Wednesday, 31 July 2013
Environment Ideas
You're given a piece of land that must have developed city while also balancing nature. Bubbles will drift over the sky now and again with different options. When the bubble is clicked it pops and the option is put into action. Adding more nature and environmentally friendly things like parks and windmills will put the health up. Adding Bad things for the environment such as nuclear power plants will put the city's health down. However, if you never give the city any power or factories it will stop making money and the hospitals will close down which results in your city's death, therefore loosing the game. If you don't add enough nature the city's resources will go down and the pollution will put the city's health down also. This game is about balancing and making sacrifices for the city. It's a realistic approach on the environment,
This game is much like Simcity except you begin with a badly polluted city and it's your duty to heal it. It's similar to the first game concept except you have options at all times and must still finance. You win the game by bringing the city's land health to 100%.
In this game you play as a creature running through a forest with a Limbo aesthetic. It's a side scroller where you can run, jump and pick up items. These items will be antidotes and tools. Only certain antidotes and tools will heal different things in the environment you come across and you must decide if it's worth healing it or saving the antidotes for a larger problem. For example a fallen down tree or a sick wild animal. The player will be awarded points when they heal something. At the end of the game they will see what impact they made on the environment. For example, they may have healed a lot of animals but not enough trees and insects which kills the animals anyway as they did these to survive.
Saturday, 27 July 2013
More illustrations! Battlefield 3
Friday, 26 July 2013
Stance core game mechanic (movement)
Movement core game mechanic
Movement is a core game mechanic and to narrow that down a little more I will be discussing stances specifically. Stance is the characters position which is usually either standing, crouching or lying down.
How is it used?
Stances have different benefits depending on the game. In shooters, crouching and lying are usually used as a way to to take cover and hide. Lying down is useful for sniping in most games.
Crouching is often used as a form of "sneaking". If your character needs to sneak up on another player or past an enemy, crouching slowly is effective.
Standing is often the default stance your character is in (it's natural state before changing to another stance by control of the player). In most games, standing allows you to run and jump.
Crouching is often used as a form of "sneaking". If your character needs to sneak up on another player or past an enemy, crouching slowly is effective.
Standing is often the default stance your character is in (it's natural state before changing to another stance by control of the player). In most games, standing allows you to run and jump.
Title: Arma 3
Creator: Bohemia Interactive
Arma 3 has several different stances that allow you to minimalize the target you present to the enemy without losing the line of fire. Using this system, you can often make use of oddly sized objects as cover, such as small rocks, or walls slightly taller than the crouching pose. Such objects will often save your life if you utilize them properly. Arma 3 is a military simulator so having many different stances allows for a more challenging and realistic experience for the player.
The basic stances for Arma and are as follows:
Z will take you instantly to Prone, and back to your feet again.
X toggles crouch, as is used in many mainstream shooters.
C will toggle the combat mode;
When on, movement will be slightly slower but your weapon will be raised for fire, even when running (But not sprinting). Excellent when you are expecting contact, or in close quarters.
When turned off, you will run faster but automatically lower your weapon when running. Great for covering distance if you aren't in combat, or don't need to fire.
To fine-tune your stance, the controls are different. This will allow you to adapt to your environment, and make use of cover much more efficiently.
Left Ctrl By holding this, the movement keys (W,A,S,D) will no longer move your character, but instead adjust the stance. W & A will raise and lower your character, while A & D will take a half-step to the left or right, respectively. Learn to use this well, it will save your life.
Left Alt By holding this, the mouse will no longer move your entire body, but instead just your characters head. This allows you to maintain movement in one direction, while being able to observe your surroundings more efficiently Can be used in vehicles when driving to look out of windows, or make proper use of the mirrors and instruments The perception this function gives you will also help save your own life and others by spotting dangers otherwise off-screen.
The different available stances
1) Fully Standing.
You can enter this stance by holding Left Ctrl and pressing "W".
The Stance Indicatior is displayed with the silhouette standing upright with the upper arrow indicating higher than default.
2) Combat Stance.
Default firing position. If you are crouching, you can press 'X' to return to Combat stance.
The default firing position, in this stance, you are able to run and aim your weapon simultaneously - by lowering your weapon using "C" you can run faster.
3) Half-Stand.
From the Combat stance, press Ctrl + S to lower.
The Half-stand is only slightly lower than the Combat Stance, it allows lower positioning without reducing run speed.
4) Half-Crouch.
From the Half Stand, press Ctrl + S to lower.
The Half-Crouch is a helpful stance when under fire. Best used when behind waist-height cover, as this stance is only just a little taller it allows the player to minimalize presented target and return fire.
5) Crouch, Weapon Lowered.
Press 'X' (Or Ctrl + S from Half-Crouch) to lower, then double tap Left Ctrl to lower your weapon.
Similarly to Standing with the weapon lowered, this serves exactly the same purpose. You cannot accidentally discharge your weapon by lowering it when not in combat.
6) Crouch, Weapon Raised.
Press 'X' (Or Ctrl + S from Half-Crouch) lower.
If you've played a modern shooter, you're already familiar with the standard crouch. Remember that Arma 3 doesn't allow you to run and fire unless you activate the Combat mode with "C". You can also sprint when crouching in Arma 3, which allows you to navigate a battlefield much more efficiently.
Creator: Bohemia Interactive
Arma 3 has several different stances that allow you to minimalize the target you present to the enemy without losing the line of fire. Using this system, you can often make use of oddly sized objects as cover, such as small rocks, or walls slightly taller than the crouching pose. Such objects will often save your life if you utilize them properly. Arma 3 is a military simulator so having many different stances allows for a more challenging and realistic experience for the player.
The basic stances for Arma and are as follows:
Z will take you instantly to Prone, and back to your feet again.
X toggles crouch, as is used in many mainstream shooters.
C will toggle the combat mode;
When on, movement will be slightly slower but your weapon will be raised for fire, even when running (But not sprinting). Excellent when you are expecting contact, or in close quarters.
When turned off, you will run faster but automatically lower your weapon when running. Great for covering distance if you aren't in combat, or don't need to fire.
To fine-tune your stance, the controls are different. This will allow you to adapt to your environment, and make use of cover much more efficiently.
Left Ctrl By holding this, the movement keys (W,A,S,D) will no longer move your character, but instead adjust the stance. W & A will raise and lower your character, while A & D will take a half-step to the left or right, respectively. Learn to use this well, it will save your life.
Left Alt By holding this, the mouse will no longer move your entire body, but instead just your characters head. This allows you to maintain movement in one direction, while being able to observe your surroundings more efficiently Can be used in vehicles when driving to look out of windows, or make proper use of the mirrors and instruments The perception this function gives you will also help save your own life and others by spotting dangers otherwise off-screen.
The different available stances
1) Fully Standing.
You can enter this stance by holding Left Ctrl and pressing "W".
The Stance Indicatior is displayed with the silhouette standing upright with the upper arrow indicating higher than default.
2) Combat Stance.
Default firing position. If you are crouching, you can press 'X' to return to Combat stance.
The default firing position, in this stance, you are able to run and aim your weapon simultaneously - by lowering your weapon using "C" you can run faster.
3) Half-Stand.
From the Combat stance, press Ctrl + S to lower.
The Half-stand is only slightly lower than the Combat Stance, it allows lower positioning without reducing run speed.
4) Half-Crouch.
From the Half Stand, press Ctrl + S to lower.
The Half-Crouch is a helpful stance when under fire. Best used when behind waist-height cover, as this stance is only just a little taller it allows the player to minimalize presented target and return fire.
5) Crouch, Weapon Lowered.
Press 'X' (Or Ctrl + S from Half-Crouch) to lower, then double tap Left Ctrl to lower your weapon.
Similarly to Standing with the weapon lowered, this serves exactly the same purpose. You cannot accidentally discharge your weapon by lowering it when not in combat.
6) Crouch, Weapon Raised.
Press 'X' (Or Ctrl + S from Half-Crouch) lower.
If you've played a modern shooter, you're already familiar with the standard crouch. Remember that Arma 3 doesn't allow you to run and fire unless you activate the Combat mode with "C". You can also sprint when crouching in Arma 3, which allows you to navigate a battlefield much more efficiently.
7) Fully Crouching.
Press Ctrl + S from a regular crouch to lower more.
It's extremely low, and makes best use of even the smallest cover, such as rocks, crumbled walls or tires When moving in this position your character will raise a little.
8) Sitting, Weapon Raised.
Press Ctrl + S to lower from a full crouch, you will automatically sit down.
About as low as the Full Crouch, but when sitting down you sacrifice movement for accuracy. Over long range encounters, sitting down will enhance your accuracy considerably, and you will remain above the grass levels.
9) Prone.
Press 'Z' (Or Ctrl + S from Sitting) to get down on your stomach.
ArmA allows you to sprint when in prone without standing up, and to roll using "Q" and "E".
Prone is the position you will be rushing to when you hear gunshots.
10) Fully Prone.
Press Ctrl + S from Prone to get your head down.
Full Prone gets your head down. It can keep you alive if you're heavily pinned down.
11) Sit down
By pressing " ' " you can just take a seat anywhere. It's unlikely it'll save your life.
The stances in Battlefield are much more simple compared to Arma 3. They also serve some useful functions. The are 3 stances which the player can toggle between.
ctrl = Crouch
It's a tactical feature which allows you to hide from the enemy behind grass, buildings or vehicles. It's also used to steady your gun. This will make you move slower (unable to sprint).
z = Lie down
Lying down steadies your weapon for longer range engagements. It's often used for sniping or machine guns because of this. You also move slow.
(let go of ctrl) Stand
Good for basic movement as you won't move slowly. Also good for being ready to run if necessary.
Hold Shift while standing = Run
Running is good for chasing or running to hide from the enemy. Also good for navigating around the map quickly to gain more kills.
Running is good for chasing or running to hide from the enemy. Also good for navigating around the map quickly to gain more kills.
(my own screenshot again.)
Title: The Elder Scrolls V: Skyrim
Creator: Bethesda Game Studios
Skyrim is even more basic when it comes to different stances. As there are only 2 (3 including run). Skyrim's uses of the stances are not as complicated either.
Hold ctrl = Crouch
Crouching in Skyrim allows you to sneak past enemies and dangerious creatures without them noticing. This is also called "sneaking". You must move very slowly otherwise they'll see you. There is an icon which indicates whether you're in the line of the enemies sight or not.
Release ctrl = Stand
Releasing the ctrl button goes back to your standard stance which is stand. Stand allows you to move slowly or jog at a normal pace by pressing the caps lock button. There is no average paced walk in Skyrim.
Hold shift = run
Releasing the ctrl button goes back to your standard stance which is stand. Stand allows you to move slowly or jog at a normal pace by pressing the caps lock button. There is no average paced walk in Skyrim.
Hold shift = run
If in a standing stance, holding shift will allow your character to run which is faster than jogging.
Conclusion:
Stances in games allows the player to interact with the environment and characters differently. Stances influence how fast or slow your character walks/runs, their height in their position and aim. It's used so the game is more tactful and challenging as there are different options for getting around obstacles and enemies in the game. The player must choose the best stance for each situation. Even when simply used in games such as Skyrim the stance is still challenging and an effective technique to use in the game.
Stances in games allows the player to interact with the environment and characters differently. Stances influence how fast or slow your character walks/runs, their height in their position and aim. It's used so the game is more tactful and challenging as there are different options for getting around obstacles and enemies in the game. The player must choose the best stance for each situation. Even when simply used in games such as Skyrim the stance is still challenging and an effective technique to use in the game.
Illustrations for the presentation
I want to have some nice digi art pieces for my presentation so getting onto that now. Drew this of my Skyrim character. Will also digi paint a healing potion is discussing healing in my presentation (waiting for tutor feedback first).
Thursday, 25 July 2013
Healing Game Mechanic
Over View
Healing is a core mechanic in game design. It's most often used when a character has a health "bar" or "percentage".
When health goes down, typically a character will either die or be taken back to a certain spawn point, the beginning of the level or suffer some kind of consequence such as losing their points. Each game is different though.
Why is there healing?
Health damage in most games is either caused by enemies or players fighting your character. This may be with weapons, movement or objects. In some games health damage can be caused by the environment. Falling off an object for example or jumping too high and bumping your characters head on something.
Healing is included in a game for a few reasons. One being the player doesn't get constantly frustrated as they're unable to get past a certain point or every time an enemy attacks they are met with a quick death. Healing also helps combat to last longer. In an RPG game a character could potentially get through a chunk of the narrative without dying and having to replay any chapters with the ability to heal themselves. Healing can be very satisfying to the player. Many games revolve around players living the longest and keeping their health up.
Let's break down the core mechanic of healing
If we take away all the fancy dynamics and aesthetics of game play how does healing really affect the game and why is it needed?
Healing is a mechanic which is normally a visual representation of a bar or percentage, when that percentage or bar gets to zero - your character dies. Items and time are often used for health to regenerate. Games include healing as a mechanic as the game would be too easy if no damage was ever done to health but too hard if one bullet or hit killed you. Healing is the compromise which allows you to be challenged but still able to beat the game.
Team Play
Healing can encourage team play in multiplayer games. Team mates will rely on the "medic" or their companion to quickly heal them before their character dies. A consequence for not getting to your team mate in time to heal can be your team or player loses points or are re-spawned somewhere inconvenient on the map.
Healing Items
Many games have items or objects which allow healing. Some items may regenerate health fully and same may only bump up the percentage a little bit. Healing items are genuinely found within the games environment or bought with in game currency or points. It is typically a 'perk' in the game.
Regenerating Health
Some games allow health to regenerate fully over time. The character may have to hide somewhere in the environment to avoid enemies and wait until their health is restored or continue battling/fighting but avoiding taking any damage.
Games that use healing
Title: DayZ(mod) Arma 2
Creator: Dean "Rocket" Hall
(Image credit: http://www.pcgamer.com/2012/05/21/now-playing-arma-2-mod-dayz/)
DayZ is a very popular mod for Arma 2. It's a first person zombie survival game. The game is based around survival and team play in a realistic scenario The objective is not to kill enemies as there are no divided teams.
A character may receive bone fractures from damage to their legs, go into shock from unexpected ambushes, receive infections from zombies or diseased players, or even faint due to low blood pressure.
Blood is essentially the health of a player. Blood begins at 12000 units for a newly spawned player. If a player's blood reaches 0, they will die.
As a player's blood level decreases, color saturation in the game decreases. Complete saturation loss usually occurs around 4000 to 3000 blood. At this point a player will occasionally shake, and a player character's heartbeat may be heard by the player. Hearing becomes impaired as blood loss increases as well. At less than 3000 blood, a player will start to randomly fall Unconscious.
Players must go into either cities or the wilderness in search for supplies such as food and water as hunger and thirst are real dangers. Basic human needs is an important theme in DayZ.
So, to break these into the categories discussed above
Team Play
Team play is an extremely important aspect of DayZ as it's very easy to become injured. Jumping at a great height, fulling off an abandoned motorbike or one swipe from a zombie claw and the player becomes seriously injured with possible fractured legs which renders them unable to walk resulting to having to crawl instead. If their health dramatically decreases the screen becomes monochromatic. In this case, the player is unable to heal themselves and needs another player to give them a blood transfusion. Without teaming up with another player, your character will die.
When a character dies on DayZ they lose all of their belongings (food, water, medical supplies, weapons) which they've spent hours scavenging for while managing to survive and are re spawned somewhere very inconvenient on a very large map. This is a very frustrating thing for the player. Other players on the server cannot always be trusted as they may wish to steal all of your belongings after your character has died.
Healing Items
Morphine is used when you break a leg, painkillers are for when your character is shaking and bandages stop bleeding. Meat and beans will help to refill blood but another healthy player with a blood bag will refill your blood in one hit.
Your character will also suffer from the elements so they must build a fire to keep warm.
Hunger and thirst will kill your character also so food and water act as healing to your character in a way.
Regenerating Health
Bleeding will occasionally stop on it's own but usually requires a bandage to stop. Other than that, health will not regenerate on its own as survival is the real challenge in DayZ (not the zombies surprisingly.)
(My own screenshot of my character)
Title: The Elder Scrolls V: Skyrim
Creator: Bethesda Game Studios
Over view
Healing is a Novice level restoration spell in The Elder Scrolls V: Skyrim that heals the caster 10 points per second. All races begin the game with this spell. Dual-casting the spell causes the player's health to restore more quickly.
Even though all characters begin the game already equipped with this spell, the spell tome is available for purchase from merchants. The player can play strategically, having a weapon in one hand and the restoration spell in the other, healing themselves throughout combat.
Before purchasing the restoration spell, the player must find, steal or purchase health potions which increase health 20 points for 60 seconds. Food items will also restore health but not significantly.
Team playSkyrim is not a multiplayer game. However you have the option of having a companion who also have health and can die. You can go back to your last saved point or continue without them. You are able to heal your companion by using the "Healing Hands" spell. This will cost you in game money to purchase the spell.
Healing Items
In Skyrim it's crucial to carry some type of healing item in your inventory at all times as you never know when someone may attack you (sometimes thugs are hired to kill you and will run into you at most unexpected times) or when an animal may also attack you (dragons, wolves). Healing items can be purchased, stolen or found in places such as the dungeons.
Regenerating Health
Health regenerates on it's own, about 1% per second. This means that if able, a character can hide and wait until their health regenerates.
This is so it's not impossible for a player to fight or kill another character as their health goes down too quickly.
Title: Battlefield 3
Creator: EA Digital Illusions CE
Overview
In Battlefield 3 Multiplayer you're able to play as a Medic in the Assault Class (which is available from the start). This means you're able to heal yourself quickly and are responsible for healing your team mates when playing as a Medic. The aim of Bf3 is to essentially get your opponents health down enough so they die. The more kills you get, the more you level up. The aim is also to die as little as possible. Players are able to regenerate health without the health pack but it usually takes about 40 seconds without being hit. Players are also able to revive other teammates.
Team Play
When playing as a Medic in the Assault class you need to throw a health pack to a player within 5 meters of them, any teammates close to it will heal much faster than their regular health regeneration. Players can also revive their teammates but it must be within a 10 second time frame. When this happens, the kill still counts for the enemy team but the death doesn't count for you. This can be risky as when choosing to revive a teammate you must make sure the enemy isn't still watching as they may kill both you and your revived teammate, counting more kills for them and wasted time for you and your teammate.
Healing Items
The only healing item in BF3 is the medic kit which the Medic throws out. The medic kit will affect players within 5 meters of it. Teammates close to it will heal much faster than their regular health regeneration
Regenerating Health
After a player is hit, 20 seconds later their health will begin to escalate up at a rate of 2% per second. If the player is hit again the regeneration will stop.
This is so the game is challenging. If a player had 90% health due to an enemy shooting them, without health regenerating another enemy may later shoot them once and claim that kill.
Healing is a core mechanic in game design. It's most often used when a character has a health "bar" or "percentage".
When health goes down, typically a character will either die or be taken back to a certain spawn point, the beginning of the level or suffer some kind of consequence such as losing their points. Each game is different though.
Why is there healing?
Health damage in most games is either caused by enemies or players fighting your character. This may be with weapons, movement or objects. In some games health damage can be caused by the environment. Falling off an object for example or jumping too high and bumping your characters head on something.
Healing is included in a game for a few reasons. One being the player doesn't get constantly frustrated as they're unable to get past a certain point or every time an enemy attacks they are met with a quick death. Healing also helps combat to last longer. In an RPG game a character could potentially get through a chunk of the narrative without dying and having to replay any chapters with the ability to heal themselves. Healing can be very satisfying to the player. Many games revolve around players living the longest and keeping their health up.
Let's break down the core mechanic of healing
If we take away all the fancy dynamics and aesthetics of game play how does healing really affect the game and why is it needed?
Healing is a mechanic which is normally a visual representation of a bar or percentage, when that percentage or bar gets to zero - your character dies. Items and time are often used for health to regenerate. Games include healing as a mechanic as the game would be too easy if no damage was ever done to health but too hard if one bullet or hit killed you. Healing is the compromise which allows you to be challenged but still able to beat the game.
Team Play
Healing can encourage team play in multiplayer games. Team mates will rely on the "medic" or their companion to quickly heal them before their character dies. A consequence for not getting to your team mate in time to heal can be your team or player loses points or are re-spawned somewhere inconvenient on the map.
Healing Items
Many games have items or objects which allow healing. Some items may regenerate health fully and same may only bump up the percentage a little bit. Healing items are genuinely found within the games environment or bought with in game currency or points. It is typically a 'perk' in the game.
Regenerating Health
Some games allow health to regenerate fully over time. The character may have to hide somewhere in the environment to avoid enemies and wait until their health is restored or continue battling/fighting but avoiding taking any damage.
Games that use healing
Title: DayZ(mod) Arma 2
Creator: Dean "Rocket" Hall
(Image credit: http://www.pcgamer.com/2012/05/21/now-playing-arma-2-mod-dayz/)
DayZ is a very popular mod for Arma 2. It's a first person zombie survival game. The game is based around survival and team play in a realistic scenario The objective is not to kill enemies as there are no divided teams.
A character may receive bone fractures from damage to their legs, go into shock from unexpected ambushes, receive infections from zombies or diseased players, or even faint due to low blood pressure.
Blood is essentially the health of a player. Blood begins at 12000 units for a newly spawned player. If a player's blood reaches 0, they will die.
As a player's blood level decreases, color saturation in the game decreases. Complete saturation loss usually occurs around 4000 to 3000 blood. At this point a player will occasionally shake, and a player character's heartbeat may be heard by the player. Hearing becomes impaired as blood loss increases as well. At less than 3000 blood, a player will start to randomly fall Unconscious.
Players must go into either cities or the wilderness in search for supplies such as food and water as hunger and thirst are real dangers. Basic human needs is an important theme in DayZ.
So, to break these into the categories discussed above
Team Play
Team play is an extremely important aspect of DayZ as it's very easy to become injured. Jumping at a great height, fulling off an abandoned motorbike or one swipe from a zombie claw and the player becomes seriously injured with possible fractured legs which renders them unable to walk resulting to having to crawl instead. If their health dramatically decreases the screen becomes monochromatic. In this case, the player is unable to heal themselves and needs another player to give them a blood transfusion. Without teaming up with another player, your character will die.
When a character dies on DayZ they lose all of their belongings (food, water, medical supplies, weapons) which they've spent hours scavenging for while managing to survive and are re spawned somewhere very inconvenient on a very large map. This is a very frustrating thing for the player. Other players on the server cannot always be trusted as they may wish to steal all of your belongings after your character has died.
Healing Items
Morphine is used when you break a leg, painkillers are for when your character is shaking and bandages stop bleeding. Meat and beans will help to refill blood but another healthy player with a blood bag will refill your blood in one hit.
Your character will also suffer from the elements so they must build a fire to keep warm.
Hunger and thirst will kill your character also so food and water act as healing to your character in a way.
Regenerating Health
Bleeding will occasionally stop on it's own but usually requires a bandage to stop. Other than that, health will not regenerate on its own as survival is the real challenge in DayZ (not the zombies surprisingly.)
(My own screenshot of my character)
Title: The Elder Scrolls V: Skyrim
Creator: Bethesda Game Studios
Over view
Healing is a Novice level restoration spell in The Elder Scrolls V: Skyrim that heals the caster 10 points per second. All races begin the game with this spell. Dual-casting the spell causes the player's health to restore more quickly.
Even though all characters begin the game already equipped with this spell, the spell tome is available for purchase from merchants. The player can play strategically, having a weapon in one hand and the restoration spell in the other, healing themselves throughout combat.
Before purchasing the restoration spell, the player must find, steal or purchase health potions which increase health 20 points for 60 seconds. Food items will also restore health but not significantly.
Team playSkyrim is not a multiplayer game. However you have the option of having a companion who also have health and can die. You can go back to your last saved point or continue without them. You are able to heal your companion by using the "Healing Hands" spell. This will cost you in game money to purchase the spell.
Healing Items
In Skyrim it's crucial to carry some type of healing item in your inventory at all times as you never know when someone may attack you (sometimes thugs are hired to kill you and will run into you at most unexpected times) or when an animal may also attack you (dragons, wolves). Healing items can be purchased, stolen or found in places such as the dungeons.
Regenerating Health
Health regenerates on it's own, about 1% per second. This means that if able, a character can hide and wait until their health regenerates.
This is so it's not impossible for a player to fight or kill another character as their health goes down too quickly.
Title: Battlefield 3
Creator: EA Digital Illusions CE
In Battlefield 3 Multiplayer you're able to play as a Medic in the Assault Class (which is available from the start). This means you're able to heal yourself quickly and are responsible for healing your team mates when playing as a Medic. The aim of Bf3 is to essentially get your opponents health down enough so they die. The more kills you get, the more you level up. The aim is also to die as little as possible. Players are able to regenerate health without the health pack but it usually takes about 40 seconds without being hit. Players are also able to revive other teammates.
Team Play
When playing as a Medic in the Assault class you need to throw a health pack to a player within 5 meters of them, any teammates close to it will heal much faster than their regular health regeneration. Players can also revive their teammates but it must be within a 10 second time frame. When this happens, the kill still counts for the enemy team but the death doesn't count for you. This can be risky as when choosing to revive a teammate you must make sure the enemy isn't still watching as they may kill both you and your revived teammate, counting more kills for them and wasted time for you and your teammate.
Healing Items
The only healing item in BF3 is the medic kit which the Medic throws out. The medic kit will affect players within 5 meters of it. Teammates close to it will heal much faster than their regular health regeneration
Regenerating Health
After a player is hit, 20 seconds later their health will begin to escalate up at a rate of 2% per second. If the player is hit again the regeneration will stop.
This is so the game is challenging. If a player had 90% health due to an enemy shooting them, without health regenerating another enemy may later shoot them once and claim that kill.
Wednesday, 24 July 2013
Important notes from the lecture
Just writing down what I need to do this weekend for the hand in so it's super clear and planned for myself.
- Pick one game mechanic
- Write about how that mechanic is used in 3 or more games
- Use sketches/comics/illustrations to explain that point
- Use that same game mechanic to come up with a game idea/concept about sustainability
- This includes dynamics and aesthetics but is not a fully developed game concept (something that could be passed to game developers to define upon).
- Make the 15 page pdf look super amazing and wonderful to read!
Monday, 22 July 2013
Final Proposal (updated)
Proposal
The social and political outcomes of war will be depicted in my films. This will include the soldiers and political figures who were made out to be heroic as well as the violent, brutal reality of war and families being pulled apart.
Horror - Using war as my theme I plan the first film to show the scare and shock of war. Old documentary commentary will be overlaid onto fast footage. The voice over is talking about how many deaths were caused and questioning what was going through Hitler’s head as he spoke in front of his thousands of followers. The footage will show soldiers, Hitler and war scenes in fast cut scenes to shock the viewer. All footage will be monochrome. Close ups of Hitler and other significant people in the war will be used with high angle shots to show their power. This will be contrasted with long distance and establishing shots of the battles and planes shooting in the sky so the viewer understands how many deaths were caused. Medium shots of dead bodies will be shown to horrify and demonstrate the outcome of war.
Rewind - Starting from the deaths, the footage will rewind in fast motion to the battlefield, the family preparing for war and eventually back to a time before war where everyone is happy at home and living a normal life. For example, there will be footage of soldiers fighting and it will rewind, the soldiers putting their weapons down and running backwards and out of the scene. Because this film is showing a rewind of war and life before the war many different types of shots will be used to show diversity such as close ups, medium shots, high and low angles, establishing shots and birds eye view. Cross dissolves will be used to blend the shots together showing the progress of time going backwards.
Honor - The third film will glorify war while also showing flashes of the horrible reality. It will seem like a soldier’s dream or memory of the war and the praise he was given being a soldier. The film will show happy families then cross fading to scenes of soldiers receiving metals and being seen as heroic. Flashes of horrible war scenes will appear to show the true reality. Peaceful music will be overlaid but as the horrible scenes appear real war sounds will be overlaid instead of shouting and guns, this music will be louder compared to the music track. Close ups of metals being awarded and smiling soldiers will be used as well as high angle shots of the soldiers marching to enhance the idea of being heroic.
Scrapped idea - I cam up with a better one!
The second film will be a drama about a girl writing to her boyfriend at war. Her environment will contrast greatly to his. She will be shown living her everyday life with footage of his life overlaid, which will include being on the battlefield and writing back to her. Cross dissolves will be used to achieve this. Many close up and medium shots of her life will be used to show that her life is about herself while long distance shots of the battlefield will be used to show the mans life to contrast that he is apart of something bigger.
Draft Proposal
Proposal
Using war as my theme I plan the first film to show the
scare and shock of war. Old documentary commentary will be overlaid onto fast
footage. The voice is talking about how many deaths were caused and questioning
what was going through Hitler’s head as spoke in front of his thousands of followers.
The footage will show soldiers, Hitler and war scenes to shock the viewer. All
footage will be monochrome.
The second film will be a drama about a girl writing to her
boyfriend at war. Her environment will contrast his greatly to his. She will be
shown living her everyday life with footage of his life overlaid, which will
include being on the battlefield and writing back to her.
The third film will glorify war while also showing flashes of the horrible reality. It will almost seem like a soldier’s dream or memory of the war and the praise he was given being a soldier. The film will show happy families at home then going to scenes of soldiers receiving metals and being seen as heroic. Flashes of horrible war scenes will appear to show the true reality. Peaceful music will be overlaid but as the horrible scenes appear real war sounds will be overlaid instead of shouting and guns, this music will be louder compared to the music track.
The third film will glorify war while also showing flashes of the horrible reality. It will almost seem like a soldier’s dream or memory of the war and the praise he was given being a soldier. The film will show happy families at home then going to scenes of soldiers receiving metals and being seen as heroic. Flashes of horrible war scenes will appear to show the true reality. Peaceful music will be overlaid but as the horrible scenes appear real war sounds will be overlaid instead of shouting and guns, this music will be louder compared to the music track.
Battlefield 3
Title: Battlefield 3
Creator: EA Digital Illusions CE
Mechanics for multiplayer segment
Player classes
Players choose from a number of soldier archetypes, each with a unique role within the game. These effect the play style and bring different qualities to a squad which are important for team based play. This reflects battlefields team play design which contrasts against games such as Call of Duty which are more focused on lone wolf play styles.
Vechiles
Players can use vehicles as well as running on foot giving a greater diversity in ways of moving around the map and combat. Jeeps, tanks, helicopters and planes are used, some being more robust than others. Some vehicles are used in combat and have their own weaknesses and strengths.
Spawn Points
Key mechanics to Battlefield spawning are spawning on team mates as well as spawning at locations. This allows players to jump immediately into action and work with their team mates rather than always having to travel distances. However, this can also be dangerous as you may spawn and immediately be killed by an enemy.
Saturday, 20 July 2013
The Sims 3
(My own screen shot again. Seriously I love mods)
Title: The Sims 3
Creator: The Sims Studio (Ea Games)
Title: The Sims 3
Creator: The Sims Studio (Ea Games)
Mechanics
Custom Content
Players are able to download endless amounts of high quality custom content and mods for free. This can be anything from hair, clothes and items to allowing teenage sims to get pregnant.
Interactions
Because the game relies heavily on narrative, interactions are the mechanic which allows this to happen. Sims form relationships, opportunities and enemies which are all determined through their interactions with other characters. For example, two sims can get married by using the flirt interaction.
Aspirations
While there is no end goal or 'finish' in the game, there are aspirations. The player can either choose to meet these aspirations (becoming top at career, rich, having a family, being popular ect) and watch as their Sims live the ultimate life or alternatively the player can satisfy none of these aspirations and watch as their Sims lives turn to depression and chaos. When Aspirations are met however, the player earns points which can be used to purchase special items and unlock advantages such as getting promotions quicker.
Skyrim
(Screen shot of my own character featured above. Hehe, I enjoy mods)
Title: The Elder Scrolls V: Skyrim
Creator: Bethesda Game Studios
Healing
Characters will slowly heal over time after an enemy or creature (eg, rabid wolf) has attacked them or the player can speed up the process by using a healing potion.
Inventory/Weight System
A character will be unable to run when carrying too many heavy item in their inventory. They either need to place them in their house or drop them onto the ground (or consume/eat some items).
Magic
Characters use magic to attack enemies and deal damage without having to use a weapon. Their Magika levels go down (much like the healing) when used too often. A character can either wait for their Magika levels to go back up or drink a potion to restore it more quickly.
Title: The Elder Scrolls V: Skyrim
Creator: Bethesda Game Studios
Healing
Characters will slowly heal over time after an enemy or creature (eg, rabid wolf) has attacked them or the player can speed up the process by using a healing potion.
Inventory/Weight System
A character will be unable to run when carrying too many heavy item in their inventory. They either need to place them in their house or drop them onto the ground (or consume/eat some items).
Magic
Characters use magic to attack enemies and deal damage without having to use a weapon. Their Magika levels go down (much like the healing) when used too often. A character can either wait for their Magika levels to go back up or drink a potion to restore it more quickly.
Animal Crossing New Leaf (Nintendo 3ds)
Title: Animal Crossing: New Leaf
Creator: Nintendo EAD Group No. 2
Monolith Soft
Characters collect and sale items for 'Bells' which function as the in game currency. Bells can be used to purchase new items, house upgrades or used for town construction.
Multiplayer
Players can visit their friends towns as well as open their town gates for visitors to join. Multiplayer can benefit the player as more objects and mini games become available. Players can trade items, fruit being an important one as each town grows only one local fruit and to grow more varieties the player must visit a town with a different fruit.
Equiptable Items
Players have an inventory which holds a selected amount of items. The equitable items mostly include tools which are used to catch and collect items from the environment such as bugs, fish, coins, fossils and ores.
Creator: Nintendo EAD Group No. 2
Monolith Soft
Mechanics
Currency (Bells)Characters collect and sale items for 'Bells' which function as the in game currency. Bells can be used to purchase new items, house upgrades or used for town construction.
Multiplayer
Players can visit their friends towns as well as open their town gates for visitors to join. Multiplayer can benefit the player as more objects and mini games become available. Players can trade items, fruit being an important one as each town grows only one local fruit and to grow more varieties the player must visit a town with a different fruit.
Equiptable Items
Players have an inventory which holds a selected amount of items. The equitable items mostly include tools which are used to catch and collect items from the environment such as bugs, fish, coins, fossils and ores.
Welcome to game design!
So I got moved into game design from a cddn class. I'm super excited and am really looking forward to this paper. However, because it took a while for me to get in due to wait listing, I've missed the first week of classes :( So I'm desperately trying to catch up and just thought I'd take some important notes on game mechanics for myself. A class mate forwarded me this video, super helpful.
Notes I took from this video ~
Mechanics - Rules and systems that create the game play we experience
eg - the math for how shooting works (in a shooter game)
Dynamics - The actual experimental play that those mechanics come together to create
eg, the running and gunning game play
Aesthetics - The reason we actually go to the game
eg, The fantasy world
Narrative Mechanics
"A game mechanic, then, is the action invoked by an agent to interact with the game world, as constrained by the game rules."
For example, in Shadow of the Colossus we find the following mechanics: to climb, ride (the horse), stab, jump, shoot (arrows), whistle, grab, run (and variations like swim or dive). In Gears of War, a non-comprehensive list would be: cover, shoot, reload, throw (grenade), look (at a point of interest), use, give orders, switch weapons[2]. All of these are methods for agency within the game world, actions the player can take within the space of possibility created by the rules.
Contextual mechanics are analytical concepts that can be used to understand how players decode the information in a level - how a player perceives certain structures and how those structures are used to communicate intended uses or behaviors.
Game mechanics are concerned with the actual interaction with the game state, while rules provide the possibility space where that interaction is possible, regulating as well the transition between states. In this sense, rules are modeled after agency, while mechanics are modeled for agency.
Järvinen defined core mechanics as "the possible or preferred or encouraged means with which the player can interact with game elements as she is trying to influence the game state at hand towards the attainment of a goal"
that it is possible and useful to understand game mechanics as different from game rules, and in that understanding, we can more clearly describe how games can be designed to affect players in unprecedented ways.
Mechanics describes the particular components of the
game, at the level of data representation and algorithms.
Dynamics describes the run-time behavior of the
mechanics acting on player inputs and each othersí
outputs over time.
Aesthetics describes the desirable emotional responses
evoked in the player, when she interacts with the game
system.
1. Sensation
Game as sense-pleasure
2. Fantasy
Game as make-believe
3. Narrative
Game as drama
4. Challenge
Game as obstacle course
5. Fellowship
Game as social framework
6. Discovery
Game as uncharted territory
7. Expression
Game as self-discovery
8. Submission
Game as pastime
The Sims: Discovery, Fantasy, Expression, Narrative.
Final Fantasy: Fantasy, Narrative, Expression,
Discovery, Challenge, Submission.
Mechanics
Mechanics are the various actions, behaviors and control
mechanisms afforded to the player within a game context.
Together with the gameís content (levels, assets and so on)
the mechanics support overall gameplay dynamics.
For example, the mechanics of card games include
shuffling, trick-taking and betting ñ from which dynamics
like bluffing can emerge. The mechanics of shooters
include weapons, ammunition and spawn points ñ which
sometimes produce things like camping and sniping. The
mechanics of golf include balls, clubs, sand traps and
water hazards ñ which sometimes produce broken or
drowned clubs
Just took some notes from the readings for myself to look back on, very helpful in understanding this assignment.
"Mechanics are tools that the game provides for players to overcome a situation presented to them. For instance in Super Mario - Mario's core mechanic is his jump. This provides him with the ability to traverse obstacles, kill enemies and break/open boxes. Another mechanic for Super Mario would be his growth. When he eats a mushroom he grows right? So it gives him more or less a moving checkpoint/life system."
My tutor emailed me this. This will be helpful to reflect back on as I'm choosing the game mechanics.
Notes I took from this video ~
Mechanics - Rules and systems that create the game play we experience
eg - the math for how shooting works (in a shooter game)
Dynamics - The actual experimental play that those mechanics come together to create
eg, the running and gunning game play
Aesthetics - The reason we actually go to the game
eg, The fantasy world
Core Aesthetics of game play
- Sense Pleasure - music, visuals ect.
- Fantasy - A life you can't experience otherwise
- Narrative - The drama you witness eg, The Sims
- Challenge - Overcoming obstacles
- Fellowship - Working in a group of characters
- Competition - To get better than others
- Discovery - eg, discovering new territory in Skyrim
- Expression - Clothing, art
- Abnegation - Game as pass time, zoning out.
Narrative Mechanics
Notes from the reading http://gamestudies.org/0802/articles/sicart
"A game mechanic, then, is the action invoked by an agent to interact with the game world, as constrained by the game rules."
For example, in Shadow of the Colossus we find the following mechanics: to climb, ride (the horse), stab, jump, shoot (arrows), whistle, grab, run (and variations like swim or dive). In Gears of War, a non-comprehensive list would be: cover, shoot, reload, throw (grenade), look (at a point of interest), use, give orders, switch weapons[2]. All of these are methods for agency within the game world, actions the player can take within the space of possibility created by the rules.
Contextual mechanics are analytical concepts that can be used to understand how players decode the information in a level - how a player perceives certain structures and how those structures are used to communicate intended uses or behaviors.
Game mechanics are concerned with the actual interaction with the game state, while rules provide the possibility space where that interaction is possible, regulating as well the transition between states. In this sense, rules are modeled after agency, while mechanics are modeled for agency.
Järvinen defined core mechanics as "the possible or preferred or encouraged means with which the player can interact with game elements as she is trying to influence the game state at hand towards the attainment of a goal"
Notes from http://www.cs.northwestern.edu/~hunicke/MDA.pdf
Mechanics describes the particular components of the
game, at the level of data representation and algorithms.
Dynamics describes the run-time behavior of the
mechanics acting on player inputs and each othersí
outputs over time.
Aesthetics describes the desirable emotional responses
evoked in the player, when she interacts with the game
system.
1. Sensation
Game as sense-pleasure
2. Fantasy
Game as make-believe
3. Narrative
Game as drama
4. Challenge
Game as obstacle course
5. Fellowship
Game as social framework
6. Discovery
Game as uncharted territory
7. Expression
Game as self-discovery
8. Submission
Game as pastime
The Sims: Discovery, Fantasy, Expression, Narrative.
Final Fantasy: Fantasy, Narrative, Expression,
Discovery, Challenge, Submission.
Mechanics
Mechanics are the various actions, behaviors and control
mechanisms afforded to the player within a game context.
Together with the gameís content (levels, assets and so on)
the mechanics support overall gameplay dynamics.
For example, the mechanics of card games include
shuffling, trick-taking and betting ñ from which dynamics
like bluffing can emerge. The mechanics of shooters
include weapons, ammunition and spawn points ñ which
sometimes produce things like camping and sniping. The
mechanics of golf include balls, clubs, sand traps and
water hazards ñ which sometimes produce broken or
drowned clubs
Just took some notes from the readings for myself to look back on, very helpful in understanding this assignment.
"Mechanics are tools that the game provides for players to overcome a situation presented to them. For instance in Super Mario - Mario's core mechanic is his jump. This provides him with the ability to traverse obstacles, kill enemies and break/open boxes. Another mechanic for Super Mario would be his growth. When he eats a mushroom he grows right? So it gives him more or less a moving checkpoint/life system."
My tutor emailed me this. This will be helpful to reflect back on as I'm choosing the game mechanics.
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