Session 3 Project

SUMMARY

Role

UI/HUD Design

Intention (SMART Goal)

By Jan. 13, as UI/HUD, I will have evidence of Good UI by following UI tutorials for session 3.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

https://medium.com/super-jump/how-elden-ring-ignores-20-years-of-open-world-design-fcc035172fdb

Training Source(s)

UI tutorials

Project Timeline

Proposed Budget

€‎6,000,000,000

Evidence of Team Planning and Decisions

https://trello.com/b/KyD3laqI/game-1st-team-2-session-3-work

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Can’t show, Itch was buggin.

Skills Commentary

https://docs.google.com/presentation/d/1pCJ66LADLPW6rvtFmDEBu1YtJ3uj8gHgFtVHrteEog0/edit#slide=id.g1d459f723d8_1_0

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Working (Communication & Collaboration)

I communicated with my team to work on audio and helped with problems.

Reactions to the Final Version

We were told that we should have the game ready to show next time by a reviewer named Jessica.

Self-Evaluation of Final Version

We didn’t get that far, we should have made a simple version first.

Grammar and Spelling

I used my mind.

Editor

Treybeon H.

Defender Feedback

Defender Game: https://giorno-giovanni.itch.io/defender

Summary

  • A simple game where you shoot aliens and protect civilians.

Humans are being invaded, aliens hide among normal people but tend to be obvious.

  • Try to get as many points as you can for as long as you want.

Questions

  • What could be added?
  • What could be changed?

Peer Feedback

  • “i think a boss could be added or you can get power ups and maybe make it for challenging when it goes on” – Gage C.
  • “maybe slow the bullet speed” – Jacob C.

Game Analysis Worksheet: Apex Legends

Summary

  • IN ONE TO TWO SENTENCES, DESCRIBE WHAT GAME YOU ANALYZED FOR THIS PROJECT AND WHY YOU CHOSE IT
  • DELETE ALL OF MR. LE DUC’s ALL UPPERCASE INSTRUCTIONS ABOVE

Game Play Analysis

Formal Elements
The BasicsREMINDER: PLACE YOUR RESPONSES IN THIS COLUMN (DELETE THIS MESSAGE BEFORE YOU WRITE)
Name of the gameApex Legends
The platformXbox, PC, PS
Time played (should be at least 30 minutes)Over 10 hrs.
If you could work on this game (change it), what would you change and why?The matchmaking, skilled players are stomping public lobbies and also making low level fake accounts to do better against low level players.
PlayersNOTES
How many players are supported?100
Does it need to be an exact number?No
How does this affect play?It makes the game quicker.
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.Team Competition
Objectives/GoalsNOTES
What are the players trying to do?Eliminate all other players and be the last one standing.
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).Battle royale
Rules/MechanicsYou pick up guns and shoot other players. There are armor, attatchments, characters with different abilities, crafting on a daily rotation, and vehicles.
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.First you loot up and try not to die but kill every one else that is not on your team. Then you get better gear and fight better players, so on and so fourth.
ControlsNOTES
What controls are used?depending on the platform controls may vary.
Was there a clear introductory tutorial?yes.
Were they easy to understand or did you find yourself spamming the controller?It was very easy to understand and I got the hang of things easily.
Resources & Resource ManagementNOTES
What kinds of resources do players control?Crafting materials.
How are they maintained during play?they can craft loot that is available at crafting stations that have set loot that has daily rotations.
What is their role?To be a currency for crafting loot.
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)Objects picked up during video games.
Game StateNOTES
How much information in the game state is visible to the player?Health, shields, character, crafting mats., minimap, distance from the circle, kills, ability icons, ammo/gun info.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.Info per player.
SequencingNOTES
In what order do players take their actions?First they land, then they loot, then they survive. Repeat the last step until victory.
How does play flow from one action to another?Players go from one stage to another by surviving and getting better loot.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.Real-time.
Player InteractionPlayers can interact with other players, crafting stations, doors, loot, vehicles, and other extra systems.
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.Direct Conflict.
Theme & NarrativeNOTES
Does it have an actual story structure?Yes
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?No
Does it have emotional impacts?No
Also, look for en media res (does it start in the middle of the game)?Yes
The Elements in MotionNOTES
How do the different elements interact?Makes the game better & fun.
What is the gameplay like?Intense
Is it effective?Definitely
Are there any points where the design choices break down?In bugs, yes.
Design CritiqueNOTES
Why did the designer make these particular choices?To show their way of doing things.
Why this set of resources?Because it is their style
What if they made different decisions?The game would be very different from what it is now.
Does the design break down at any point?Yes, in bugs that usually get fixed quickly.
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes.
Did you find any bugs or glitches?Yes.
What about sound?It is great.
Can you spot any technical shortcuts?No, not really.
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?RNG, Outplaying.
Is the game fair?Sometimes.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?Yes,
What is the intended audience?Teens/Adults.
What is the core, the one thing you do over and over, and is it fun?Fight, and yes.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources

Game Design – Week 14 – Intro to Analysis

“Analysis gave me great freedom of emotions and fantastic confidence. I felt I had served my time as a puppet.”

Hedy Lamarr

SUMMARY

  • I watched a movie, reflected on it, and learned of a process to keep a clear mind during corona.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com
  • By following the guide you can stay healthy mentally and physically. This allows anyone who has completed the guide a schedule and other healthy habits.

WHAT I LEARNED and PROBLEMS I SOLVED

  • Many things that may have nothing to do with games, could have techniques used in many fields including game creation.

Film Analysis: Iron Monkey

Film Title: Iron Monkey
Year: 1993
Director: Yuen Woo-ping
Country: China
Genre: Action/Martial Arts

Film information can be found at imdb.com

As you view films, consider how the cuts, camera angles, shots, and movement work to create particular meanings. Think about how they establish space, privilege certain characters, suggest relationships, and emphasize themes. In addition to shot distances, angles, editing, and camera movement, note details of the narrative, setting, characters, lighting, props, costume, tone, and sound.

Ask yourself the following questions:

TOPICYOUR NOTES
1. Who is the protagonist?Wong kei- ying and his son
2. Who is the antagonist?Hin-hung
3. What is the conflict?corrupt governor
4. What is the theme or central, unifying concept? (summarize in one or two words)Rich & poor
5. How is the story told (linear, with flashbacks, flash-forwards, at regular intervals)linear
6. What “happens” in the plot (Brief description)?Iron monkey is wanted by the governor, because he is basically Robin Hood, and he teams up with a doctor (Protagonist) to fight the corrupt governor out of his position as governor.
7. How does the film influence particular reactions on the part of viewers (sound, editing,
characterization, camera movement, etc.)?Why does the film encourage such
reactions?
It’s not really emotional at all, but when a bad guy loses or gets hit hard, it causes the audience to root for one side and get excited if they are winning.
8. Is the setting realistic or stylized?What atmosphere does the setting suggest?Do particular objects or settings serve symbolic functions?Realistic. It suggests a Chinese village from a long time ago. When the poor have iron monkey statues usually he visits and helps them out.
9. How are the characters costumed and made-up?What does their clothing or makeup reveal about their social standing, ethnicity, nationality, gender, or age?How do
costume and makeup convey character?
Their outfitting and make-up shows their social class in that village. Their character’s personality is shown by their clothes, how they act, and their body language.
10. How does the lighting design shape our perception of character, space, or mood?The lighting is dim in sad times, normal at regular times, and intense in fights.
11. How do camera angles and camera movements shape our view of characters or spaces?What do you see cinematically?The camera angles and motions show how great the characters are at martial arts.
12. What is the music’s purpose in the film?How does it direct our attention within the
image?How does it shape our interpretation of the image?What stands out about the music?
It fills in the silence and is perfect for the current situation making us focus our attention on what is going on. The music also shows the time the movie takes place in.
13. How might industrial, social, and economic factors have influenced the film?Describe how this film influences or connects to a culture?This movie was a movie made in Hong Kong, so the budget was fine and many other martial arts movies have been made in Hong Kong. Though when it was released in america it was changed in a way that Hong Kong martial arts fans didn’t like.
14. Give an example of what a film critic had to say about this filmUse credible sources and cite sourcesExample: “The Shawshank Redemption Movie Review (1994) | Roger Ebert.” All
Content. N.p., n.d. Web. 24 June 2015.
“A breathtaking pleasure certain to build anticipation for Yuen’s future directing efforts on this side of the globe.” “Iron Monkey Reviews (1993) | Melanie McFarland.” All Content. N.P., n.d. Web. 24 June 2015.

15. Select one scene no longer than 5 minutes that represents well the whole film and shows relevant cinematic elements.Write a one-sentence description of the scene and record the time of the scene. Example, from 1:05:00 to 1:10:00.Explain why you chose this scene.0:01:20 – 0:06:20 (Iron monkey breaks into the corrupted official’s home and fights the security).
It shows the themes of the movie and gives small insight into what the fight scenes will look like.
16. In the selected scene: write a sentence for each of the elements below to justify why this scene best represents the film:
a. Screenwriting:The script introduces the current antagonist and introduces the conflict.
b. Sound Design:The sound of the attacks from iron monkey, the monks, and the guards sound like they hurt.
c. Camera Movements/Angles:The movement and angles of the camera show the skill that all the martial artist characters have in the movie.
d. Light Setup:Adds mood and shows the overall feeling of the scene.
e. Soundtrack/Score:Makes the viewers focus on what is happening and understand the feeling of the scene.
18. What’s the socio-cultural context of this film?This town/village has a lot of poor people and corrupt rich people.

This worksheet was developed with ideas from many IB Film teachers, thus should remain in the Creative Commons

Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

  • I learned more about construct 3 and mindsets.

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

Construct 3 – Javascript

  • The Overview Lesson.

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia

Eight Type of Aesthetics

  • Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
  • Fantasy (Game as make-believe): Imaginary world.
  • Narrative (Game as drama): A story that drives the player to keep coming back
  • Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
  • Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  • Discovery (Game as uncharted territory): Urge to explore game world.
  • Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
  • Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

MDA Notes

  • Mechanics: What the player has to get used to.
  • Dynamics: What boosts the affect of the Mechanics.
  • Aesthetics: The way the game makes the player feels.

LAB (THEORY PRACTICED)

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • Nice Ambiance: Ambiance for when the player isn’t making much noise just to add a bit of immersion.
  2. Fantasy (Game as make-believe): Imaginary world.
    • A Mix of Medieval things and present day things: Having things from different times could change the way the player interacts with the world unlike games centered at one place in time.
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • A story that keeps going every update: Each update would add a new part to the story.
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • Mix different compatible game types: mixing different genre is great for having room for more diversity in modes.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • The story is continued using the story choices that the most people chose: If more people go down one path rather than the others, then the next story part will follow that path urging players to communicate for what they want to see.
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • Lots of things to do, but not in one place: If there aren’t enough things for the player to do/find, the game will eventually get boring. So, have more things spread out across the game world, secret or not, will extend the lifespan of the game.
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • Giving the player their own personalization features would give the player more incentive to play due to the amount of customization and the ways to get them.
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • Aesthetics: If all of the previous aesthetics are as previously stated, then the player should want to keep coming back.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com
  • Those 6 steps helped a bit to remove any unwanted thoughts doubting my future career of creating games. I couldn’t go for a walk but I started thinking of game ideas and maybe a new genre. I didn’t find a new genre but I have a better idea of what I eventually want to create.

STUDIO (CREATIVITY)

Screenshot from Construct.net
  • I learned how to use some extra features for the editor like addons, editor background color, etc;

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  • I learned how to make construct 3 have a custom collaboration feature using Git.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned more about construct 3 and organizing my mind.

Game Design – Week 11 – Updating Workflow – Mind Like Water

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by Akinini.com is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD

SUMMARY

  • Learned Construct 3 and more C#.

PRACTICE ROOM (TUTORIALS)

Construct 3 / PlayCanvas – Javascript

Unity – C#

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net
  • From what I read, Construct 3 is a editor made for people to have an entrance to making games. It teaches beginner knowledge that programming requires.

LAB (THEORY PRACTICED)

Screenshot from editor.construct.net

OUTSIDE (PRODUCTIVITY & THE BRAIN)

  • Set a timer
  • Spend 30 minutes in this ‘room’
Image from bananatreelog.com
  • I basically get my work done, and then hang out with my brother. If I don’t, usually I just chill and play music while doing literally anything, otherwise I’ll do something new or just not something I do often.

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide
  • I attempted to make a game where you shoot either aliens or asteroids (Haven’t decided) on a turret in space. I barely created controls. I’m still learning though. So far I’m liking Construct 3.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned a little bit on ho to use construct 3.
  • I problem solved by making code in construct, trial and error style.

Game Design – Week 10 – GTD – Getting Things Done – Part 2

Image from BiggerPlate.com

Teens are overwhelmed, partly because they don’t yet have the skills to manage the unprecedented amount of stuff that enters their brains each day.  – from LifeHacker.com

“Your mind is for having ideas, not holding them.”

“You can do anything, but not everything.”

― David Allen, (GTD) Getting Things Done for Teens: Take Control of Your Life in a Distracting World

SUMMARY

  • I continued learning how to GTD by creating something to organize.

PRACTICE ROOM (TUTORIALS)

Unity – C#

  • Conditionals & Loops

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Animated Book Summary And Review at YouTube

You are going to learn to develop your own version of David Allen’s Getting Things Done (GTD) process in this ‘room.’

  • When trying to get things done it is important to keep a cleared mind because the cluttering of the mind is a big reason people give up on getting things done. This is because it causes stress, so to combat this always have things organized and have a plan for every thing that needs to get done.

LAB (THEORY PRACTICED)

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
Screenshot from Animated Book Summary And Review at YouTube

Examine Two GTD Maps: Basic and Detailed

  1. Detailed map by guccio@文房具社 icensed under CC BY-NC 2.0
  2. Basic map from BiggerPlate.com embedded below

GTD-based Trusted System

Image from Trello.com
  • I use a memo app on my phone to track and organize my work.

OUTSIDE (PRODUCTIVITY & THE BRAIN)

  • What games can I make currently?
  • How many programming languages are there?
  • What are some games that i could be influenced by?

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned how to create and use a GTD Trusted System.

Week 9 – GTD – Getting Things Done – Part 1

Essentials for getting things done
“Essentials for getting things done” by dkblnt is marked with CC0 1.0

“Day 092/366 – To Do List” by Great Beyond is licensed under CC BY-NC-SA 2.0

Your toughest work is defining what your work is! –  Peter Drucker

SUMMARY

  • I learned how to organize better this week.

PRACTICE ROOM (TUTORIALS)

Image of David Allen at TED Talk
Screenshot from David Allen TED Talk
Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • Health – Mental Illness Flyer
  • Biology – Keystone Species project
  • Game Design – This blog post
  • Band – Intonation Tendencies
  • English – Act 4 Guided Reading
  • Geometry – Finished so far
Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • Game Design – This blog post
  • English – Act 4 Guided Reading
  • Biology – Keystone Species project
  • Health – Mental Illness Flyer
  • Band – Intonation Tendencies
  • Geometry – Nothing
https://giphy.com/gifs/time-clock-konczakowski-d3yxg15kJppJilnW

OUTSIDE (PRODUCTIVITY & THE BRAIN)

David Allen image
Oct. 2020 Lucidchart interview with David Allen
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done
  • Because it helps sort every thing in a way that leaves time to do what you want in life.
  • I didn’t see anyone outside luckily and I got to just look around, it was nice to admire nature.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that organization is key and very useful for anything.