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13DTEC: What Interests me? (Video Games (Genres? (Role-Playing Game…
13DTEC: What Interests me?
Video Games
Genres?
Horror
Examples
SirenHead(Oct 31,2018)
Using low poly Playstation 1 styled graphics to save on processing power and graphical power but also to appear stylistic.
Do Unity Assets exist that can help achieve this?
PSX-Shader
https://github.com/dsoft20/psx_retroshader
PT(12 August 2014)
The game scenario takes place in the same hall for the entire game which saves on creating new assets and therefore saves on development time.
SCP- 087-B
Used the same location for the entire game. This allowed the development time to be extremely short.
"It started off as an extremely simple minigame I wrote one weekend just for fun, but it got so much attention and positive comments that I took it a bit further, adding more floors, different kinds of rooms and random events." - SCP-087B Creator
The dark atmosphere of the game allows the textures to be simplistic and therefore shortens the development time.
Role-Playing Game
Battles are all the same therefore once the code is developed once. It can be reused every single time
Role-Playing games are notoriously difficult to develop.
Examples of RPG's
UnderTale
Extremely simplistic graphics which would save on development time. It also provides an aesthetic decision that will appeal to those who like retro-graphics.
Simplistic, easy to learn controls.
Non-Traditional RPG
Elements of bullet-dodging games.
First Person Shooter
Examples
Superhot(25 February 2016)
Using simplistic art-style to save time on developing textures while also looking stylistic.
Was created in a short amount of time. It was created during a game jam, it was called the 7 Day FPS Challenge.
By making it a first person shooter, it saves development time on developing a model for the main character. At most, a body from the shoulder down might be created.
The First Person Shooter Genre has gained a massive following therefore there is a large appeal for first person shooters and a large audience to appeal to.
This includes people in the classroom.
Simulation
Engines like Unity and Unreal Engine already include physics which eliminates the tasks of having to program physics when having to simulate something.
Very little room for creativity or imagination as it must obey reality to a degree or simulate something realistic.
Simulation games breeds little creativity and usually leads to bland and uninteresting games due to the realism and complexity
Small Audience
Platformer
Previously created platformers before therefore I can reuse the code from the previous projects.
Examples
Super Mario Brothers(1985-Present)
Power-Ups?
Should the power-ups be replacements or add-ons to the player's moveset.
Adding on to the player's moveset allows the player the opportunity to experiment and combine moves and powerups.
Replacements end up feeling restrictive as it takes away previous moves.
Examples
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Sonic The Hedgehog(1991-Present)
How fast should the characters be?
What is balance between the speed and the precise platforming within level design.
If the character is running at high speed, precise platforming would become more difficult therefore if speed is emphasized. The level design should conform to that emphasis.
Level design becomes more linear and the challenges rely on the players reaction times rather than use of precision platforming. The obstacles rely more on the player's reaction to the obstacle and performing the correct move to avoid it therefore continuing the velocity.
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An idea would be that speed is accomplished by skillful use of the character's moveset and completing the platforming sucessfully and quickly.
Level design relies on the player's use of the character's moveset to overcome the obstacles of the environment intended to slow the character down and by skillful use the moveset; allows the player to move at a quick and exciting pace.
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Hollow Knight(24 February 2017)
Should the game be metroidvania-styled.
Metroidvania's allow for the player to make unique choices of where to go. This allows for unique experiences among players.
The level design process is a greater difficulty as the levels are much larger yet still have the same amount of content per space that a traditional platformer has.
Fighting Game
Visual Novel
Very Small Audience
Using engines like Ren'Py, the creation of Visual Novel games only require knowledge of English and some artistic skills to create.
Dimensions
3D
Has had previous experience with coding in Unity 3D when working on previous last year project.
3D level design provides more work as designing levels requires more obstacles to stop the player when playing in a wide area
2D
Have had no previous experience in programming or designing in Unity 2D especially compared to Unity 3D.
2D level design requires less work due to it's more simplistic space and therefore less development time is needed to develop levels.
Engines
RPG Maker VX Ace Lite
Free
Does most of the basic programming for the user.
Limited amount of maps
Unity
Has had previous experience with developing with Unity.
Large amount of online free-to-use assets on the Unity Asset Store
The newest versions of Unity import Blender files from Blender smoothly.
Unreal Engine 4
Have had no experience with developing with Unreal Engine
Better graphical capability than Unituy.
Pico 8
The Pico-8 is a virtual machine created by Lexaloffle Games. It is designed to mimic a "fantasy video game console". The coding is accomplished through a Lua-based environment, in which users can create sounds, sprites, maps, and games
Can post games online, on a website.
Can create graphics such as sprites within Pico 8
Programmed in a programming language known as Lua; a programming language that I have never encountered before.
Ren'py
The Ren'Py Visual Novel Engine is a free software engine which facilitates the creation of visual novels, a form of computer-mediated storytelling.
A large amount of the help and support is in another language(Japanese)
There are no good alternatives
Reportedly extremely easy to use
It's Free
Animation
Software
Blender
Pros
It's Free.
Quality Rigging.
Quality skinning.
Quality fluid simulation, smoke simulation, particle simulation, soft body simulation, and match moving features as well.
Have had previous use of Blender software when making video games and animating models.
Cons
Menu's are cluttered
A large learning curve
The layout is confusing.
Adobe Flash/Animate
Cons
The saturation rate for the free Adobe Flash player has been above 95% for nearly a decade. Some web browsers even have a version of Flash that gets installed when the user authorizes the browser for the system. This means fewer visitors will see error messages when they visit your website.
Flash is used to create interactive presentations for the web or apps.If it is interactive content then your choice is Flash. If it is a movie then it's After Effects.
Pros
Flash/Animate is great for the creation of web-based motion graphics, such as web banners, advertisements, or interactive web elements.
Adobe Animate is greatly suited and has vector drawing tools that allows making traditional frame by frame animation very easily.
After Effects
Pros
After Effects CC is better for pupper-like setups where you bend or otherwise manipulate one picture than Adobe Animate.
.
Cons
Incredibly limited in terms of video editing. Would be recommended to use in tandem with Adobe Premiere Pro to handle the editing
Topics
Video Games
Game Design
Displaying Video Game ideas.
Development Ideas.
How Video Games teach players?
How GOOD games SUCCEED in teaching players
Examples
Mega Man X(17 December 1993)
Examples of good game design that help the player learn the basics of the game.
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Super Mario Bros( 13 September 1985)
How BAD games FAIL in teaching players
Examples
Dr. Jeckyll and Mr. Hyde(8 April 1988)
Examples of poor game design that doesn't help the player
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How GOOD games FAIL in teaching players
Sonic Riders
Has no tutorial to teach the player's the more advanced techniques that the game needs you to use. The game does not teach you the mechanics of the game.
Sonic Heroes
The tutorial at the beginning is incredibly child-like which allows the player to get bored or extremely frustrated. After performing the task, the game releases control from the player and tells them what to do next.
The tutorial is forced onto the player if they want to complete the game.
Video Game History
The Bit Wars between SEGA and Nintendo
SEGA Genesis vs Super Nintendo
How Sonic helped SEGA gather a large amount of the market of Video Game sales.
The Downfall of SEGA
Critiquing Video Games
Sonic The Hedgehog Unleashed.
The two gameplay styles contrast eachother but in a way that makes the game feel unfocused
The game in some areas does run at it's standard 30fps but instead lags in certain areas which reduces the enjoyability.
Sonic Forces.
Super Mario Odyssey.
How most collectibles in Odyssey seem tedious and do not provide any real sort of challenge to the player.
Examples
Bench Friends: rewards the player for sitting on a chair for a certain amount of time. It also does not set a trend where there are other missions like Bench Friends despite being the same situations as Bench Friends.
Many Moons(the collectibles)are repeated too many times. Moon's from breaking rocks do not provide any real challenge and often provide tedium rather than enjoyment.
Do not JUST critique the games but provide YOUR own solution to fix the critiques with the game and how those solutions would improve the game in your eyes and more importantly for others.
Modelling
Modelling History
How Modelling has updated over the years.
Video Game Models
Super Mario Bros Series
Sonic The Hedgehog
Metroid
Where to get the models
Models Resource
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