Sunday, December 9, 2018

Postmortem

Postmortem:

1) We did not achieve most of the initial goals we had.  We underestimated how difficult this would be, and had higher expectations of ourselves that we did not meet.  For example, Eleonora made a quality short clip of the alien that we were going to incorporate into the game to throw some narrative in there, but we could not find the time or how to put it in the game.

2) Our goals were not realistic, and this was the problem we had because we put far too much on our plate and could not get it all done.  The quality all around was not nearly as good as we all expected, because we thought we would be able to get better at using UE much quicker than we actually did.

3) Went right: We stuck together with each other with little negative conflict.  We all performed our repeated jobs, and got a lot of work done when we were together.  No one gave up despite our troubles and frustrations.
Went wrong: Over promise, under performed.  Not as complete a game as we would have liked.  Got frustrated, pushing us away from loving our major.

4a) Using UE takes far longer to use than expected.  With this information I will give myself plenty of time when using it
b) I also learned that there is not a truly perfect and reliable way for different people to work on the same game in different locations.  With this info I realize that we have to be patient and wait for a truly flawless one.
c) Groups often believe they are on the same page but are not, leading to miscommunications and disagreements.  With this info, I plan to communicate a relay and messages, hopefully to create as little misunderstandings and arguments as possible.

Wednesday, December 5, 2018

Blog Post 12

Week 12: Audio

What was my audio?
I recorded a stack of books falling off my table.  This could be used for a number of things in gaming.  I recorded it with my phone so the quality is obviously not the best quality that it could be.  But it could be used for a number of objects falling.  It could be used for a body that was just killed and falls, or anything like that. For the ambiance, I simply recorded for a few seconds while sitting in Slane.  

Copyright:


Because I am the one that recorded all of the audio I do not believe that there will be any kinds of copyright issues.  They are copyrighted by me because I am the one that recorded them.

Trademark:

Nothing here could be a trademark issue because there are no outside sources used.

Trade Secrets:

The trade secrets of this may be the kinds of books that are used (Hard covered, paperback, etc.) and the right mixture to get the exact sound that they want for whatever it is they are trying to impersonate.

Thursday, November 1, 2018

Blog Post #10

Blog Post #10

Dates:

Week 1: Nov. 5-9

Week 2: Nov. 12-16

Week 3: Nov. 19-23

Week 4: Nov. 26-30


Week 1:

Get the textures done and uploaded to UE4, place them in their appropriate spots with a majority of the level created, aesthetics only.

Week 2:

Widgets in progress, this includes start screen and functionality of the game.

Week 3: 

Level programming done, functional game, still has bugs and things that need to be fixed

Week 4: 

Completed game fitting the guidelines assigned, fixed bugs, make it look aesthetically pleasing, everything is functional.  Can still make some minor changes.  

Monday, October 29, 2018

Blog Post #8: Textures

North College Carpet:

The carpet I used was a different kind of pattern and was meant to repeat, but down a long skinny room unlike the one below. This made it a little awkward looking and made me realize I would probably use a different carpet for a room like the default one in Unreal.  I learned how to create the texture for a object or for a room.  







Blog Post #7: Function Component


I essentially did what you did in your tutorial video of a moving platform, just moved to a different location.  I learned how to use the trigger box and how to navigate the level blueprint.  I used your tutorial and it was a very good beginning video that helped me learn more about the program




Saturday, September 29, 2018

Blog Post 6: Agile vs. Waterfalls

Blog Post 6: Agile vs. Waterfalls

Pros to Agile:
  • More flexible: This method consists of mostly trial and error.  When using this method, you begin a basic visual product.  Then take a look at the product, establishing its flaws, then work to fix them.  This process seems to focus less on due dates, it seems as thought they do not have to rush to finish a game in a respected amount of time but instead release it when it is done.
  • Instant demonstrations:  The focus of the agile method is to get a demonstrable product, as quickly as possible.  Produce vertical slices of the game that represent the most crucial and vital parts of the game.  There is a belief that a working, interactive demonstration is far more valuable than a written document.
  • Human Touch:  Instead of using tools and processes it seems as though the trust is in the creativity and customization of the designer.  Rather than just going through a process, the designer can just use logic to fix the bugs and other problems. 


Pros to Waterfall:
  • More organized:  The waterfall method is run almost as an assembly line.  This would mean that everyone does their specific part and then hands the product on to the next person for them to work on.  Since this is known as the "traditional methodology".  Experts today are much more familiar with it, making it more simple to use
  • Easier to manage schedule:  With the Waterfall method, many different people are doing many different things at the same time.  It makes it easier to schedule because you do not have to wait  for each individual person to be done to hand it on to the next person
  • More understandable:  With distinct deadlines, it is easier to follow and plan for when and how much work you are to do.  You can plan ahead, and are more likely to get the game done in time. 

Relating to my role:
My role for the moral choice game is Level designer.  I like the agile method better because I am someone who needs material evidence to believe we are moving forward towards our end goal of a finished product.  This appeals to me as a level designer because I can quickly draw up some sketches for the room that the game takes place and we can put them into Unreal rather quickly.  Our group having regular meetings helps me in particular because I get to know exactly what people are imagining this room to look like.



Friday, September 21, 2018

Microsoft project

Blog 5 : Microsoft Project example


Description of game:
The player is the focus of a science experiment done by an alien who abducted the player.  The alien puts some sort of  VR like goggles on the player. The player has to make a moral decision, choosing between two choices, causing a moral dilemma.  We decided that there will be a time limit on making the choice, causing more stress on the player.  If the player does not choose in the given time, the players head is chopped off, outside of the VR setting and in reality.

Microsoft Project:



Thursday, September 6, 2018

Moral Dilemma Game

Moral Dilemma
Initial Game Concept:
The initial concept of this game is about deciding on moral dilemmas.  The narrative consists of the whole game being a science experiment made by an alien.  If you do not cooperate with the alien, Earth is destroyed.  The Alien is watching you perform this experiment from a room, causing some pressure also adding a "fear factor".  

Mission Statement:
The statement we are trying to achieve is we want to make this game as difficult as possible, without implementing difficult design mechanics, due to our lack of time.  We also discussed making this sort of a "group game" that leads discussion and thinking.

Basic Gameplay:
I was thinking this as a black and white, point and click.  The setting and controls will be simple.

Must Have's:
We must make the decisions difficult to decide on and we want to cause people to actually think.  A time limit may also make the game more interesting. 

Want to Haves:
When you make a decision, having a display of the action happening would be cool and would add drama to the game. 

Nice to Haves:
When you make a decision, having the screen turn to the side of the choice you picked.

Paper Prototype:
Making the prototype easy enough to convert to unreal, would be helpful when making the level and the game itself.

Friday, August 31, 2018

3D Game Idea

Blog 2: Game Idea

Initial Game Concept:
I think a fun initial idea of a simple 3D game would consist of someone kicking a soccer ball, and avoiding the other teams feet to get through and score a goal.  Could control the ball with the arrow keys and could add a sort of heaviness to the ball making it difficult to get through the feet.  This game would take a lot of effort to work out the gravity of the ball.  This could simulate the curve that players put on the ball.

Mission Statement:
The statement would be to make a fun game that relates to a realistic aspect of the sport.  Soccer players would appreciate the fact that this is not a game that is clearly made by a non-soccer player.  The goal would be to score a goal by getting past the defenders and the goalie.

Basic Gameplay Elements:
The ball will have a strong heaviness that makes it very difficult for it to change directions, adding difficulty to the game.  Also, after getting through a few defenders, the speed of the ball could increase, forcing you to make quicker decisions. 

Must Haves:
The hit boxes of the ball and the opposition must be precise, there is nothing worse than playing a game with sketchy hit boxes.  Also, the graphics of the ball and the field must look realistic with good looking textures.

Nice to Haves:
Being able to customize your player, his jersey and the ball you use would be a really cool aspect to the game.  Maybe add some different difficulties so it is not too hard or too easy for anyone.

Monday, August 27, 2018

Week 1 Post

Game Dev Roles on a Team: Associate Game Designer for EA

The Job:

Description:
Would be responsible for the gameplay of EA games.  Make sure the game is balanced and would create different gameplay and game modes for the specific game, creating variety.  Create the vision that the game director has. Innovate designs that would make the game a better game.  Make gameplay clear.  Help make the game different than the previous ones.

Qualifications:  
I will soon have the bachelors degree necessary for this role.  I will need the 2+ years experience in the industry, which is something I will need to work on.  Passion and knowledge of sports which I do have. I believe that my communication skills are a work in progress, I am reserved when I do not know someone and generally only talk when I have to. 

Skills I Possess:
Declaring my Game Design major late in my Sophomore year, I am a little behind those who did start off as majors when the first became students here.  Also, kids have been designing games since early high school which unfortunately, I can not say the same for me.  However, my lack of expertise and knowledge in the digital design process, I believe I make up for in the ability to visualize balance and logic in games. Wanting to design and help process sports games, I believe that my knowledge and love for sports comes as an advantage I have to others.  I also may pick up a minor in writing.  This will help develop my writing and ability to put mine, as well as others thoughts into words.  

Thoughts About this Job Opportunity:
This job would honestly be a dream come true.  I have been playing FIFA since before I could walk and have watched it change and get better year after year.  However, I would love to put my touch on things, because there are animations in the game that I have not seen anyone in my 20 years of watching and playing soccer, perform.