Monday, 27 April 2015

Advanced Games Development Overview

Move over to Unity

After further discussions early on with the programmer, it became clear that the move over to Unity over Unreal Engine 4 would be the best option. The programmer had much more significant experience within Unity and the time it would take to do what we needed compared to Unreal was too great to not take the opportunity.

This meant though, having to rebuild the entire level again with Unity. This deemed to be a step backwards as I had already complete it within Unreal, but it was for the benefit of the project. I recreated the level using the cube shape within Unity as I had no modular assets yet from the artists at this stage of development. This was primarily to get a sense of scale and a visual for the artists. The shapes and sizes of the cubes within the level later were created as modular assets by the artists.
Again, this meant I had to go in and rebuild the level for a third time using the new modular assets and the floor pieces provided. Once the level was built once more, I had a check over with the other designer and artist to make sure that the level design was suitable and acceptable for the project.




As development was going on, the artists were supplying white boxed and completed assets to the groups Google Drive. As this was happening, I would start to place them throughout my level to the appropriate areas. I placed down the assets throughout the level in a narrative sense. For example, there are bones scattered on the tables next to cleavers. This makes it appear that there was some mutilation of whoever was occupying the dungeon. I went for the same narrative telling in the boss area, where there is bones scattered and a cooking area in the middle of it all.  



After the assets had been placed throughout the level, I went on to adding the lighting to the level. These are point lights scattered throughout which illuminate the rooms but only to the point where there is still a shroud of darkness throughout. 

Once the level had been decorated and lit, I play tested the level, giving back any feedback and bugs to the relevant developers. 

Item Names and Stat Balancing

I was assigned with the tasks of creating names and stats for the weapons and armour which would be featured within the game. Due to our King being a proud Scottish king, I went ahead and named the weapons and armours which related to Scottish themes. I went ahead and research some of the more common themes within Scottish Heritage and also looked at myths and stories. My personal favourite is the chicken leg which is called “Leg of Edward II”. Edward II was an English king who retreated during the Battle of Bannockburn, which was a significant victory in the Scottish Wars of Independence.

The stats vary amongst each of the weapons and armours. To ensure that the best balancing is achieved, the items vary amongst stats depending on their size. For example, the short sword will have a fast attack speed than the battle axe, but the battle axe will have higher attack power. The same goes for the armour, the larger armour parts such as the body armour has higher defence than the helmet and leg plates. A screenshot of the armour and weapon stats can be viewed below.




Wednesday, 5 November 2014

Level Plan and Whitebox

Level Planning

After discussions with Donny and the environment artists, it was decided I was to design the dungeon area/level for the game. I was informed today as well that this would be the primary focus for the demo so I have to be sure that it is looking as good as it can be in the time I have. 

Before I began designing the level, I started to research into other dungeon crawler games such as Legend of Grimrock and Path of Exile which have similar environments within them. I was looking for inspiration on how the level flows out and how the environment layout is. I also took a lot of inspiration of what assets could be included in the level. Any asset ideas were later passed onto Josh who got straight to creating the assets. 


Initial Dungeon level floor plan
After jotting down all my notes and gathering my ideas, I made a start at designing the Dungeon level. As seen above I, I took inspiration I learnt from other games and real life designs by going with some tight corridors which open up into wide open areas. The level shall be going through a feedback process over the next week before anything is finalised. 

Whitebox Level within the Unreal Engine 4

After I had finished the floor plan design, I went straight into the Unreal Engine 4 to create a whitebox level version. The purpose of this was to get a good look at the areas where game play will be taking place and to get the correct proportion sizes against the character. I began to include some assets which had been supplied by Josh, which were the prison gates and the prisoner beds. The screenshots below are the featured level viewed from different perspectives with the third screenshot showing off how close it was to the original plan. At this stage, they are are all shown off in unlit mode as we do not have a lighting rig set up yet. 





Thanks for reading
D. Farrell
My Final Year Project blog - http://dazfyp.blogspot.co.uk/

Pre-Production Design Work

Brainstorming

During the first couple of weeks, myself and the other designer within the group got straight to brainstorming ideas for the games project. Essentially building the foundations for the game design specification which will shall be completed at a later date. We went back and forth between different ideas we had for the game, covering areas such as the game overview, game mechanics, story and narrative and also areas of research which we could delve into. These discussions were kept documented with an Evernote document and then later presented to the rest of the group within a team meeting. 




Game Mechanics Priority Listing

After our brainstorming sessions had finished, and planning for the game was underway, we set ourselves a list of priorities for game mechanics. From top to bottom, we listed which game mechanics we would like to have in the game to mechanics would be just nice to haves. Again, these were documented within an Evernote document and saved for future use. 


Task Keeping

In order to ensure everyone knows where everyone is up to with their role in the project, we have enlisted the use of Trello. Trello is flexible and visual way to manage and organise projects. Each member of the group has signed up and has their own task cards. Members of the groups will have cards which will display what task they are currently undertaking and how far along they are progressing. There is also a pool of tasks which members are able to allocate to themselves or to someone else which is clearly visible due to everyone thanks to their notification system. With the use of Trello, it has made it extremely useful for me as a designer to see how far along assets are coming along and when they are ready to plug into the game and also to see how far along all the design side of things are going. Below is a screenshot to show so far how Trello is looking. 



Thanks for reading
D. Farrell
My Final Year Project blog - http://dazfyp.blogspot.co.uk/



Monday, 3 November 2014

Welcome to my Advanced Games Development Blog

Introduction

Hello and welcome to my Advanced Games Development blog. The purpose of this blog will be to document and keep track of the progression throughout my AGD module. I will start by describing who it is I am. I am a third year student at Teesside University studying on a BA Hons. Games Design course.  The AGD module primarily focuses on taking a unique piece of concept created by ourselves and then through group practices turning that into physical working product.

Within my AGD team, I take on the role as one of two designers. I have the responsibly alongside the other designer to come up with innovative and constructive ideas based on game mechanics, level flow and design and narrative. During the initial phase, we shall be putting our minds together to brainstorm ideas, whereas after we shall split off to work on our own sections of the demo and game.

After discussion amongst the group and high approval from each member, we decided the game will be creating will fall under the dungeon crawler genre. The game will incorporate some comedy values to it while breaking the fourth wall on some occasions. We will be taking influence from other games such as Wildstar [1] in regards to the humour sense. The game may feature RPG elements as well, but very simple stuff as three pieces of equipment to change on and off and some slightly generic stat progression. This all depends on the time we have and the skill level of the relevant members.


Interwire Entertainment

Interwire Entertainment is the name of our working group which features 10 members. We are set to create one epic game. Below is a list of names of the members involved with the project and their respective role:

Designers

Damian Farrell
Donny Evason 

Artists

Adam Higgins
JJ Behan

Animator 

Richard Desmond

Programmer

James Byrne


Thanks for reading
D. Farrell
My Final Year Project blog - http://dazfyp.blogspot.co.uk/

References
[1] NCSoft (2014) Available at: http://www.wildstar-online.com/uk/ .