Thursday, 23 October 2014

Japanese guestlecture

Two days ago, me and my class got a guestlecture from three japanese sounddesigners and music composers. One of them presented his composed music and the programs that he use. One of these were Sonar X3, which we tested after his presentation. In their studio in the D-bulding, we students were divided in teams of two-four who shared the four available computers in the room.

The assignment was to compose Pyotr Tchaikovskys piano concerto no. 1 with Sonar X3. Me and my team only had the time to compose one quarter of his opus. We got an instruction guide from the teachers on how to navigate in Sonar X3 (adding instruments and how to write down vocals). One of the teachers also displayed this with the studios giant LCD-TV. We used small usb-pianos to add the vocals for respective intrument.

They only had time with us for one lecture out of four that they previosly planned, because these would otherwise collide with our other lectures in Written and Spoken Communikation and in Game Design/Team Projects. It's a shame, because I'm very interested to know on how to create sound effects and music.

However, this was not a mandatory lecture, thus not affecting our grades. And we got a big one -month project to deal with, plus the scientific article and speech in the Written and Spoken Communikation-course.

Nevertheless, it was a fun day for me and the few of us who attended their lecture.






Monday, 6 October 2014

Concept Challenge - Robots in Space


Ladies and Gentlemen, I give you...
Robots in Space

The game will be a 2D top-down space shooter and RPG. The player controls a robot who fights alien mutants. This will be a modern 16-bit game with a long and developed storyline; a large world and with a great replay value. The game will run on Windows 7 and Mac OS X, and will be in English.

Story

The game's story has taken inspiration from movies like Alien and 2001: A Space 0dyssey. The robot moves/looks like a human. The robot comes from Earth and is working on a space station, which will be attacked by mutants. The robot is given the task by the humans to defeat the mutants and save the space station crew. During the adventure, the robot will learn more about its origins. There will be a lot of small mutants, and some larger ones, which will be branded as bosses.

The robot will maybe be named OSSR. I may allow the player to rename the robot's name. I have not decided the names of the bosses. The usual enemies in the game will just be called mutants.

Gameplay

You'll see everything from the sidelines, like in the Zelda games. The robot can go forward, backwards, left and right. It is armed with multiple firearms, and there will be a tool inventory. The firearms can be found in different places in the game, and can also be purchased by a shop, where you also can buy ammo for the guns among other things, like armor and health packs.

The game will be divided in multiple levels in different sizes. You meet different kinds of mutants with unique attacks. There'll also be some turrets in the station, which the robot can hack through to put to good use against the mutants (it will trigger a puzzle-event, like in the BioShock games).

Graphics

The game will be built in 16-bit 2D-graphics. I chose it to get a retro feeling to it and it's fairly easy to draw the pixel graphics. I have designed the tiles (in the size of 64 x 64), with a space-themed, futuristic sci-fi design. I have not taken inspiration from any specific game, except some design-ideas from the video game Tibia, on the looks of the walls. Since the game takes place in a space station, the game world is divided into rooms of various sizes and designs. There are large rooms where you meet several enemies simultaneously, and smaller ones where you can find collectible items like ammo, armor, keys and health packs.

Many games have a futuristic setting with robots included, such games are nothing new. But no game is identical to any other. I don't know if there is a RPG game set in space with the kind of graphics that my game has.
Target Audience

The target audience are mainly young adults between 20-30 years, therefore, probably still studying (with no income) or working. Probably good thing to focus on people born during 1980s is that they might have children who want to play a game like this. The game focuses on people who do not need to think about their spending, but those who are economically independent (thus many adults) may not be interested in the game.

Without being considered too sexist, I can probably conclude that mostly men would want to play this game rather than women. It depends of course on who they are, and I may blame the gender norm. The game will be for PC, but you'll hardly need to classify yourself as a PC gamer for wanting to play it.

You might also be interested in retro games and the sci-fi genre, because no one else would want to go out of their way to buy a game like this.
Marketing

The game would be focused on the western market (ie Europe and America), because the western people can buy mostly anything.

I'll post shameless plugs on Reddit and Facebook. The internet is full of gaming fans and you can reach out to many people in an instance, especially if friends share your status, where you can write what it is we focus on (the target audience) so that the people may know about how the game will feel. One positive thing with Facebook, Reddit and other forums is that you can send direct messages.
I have looked at the name of the game, and I've found nothing. The name is easy to remember, both for me and for the consumers. It is a very exciting name, and people will understand how the game will be. The title describes the game better than I ever could. More specifically, in a space station.

I've not found a game similar to mine yet (at least in the gaming forum Indie Games Tooth). I've seen some games that have the word space in their names, but the gameplay is not at all similar. They're mostly strategy- and puzzle games, like Ultimate Space Commando. 

Impending Doom

My idea for an Impending Doom would be the following...

What is Impending Doom?

Impending doom is a apprehension, a feeling that something bad is about to happen. In this case, in a video game. 
The Setting

The game takes place in a dark, seemingly abandoned castle. When player starts his journey, and he will soon find out that this isn't an ordinarily castle, but a cursed one when he sees magic portraits on the walls (this is an optional section where the player can press the left and right arrow buttons to look at the portraits). The portraits tells the story about a witch who was imprisoned in the castle by the warden, and flees the castle by casting a spell which drowns the entire castle in shadows, infested with ghostly beasts and humanoids who kill everyone who steps their foot on it. The shadow also seals all gates, preventing any one from escaping the castle. Most of the castle guards gets slaughtered by the shadow creatures, and only a few, including the warden, escapes the shadow by standing beside fires and torches. The witch frees herself from her shackles, kill the guards standing in her way, go out through the main gate of the castle, and seals it tightly. The shadow-spell , the survivors would later die by hunger, thirst or commit suicide. The fate of the warden, however, is unknown.
The Gameplay

Throughout the game, the player is controlled by an A.I.. The player can't move the player character what so ever. The only thing the player can do in this game is to observe (controlling the camera by moving left and right with the mouse) and doing quick-time events (by pressing certain buttons on the keyboard). If the player would fail these events, then the player dies. Every time the player dies, he must restart the game.

Like in the beginning of the game, the player wakes up in a cell with a broken door. Here, the player must press the space button to bust up the door, while the A.I. controls the player character's movements. There will be long corridor-sections in the game, with obstacles which the player can stumble upon, where the player tries to run away from the shadow behind him. Here there are a lot of quick-time sections with various buttons that the player must press, and in the same time, the player must press the space button as fast as possible. And if the player should not hit one of these, then the shadow comes and kills him. There will also be sections in the game where the shadow won't hunt you down, instead it just stands still. Here the player will choose one of several paths to go through, highlighted by numbers which the player must press on the keyboard (if you want to go through path one, you press 1 on the keyboard). One of these paths is the only way out, while the rest are just traps where the player gets killed.

There will also be a section later in the game where the player stands in a corridor and suddenly hears a roaring beast in the distance, from a room on the other side of the corridor. Here the player must tap the space button, faster and faster. The sound goes louder and louder for every step the player takes. And when the player opens the door to a another corridor, the sounds stops. But then suddenly, as the player takes some steps forward, a beast rushes through one of the walls just behind the player and starts to chase him. The player must, again, press the space button fast to run away from the beast. He comes to a big wooden door, and closes it behind him with a quick-time event. When the player thinks that the horror is finally over, the witch appears just behind him. She cast a spell which paralyzes the players body, except his head. The player, unable to move, collapses to the floor. The witch opens the door for the beast. The beast slowly walks towards the players head, and when the beast strikes the player with his jaw, the game ends.

Discussion

When I wrote this essay, I got a new idea for a game. And this idea spawned several new ones, which I then decided to write down so that these would not be forgotten. I tried to explain all my ideas as good as I could and focusing on the essential ones (the quick-time events, the castle, the shadow and the witch, the beast etc.). I also wrote some ideas of the story, but I chose to edit it out and save it for later, since this assignment is not to convey the story and background of the game. When I get feedback from this, I may present new and even better ideas of this game, or maybe even for an entirely new one.

I followed the theory about 8 kinds of fun; which consists of sensation, fantasy, narrative, challenge, fellowship, discovery, expression and submission. This game follows nearly all of these, except for fellowship (since this is not a multiplayer game, nor a game which you would like to play with a friend), expression and discovery (since you are unable to move and, therefore, just an observer). This is essentially a horror game that focus mostly on sensation. The challenging part would be the quick-time events, where the player must press the right buttons displayed on the screen, and if he fails, the player would die and is forced to restart the game. The narrative parts is mainly the portraits, and also the castle itself (the narrative is conveyed solely by the environments, not by dialogue and/or text).


So basically, I wanted to make a game that is a visual experience, where the environments tells the story and the quick-time events are the mechanics. Dynamics, however, don't exist since the player can't do anything else than to move the camera and performing quick-time events. I chose quick-time events because I want to make a game based upon the game that which was screened during our lecture about Impending Doom (I don't remember the name of the game), where the player only can press one button to move forward, and if he fails to do so, then the player would die. I want to make a similar game, but with multiple buttons and with an environment that can convey a story much better than with dialogue and/or words. A game like Journey (the PS3 game), but in a horrific environment and with no chance to survive (or change) the ending.    

Saturday, 4 October 2014

My First Jam

Yesterday, I and my most of my class participated in a gaming event called "My First Jam". Here both new and older students come together and in groups of 5-6 people develop a computer game based on the theme "addiction" with a game-development application called "GameMaker". Me and my group (called "Gotland Wikings") came with the idea of having a man being totally obsessed of milk. So we put him in the air, with a jetpack, and he must collect milk bottles and in the same time try to avoid flying cows and goats. If he would get touched by these, than he would die and the player must restart the game. We named the game: "Milkaholic".

It took us approximately 7-8 hours (from 10:00-18:00) to complete the development of the game. The brainstorming took about an hour and during the rest of the time we programmed and painted some stuff. I took the time with painting the animals and the milk bottles. We ate lunch from the school cafiteria, and got some free snacks from the teachers (chocolate, lollipops and juice). After we uploaded the game on Dropbox, we presented the game to the rest of the students. During the evening, me and the other students spent the time to test our games, eating free pizza and having a great time. We also did some voting on the games based on three categories: Best Interpretation, Best Execution and Most Fun. My game didn't get any of these, but our consolation prize was pizza and snacks (that was left).

It was really, really fun and I would gladly do all of this again.

Here's the link to Milkaholic: https://www.dropbox.com/sh/86v0cwcpzq7qcx1/AAAOYKICY4mgISb_k9GvTUrka?dl=0

You need to save the file at Dropbox, and then download it from there.








Thursday, 2 October 2014

One month

Now I have stayed in Visby for one month, studied together with 95 gamerstudents, had assignments, group work and other activities. I have walked along the city's streets, around the wall and to Galgberget north of Visby. But I mostly chill at my flat, surfing on the internet, studying, reading student literature, playing video games and watching movies. Three weeks ago I was an a guided bus toar to the northern part of Gotland. Two weeks ago I was visited by my mother and her mother. We rented a car and drove to the southern and eastern part of Gotland.

My first time here in Gotland was in the summer of 2009. My family rented a cottage in Vibble south of Visby, not far from Villa Villekulla, the home of Pippi Longstocking. We drove around the island all the way to Fårö, to the grave of Ingmar Bergman. We walked around Visby several times, buying clothes and stuff, and ate good grub. The time when my mother and grandmother visited me rekindled my visit in 2009. It was really nice. I miss my family back on the mainland.

Here is some pictures that I took last month. While I were at it, I listened to some Skyrim tracks.













This is a magical place,