-oriented functionality including support for entities, scripting, and
integrated physics and navigation components, PhyreEngine 3.0 empowers
developers to produce high quality titles with less time and lower costs.
A list of Games that have used the PhyreEngine:
Colin McRae: Dirt
Shatter
Race Driver: Grid
Flow
Burn Zombie Burn! Flower
Demon’s Souls Journey
Dark Souls
Disgaea 4
Under Seige
GripShift
Blender
Blender is a free and open-source 3D computer graphics
software product used for creating animated films, visual effects, interactive
3D applications or video games. Blender's features include 3D modeling, UV
unwrapping, texturing, rigging and skinning, fluid and smoke simulation,
particle simulation, animating, match moving, camera tracking, rendering, video
editing and compositing. It also features a built-in game engine.
lender was developed as an in-house application by the
Dutch animation studio Neo Geo and Not a Number Technologies (NaN). It was
primarily authored by Ton Roosendaal, who had previously written a ray tracer
called Traces for Amiga in 1989. The name Blender was inspired by a song by
Yello, from the album Baby.
Roosendaal founded NaN in June 1998 to further develop
and distribute the program. The program was initially distributed as shareware
until NaN went bankrupt in 2002.
The creditors agreed to release Blender under the terms
of the GNU General Public License, for a one-time payment. On July 18, 2002, a
Blender funding campaign was started by Roosendaal in order to collect
donations and on September 7, 2002 it was announced that enough funds had been
collected and that the Blender source code would be released. Today, Blender is
free, open-source software and is, apart from the two half-time employees and
the two full-time employees of the Blender Institute, developed by the
community.
The Blender Foundation initially reserved the right to
use dual licensing, so that, in addition to GNU GPL, Blender would have been
available also under the Blender License, which did not require disclosing
source code but required payments to the Blender Foundation. However, this
option was never exercised and was suspended indefinitely in 2005. Currently,
Blender is solely available under GNU GPL.
Though it is often distributed without extensive example
scenes found in some other programs, the software contains features that are
characteristic of high-end 3D software. Some of these are; support for a
variety of geometric primitives, including polygon meshes, fast subdivision
surface modelling, Bezier curves, NURBS surfaces, metaballs, multi-res digital
sculpting (including maps baking, remeshing, resymetrize, decimation..) ,
outline font, and a new n-gon modeling system called B-mesh.Internal render
engine with scanline ray tracing, indirect lighting, and ambient occlusion that
can export in a wide variety of formats.A new pathtracer render engine called Cycles
(can use GPU Computing).Integration with a number of external render engines
through plugins.Keyframed animation tools including inverse kinematics,
armature (skeletal), hook, curve and lattice-based deformations, shape keys
(morphing), non-linear animation, constraints, and vertex weighting. Simulation
tools for Soft body dynamics including mesh collision detection, LBM fluid
dynamics, smoke simulation, Bullet rigid body dynamics, ocean generator with
waves.
Blender was used in many titles, such as:
Sonic The Hedgehog
Quantum
Grid
Tank Wars
CryEngine
CryEngine is a game engine designed by Crytek. CryEngine
3 Free SDK, originally called Sandbox Editor, is the current version of the level
editor used to create levels for the CryEngine line of game engines by Crytek.
Tools are also provided within the software to facilitate scripting, animation,
and object creation. It has been included with various Crytek games (including,
but not limited to, Crysis and Far Cry), and is used extensively for modding
purposes. The editing style is that of the sandbox concept, with the emphasis
on large terrains and a free style of mission programming. The editor can also
construct indoor settings.
Opposed to editors like UnrealEd which use a subtractive editing
style that takes away areas from a filled world space, the Sandbox has an additive
style (like Quake II). Objects are added to an overall empty space.
The Sandbox's concentration on potentially huge (in
theory, hundreds of square kilometers) terrain, means that it uses an
algorithmic form of painting textures and objects onto the landscape. This uses
various parameters to define the distribution of textures or types of
vegetation. This is intended to save time and make the editing of such large
terrains feasible while maintaining the overall real world sandbox free roaming
style. This is different from some editing styles that often use fake backdrops
to give the illusion of large terrains.
In a fashion somewhat comparable to the 3D Renderer
Blender, which can be used for game design, the Sandbox editor has the ability,
with a single key press, for the editor to jump straight into the current
design (WYSIWYP, What You See Is What You Play Feature). This is facilitated
without loading the game as the game engine is already running within the
editor. The "player" view is shown within the 3D portion of the
Editor.
The Editor also supports all the CryEngine features such
as vehicles and physics, scripting, advanced lighting (including real time,
moving shadows), Polybump technology, shaders, 3D audio, character Inverse
kinematics and animation blending, dynamic music, Real Time Soft Particle
System and Integrated FX Editor, Deferred Lighting, Normal Maps & Parallax
Occlusion Maps, and Advanced Modular AI System
The CryEngine was also used in many large titles, such
as:
Crysis
Crysis 2
Far Cry
Blue Mars
Monday, 3 December 2012
Lego Lord of the Rings Level Design
Level Design
This is the complete level. The player shall traverse through the puzzles, platforms and battles from left to right.
All yellow areas are triggers and all red areas are reactions, necessary destructibles and enemies.
This is the starting room, which is immediately met with an NPC Boss fight with NPC enemies. In order to defeat the boss the player will need to get on top of the ledges and lure it to attack the destructible pedestals that are marked out with a red circle. The yellow area's are where the player will need to use different characters' abilities to overcome the puzzle and mount the ledges.
The starting area is followed by a narrow hallway with more NPC enemies, along with a room where the player will need to combine 3 different triggers to get past the door.
Once past the door the player will need to use one of the character's abilities yet again to get to the destructible object and cause the reaction and extend the bridge...
Where the player will yet again have to use the same character's ability.
Once past the bridge the player will come to a room filled with NPC enemies and will have to destroy all the area's marked on the walls to stop them from spawning, once that is done, the final door will open and the player will be able to complete the level.
Monday, 19 November 2012
Halo 4 Analysis
Halo
4
This document will
look into the mechanics and build of Halo 4 released in 2012 by 343 Industries.
The first mechanic noticed in Halo 4 is the health; it is the defining mechanic
that the game was built around. The health adds an element of challenge but
survivability. Playing through the Campaign the player is exposed to many short
range fire fights, where the player is expected to be exposed to the enemy for
long periods of time, watching as the AI struggle to take off the player’s
health gives said player a sense of power. Due to this, the player will feel
powerful and feel like a super soldier. However in multiplayer the player does
not feel as powerful as they are playing against other super soldiers. The
player will be given a sense of challenge as each opponent (online) will still
feel difficult to kill however the player themselves will feel weak; this gives
the player a sense of achievement when they successfully kill another player.
The health system has 2 main functions, number 1 is the shields. The shields in
must first be broken down before a kill is successful, once the shields are
broken down, the player will come across the second function of the health. The
player will instantly be alerted with the status of the shields, once they are
depleted, with a red flashing light at the top of the screen along with an
alarm; this alerts the player that they must be careful. Once the shields are
down, a simple shot to the head, melee or a small amount of bullets will
successfully kill the player. The shields themselves suffer from a big
weakness; specific weapons can take off all the shields instantly. As well as
weaknesses the shield has bonuses and can even be improved in the form of brief
upgrades or even game mode specific setting changes that can give the player
more shields or even remove them completely.
Halo 4 has a second
major mechanic that was introduced. The weapon pickup mechanic allows the
player to openly swap weapons during a single life. They player does not have
to ‘respawn’, meet any specific location or requirement, all the player would
have to do is come within a close vicinity of a weapon that is not being held
by an enemy NPC or player, nor an allied player, (however they can with allied
NPCs) with available ammo, the player will then be prompted with an option to
exchange the weapon they are currently holding and drop it, for this new
weapon. However there are exceptions to this rule. The player can carry any 2
weapons at one time but cannot carry 2 of the same weapon, this means that if
the player is only holding one weapon, and chooses to pick up a new weapon,
instead of dropping their previous weapon, they will simply pick up the new
weapon and equip that one placing the weapon they were currently holding to one
side, ready to be swapped over easily at any time. When a player comes across a
weapon they are currently holding they player will simply automatically pick up
the ammo from this weapon without being prompted, but the player will hear a
‘clicking’ sound, informing them that additional ammo has been acquired, this
does not apply if the player’s weapon already has full ammo. There are no
restrictions to picking up weapons; the player is free to pick up whatever
weapon they come across without hassle or difficulty. This mechanic introduces
a whole new fast paced gameplay, very rapidly altering the chances of the
player’s ability to kill their opponent. Even shooting or being shot at,
nothing will stop the player from being able to pick up a new weapon, resulting
in a game altering mechanic.
Halo 4 incorporates a
very unique mechanic. The vehicles in Halo 4 are very specialised and differ
greatly from one another in regards as to each vehicle’s individual mechanics.
The vehicle mechanic works very similar to the weapon pickup mechanic. Once the
player sees an available vehicle and is within a close vicinity of the vehicle,
they will be prompted to ‘pilot’ the vehicle and depending on which vehicle and
whether there is already a player or enemy NPC in the vehicle the player may
have a choice to pilot a second section of the vehicle that has its own
mechanics. Most vehicles will increase the player’s survivability and mobility;
also most alternate fire a vehicle provides will be more powerful than base
weapons. As well as being able to pilot vehicles, take a secondary and tertiary
position in a vehicle that is being controlled by an enemy, the player will be
able to mount or hijack the enemy vehicle, this mechanism could completely
alter the outcome of a battle and give the player a big advantage. This
mechanic will allow the player to destroy the enemy vehicle, killing the enemy
piloting the vehicle; or even steal the opponent’s vehicle and place the player
in the piloted position in which they hijacked, and throw the opposing player
out of the vehicle dealing enough damage to remove the shields of the opponent
or even kill them. This specific switching mechanic can be stopped be killing
the player who is hijacking/mounting the vehicle resulting in the original vehicle’s
pilot unharmed and still able to pilot the vehicle.
This is a player
mounting and destroying an enemy, player controlled, vehicle.
The final feature of
Halo 4 that will be mentioned in this document is the medals. Medals in Halo 4
are the main drive for the player during multiplayer. Whenever the player
accomplishes a task in multiplayer, from a simple kill, to a rapid succession
of kills, to inventive kills, the player will be awarded a medal, of which the
harder ones to acquire are accompanied with a loud voice telling you of the
medal and a message to all players in the current battle announcing what medal
the player has acquired. These medals are frequent and appear instantly and
colourfully in the centre of the player’s screen. This is an instant sign of
the game praising the player, making the player feel as though they have
accomplished something commendable and driving the player to acquire more
medals. The harder the medal is to acquire the more dramatic and lengthy the
loud voice is in announcing it, and more dramatic the visual display is to the
player; with “Double Kills” being a quick announcement solely to the player, to
an assassination, where the player will witness a quick animation of themselves
creatively killing an opponent instantly, followed by a very loud and long
announcement of what you just witnessed. The feel of accomplishment and visual
effect these medals and achievements give the player enhance the player's
enjoyment of the game.
These rewards apply to
many other rewarding features of the game. As the player acquires rarer medals,
their score will increase (depending on whether they’re achieving their
objective) and in turn so will their personal “SR level” ranging from 1 – 130,
giving the player a goal. As a player’s level increases so does their ability
to customise their personal Spartan with their own personal appearance with
level based unlocks of armor pieces. To add even more of a sense of
achievement, some of these personal armor pieces can only be acquired by completing
certain tasks ranging from collecting, analysing in game videos for encryption
codes and accomplishing a certain number of medals or kills. With all of these
combined goals and achievements, the player is constantly bombarded with
colourful imagery and sound effects informing them of what they have achieved;
the game has be very well designed around making the player feel important and
as though they are making a difference in the matches they play, and even
keeping the feeling that the player is an individual.
Tuesday, 16 October 2012
Unreal Tournament 3 Diagnosis
The level design is balanced well with adequate placement of
weapons. The weapon types are useful to the map and gameplay environment with
each weapon having it’s individual uses. Each player has the same mechanics and physics with no advantage for any individual.
The map of choice was Deck, it is semi-symmetrical in design with a circular type design. The map is balanced well for a fast paced multiplayer experience presenting good drop points and stand-offs. There are many long corridors to encourage good co-ordination, aim and requires a good prediction of how the individual players would move. The corridors present enough room to strafe without being blocked by scenery. The map presents good choke points and leaves no room for "camping" or "cheese" tactics.
The map allows for 16 players for a good balance for there to always be combat and no slow moments where the player would otherwise get bored. The game is intense and gives the player a sense of adrenaline, there is no margin for error, you cannot be predictable or stand still or you will end up dying.
The upgrades places throughout the map aren't unbalanced and so they do not present and unfair advantage for players, however they are useful in the close situations and will come in handy to the player fortunate enough to pick them up before a firefight.
The map of choice was Deck, it is semi-symmetrical in design with a circular type design. The map is balanced well for a fast paced multiplayer experience presenting good drop points and stand-offs. There are many long corridors to encourage good co-ordination, aim and requires a good prediction of how the individual players would move. The corridors present enough room to strafe without being blocked by scenery. The map presents good choke points and leaves no room for "camping" or "cheese" tactics.
The map allows for 16 players for a good balance for there to always be combat and no slow moments where the player would otherwise get bored. The game is intense and gives the player a sense of adrenaline, there is no margin for error, you cannot be predictable or stand still or you will end up dying.
The upgrades places throughout the map aren't unbalanced and so they do not present and unfair advantage for players, however they are useful in the close situations and will come in handy to the player fortunate enough to pick them up before a firefight.
Blood Runs Red
Blood Runs Red
The game’s
view position changes depending on where the player will be relevant to the
body. While inside the body the player will encounter a platforming, 2-D view
style and outside will encounter a view from behind the blood drop. The blood’s
main mechanism comes from its ability to alter its shape to fit between and
under obstacles. As the player makes their way through the body, the difficulty
of the puzzles will increase and they will be relevant to the certain areas of
the body. The player will go from the feet, scaling the bones of the legs and
avoiding bacteria. The platforming will have to be done carefully as the
bacteria will be falling down to attack the blood. At points in the game, the
player will need to go through cracks in the bone to get to the other side and
continue platforming. The shape-shifting will be needed to avoid obstacles and
get through the body. The player will go experience force based puzzles
involving places like the heart and lungs, where the player will be pulled and
pushed due to the blood current through the heart and the oxygen in the lungs. While
inside the body the player will encounter points where the mosquito will
penetrate the skin and attack the drop. A shadow will appear in the spot where
the mosquito’s stinger will hit, the player must duck, jump and shape-shift to
avoid being hit.
Once outside
the body the player will now have to trickle down the body with no means of
stopping. While the blood runs, it will be chased by drops of sweat trying to
absorb it. The player will encounter obstacles as they fall, such as clothes,
hair, wounds, limbs trying to wipe the blood away and again mosquitos, which
the player can see diving into the body. The player can still shape-shift and
jump as before but this time it will be much harder as the player will be
racing against the time.
Key Features
·
Shape-shifting
·
Multiple
Camera Views
·
Platforming
·
Scripted
Event Obstacles and Enemies
·
Area
based puzzles
The game’s
genre will change from a puzzle platforming game to a racing game, trying to
escape the drops of blood. The genre will alter the way the player will need to
think in order to solve the puzzles and avoid the obstacles. The chasing
aspects of the game will be exhilarating when compared to the slow platforming.
The platforming will still deliver a sense of excitement to the game as the
player still needs to avoid the bacteria.
The target
audience will be 3 to ensure everyone can play as the game itself is fun and
child friendly, it doesn’t deliver any adult themes but will educational to
some small children as it will be anatomically correct inside and outside the
body.
The Art
direction of the game hasn’t been set in stone, it’s aimed towards a toon like
art style or a cell-shading style.
Robots Don’t Like Borders
Robots Don’t Like
Borders
‘Robots Don’t Like Borders’ is a game
based around the main protagonist Washington. Washington is a robot who based
inside a comic book called ‘Robot Force 5’, however he dislikes being part of a
comic book and wants to escape his comic prison at whatever cost. To escape the
comic book he has to ruin the series by altering the story and doing things
that shouldn’t happen to annoy the readers. His adventure will eventually lead
him to cross over into other comics to acquire items and help from other comic
book characters.
Washington
is part of a squad of Robots. He is the 5th robot and each robot’s
strength is resembled by their level (1 being the strongest and 5 being the
weakest). The other 4 robots are called Hawaii, Tex, York and Cali. The other 4
robots are trying to stop Washington from ruining the comic as they are under
the belief that if the comic is ruined then they will cease to exist. Washington
will travel between his comic and 2 others, a Japanese themed comic and Dark
style comic. Washington will travel between older and future issues of his
comic to ensure he can find a way to progress in ruining the name of his comic.
He will make friends with the 2 other protagonists in the other comics who will
help him to ruin the name of his own. The 4 other robots as well as the
antagonists of the other comics are the main bosses of the game who Washington
has to defeat before progressing onwards. Each time he defeats one of his
fellow he ruins his comic’s reputation even further. As Washington continues to
ruin his storyline the better chance he has to travel between comics by
“breaking the fourth wall”. Before the end of the game Washington will become
Robot 0 and have to defeat the final robot 1 (Cali). Once the other 4 robots are
defeated the story is completely ruined and he can finally escape the book
itself.
The game is
an over the shoulder, 3rd person, action-adventure. Washington’s
main mechanism comes from his continuity bar. As the player makes their way
through a comic ruining the linearity, the “continuity” meter will decrease and
once the meter is completely depleted, the player can exit the comic and jump
into another one of their choice. The player can jump between a previous and
subsequent comic to assist a past (NPC controlled) ‘Washington’ to pass blocked
doors and impassable areas that the player would have met as they themselves
played through the game. ‘Comic jumps’ allow a player to take something they
have found in another comic of a subsequent area of the game and take it back
to a previous inaccessible area, and the player will in-fact have to do this to
progress through the game and ruin the continuity.
As well as being able to jump between
comics in his own series, the player can use Washington’s ability to jump
between other comic series. In these other comics he will make use of items,
get to objectives, fight other bosses and even come across allies to help him
tarnish his own comic. All throughout the game Washington will come across the
other robots who try to stop him, and occasionally he will have to fight them,
these are the boss battles set into the game. The game will try to be funny and
make pop culture references for the audience to relate to and laugh at. Overall
the game is set in 3 comic universes, a robotic cartoon-style future, feudal
japan with an ancient Japanese water-colour style, and a modern day city which
is dark and adds a stealth element to the game.
Key
Features
·
Comic
Jumping
·
Collision
of Art Styles
·
Time
Phasing
·
Over
the Shoulder Ranged/ Melee Combat
·
NPC
Allies and Past-Self
·
Team
of Robots
The game’s
genre is Action-Adventure with hints of puzzles and platforming involved. The
genre will play an important role in the structure of the game itself and how
the player should look at the game. In certain areas of the game you will have
a stealth sequence incorporated into the game, especially around the ‘Dark
City’ comic, where you will be accompanied by an ally who will help you
understand this sudden genre change. In the Japanese themed world you will
experience a change in genre again as the games incorporate Japanese
stereotypes and pop-culture references, mainly linking to Japanese game shows
and RTS style combat, these will only be around for short instances and will
only be implemented as a small mini-game.
The target
audience will be 16+ as the game itself isn’t directly offensive or graphic but
will include strong language and adult themes to get the jokes across,
especially with some of the theorised humour which will border 80s movies and
classic movie jokes and themes that are splashed into the game at points.
The Art
direction of the game will range depending on which comic the player is in.
There are 3 comics, ‘Machine Force 5’, ‘Night Hero’ and ‘Oh, Japan’ (these
names are all little jokes in themselves). The art style shall change as the
player progresses through the difference comics and will be exposed to
difference visual effects and themes.
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