Thursday, 20 May 2010

The Knight of Nights GAME

The Knight of Nights

version7

Contextual Reflection

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Final Project Description:
Looking back at the original project proposal, the original intended work has developed into an immense project in its own right.

I intended to create an experimental project that combines the narrative style of a graphic novel and using that to drive gameplay, in a sense to make a visual novel game. At the moment, due to the nature of the project I felt that I was not able to fully exploit the narrative aspects to what I had intended as the majority of time spent was on programming and game testing. I found that it was difficult to experience the narrative side when there was little gaming to do, which makes it non-enjoyable to play and that without a narrative, playing the game would also lack enjoyment. In the end, the programming for the first puzzled had to be completed as well as tested before all the narrative content, visual and audio assets could be applied to it.

After the original proposal, a large proportion of time spent on the project was on planning and pre-production which would be prototyping almost all aspects of using Flash and incorporating all the mediums that I needed within it. Getting the functionality right was the hardest element to overcome, especially the small technical hurdles (like nesting buttons within a movie clip when there was script already attached to it) and if a solution or no solution is found, a work-around solution had to be researched, implemented, tested and the whole cycle starts again depending on the success and failure.

On the other hand, creating the assets needed for the project such as the design concepts, art, design work and music composition were easy to change and implement once I had a clear idea on what I wanted to achieve. There were times when I found that I was unsure of when and where to focus on the narrative side of the project or the game design side but the majority of the project in general holds a heavy reliant on the testing, testing over time and testing with different users.

Contextual Reflection:
The final project sits in an odd world which exists on a specific cultural aspect that is not very well known particularly in North America and Western Europe. The visual novel game genre is very specific to Japan due its visual aesthetics and cultural roots of the Japanese manga comic style.

For a more detailed account on visual novels, I have written two entries about what it is technically and culturally:


In terms of the ever growing commercial computer games industry, the underground community of independent game designers and artists grows day by day. Game accessibility has also increased due to technological advances in home computers, gadgets and gaming consoles, so do interest, and so do the amount of independent games becoming available. This devised project like various other independent game maker(s), is a contribution to the growing stream and popularity of non commercially made visual novel games.

In comparison to several key artistic works:

Phoenix Wright: Ace Attorney (2001, Capcom)
The Phoenix Wright games is an example of a Japanese visual novel game that due to its popularity has been re-released on the Nintendo DS and published in America,, Europe and Australia. Compared to the devised project, there is an obvious leap in professional quality such as artwork, animation, gameplay, design, programming and production. However, I have followed in its footsteps of a similar visual design and game flow yet attempted to incorporate a more comic visual aesthetic that branches off the main game play.

Phoenix Wright is simple enough in gameplay that allows a player to be immersed with the narrative and characters which can be seen as a feature of the game itself. I had intended to extend the narrative of my project however due to time constraints and technical difficulties I was not able to achieve the ending animation to end the story I had intended.


Hotel Dusk: Room 215 (2007, Cing)
Hotel Dusk is another example of a visual novel game which has a slightly more impressive visual style to that of Phoenix Wright. The quality of the animation and visual style is a prominent feature of the game and in a way and has managed to be cinematic in a simplistic style. Compared to the devised project, I tried to imitate some of its 'minimal' animation techniques by working with static images and focus on the pacing of the text.


Compared to the examples above, both being DS games has a impact on the audio. Memory is a large issue for the DS console, audio is no exception in having a limited memory space. For that, I used that as a limit for the project by using the internet as the main medium in which it is to be hosted on. Originally, I had planned to incorporate more sound effect samples for the project yet I found that it sometimes unnecessary in the narrative as well as increasing the project's file size; a problem especially when it was designed to be primarily played online.


Project Summary:
Overall, I believe that my project has been a huge task and significant insight to a game developer/designer. The project has succeeded and is in a playable form and hosted online.

The hardest aspects of the project was the programming and the amount of time spent dedicated to testing. However, once everything works and everything start coming together, the step taken to the end product is highly rewarding. Time was mostly spent in learning the action-script 2 code as well as understanding it to achieve the effects I wanted in the project. At times, it was also a large challenge to find a specific solution to some of the problems I have encountered in the programming over the internet as well as grasping the theory enough to implement it correctly within a Flash project On a personal level, it is highly satisfying to be able to master and start writing the action-script code without the need to reference it and for it to work perfectly.

Other areas which took a considerable amount of time work on was implementing the artwork itself into Flash (and again testing it). Once a workflow was sorted, implementing the various assets needed became easier which again becomes increasingly satisfying when the whole project started to come together. Like learning and understanding how to use action-script, I took a Flash's drawing and design capabilities as a challenge to adapt to. Again, like with action-script it was demanding to understand under time constraints but once a workflow was established, most of everything slotted into place.

On the other hand, I found that once I had planned the script and applied it to a table format, it became easy and very clear to which parts of the script that I needed to focus on and to plan ahead. Due to the nature of the project which juggles many different roles and responsibilities in one go, it became a valuable planning and management asset which without it, the whole project would be less complete.

The project has succeeded in the programming yet I feel that if time was not a factor, the quality as a whole would be at a much higher standard as well as fully completed as I had intended. The process itself proved to be a valuable learning experience in learning Flash's capabilities, music composition for games and in my personal interest in art, design and animation.


Due to the time spent on prototyping and testing, I am a bit disappointed in in the amount of the narrative that has developed as I intended in expanding the game world and its characters a little bit more and had asked several people to donate their music to ease the workload and pressure off the audio side.
 

In conclusion, the project did not stray far from the original project proposal. I however believe that due to the nature of the project, a larger time frame is needed for it to be successful when compared to other games in the field. While it is available to be played online and has the ability to be downloaded and played offline, a large part of it falls under marketing the project as an end product to gain recognition.

Valve's Steam client is an excellent example of the importance of the internet and gaming culture. Steam is a game distributing program that supports games made by small and larger game companies and offers gaming content and media readily over the client/internet. Users are able to download demo content, various media and for a price full versioned games. Independently made games like Braid and Machinarium are available over Stream along with more notable titles like Left 4 Dead. I have noticed a slight increase in activity and interest by submitting several prototypes online and posting them onto specific sites frequented by the target audience in mind. In relation to Steam, I believe that the interest is there and I feel that it can only broaden over time when it is available over the internet, much like how Steam works. It is difficult to assess the success-ability of the project in general due to its reliance on time, but since it is viewed as an independent project, I do not see why it should not be successful when full developed like Jonathan Blow's Braid or Jakub Dvorksy's Machinarium and Samorost series.

Well.

The game is finished minus the ending animation.  It took way too long to figure out why the sounds went crazy during testing.

 Click here to play: The Knight Of Knights

Glitch in sound

Wow there seems to be a glitch in the sound and I can't seem to figure out why it keeps being triggered every time I enter a certain frame...guess I'll need to do some long winded stuff in the timeline ....

Wednesday, 19 May 2010

Audio voice

Managed to do some record with Hugo a few days back for the characters in The Knight of Nights.  I've tired implementing the vocals within the game but I felt that they didn't help enhance the atmosphere.  Also at the moment, the game itself is starting to take a bit to load and I feel adding anymore sound samples would make it even longer.

If I were to do it again, I would dedicate more time for the vocals and scripting to flow better.

It is incredibly hard to juggle so many different aspects of game making into one!

It's so so close....!!!

I'm loving the inventory...!!

Sunday, 16 May 2010

Toggle mute/unmute button works!

Thank you Graham for keeping the flash tutorials from last year, even if it did take a while to find where the action script was located!!!!

Tutorials for making a vertical volume slider doesn't seem to exist....

Weirdly enough.

I know I said that I have finished the programming but it is the game coding that has been finished.  This is an extra player option that I'd think would be very much considered for a game.

I've spent the last few hours trying to find a decent tutorial over the internet but I have had no success in it.  The best tutorial that I have found so far is this tutorial on kirupa. However when I try to edit the action script, it still doesn't work.

Surely by changing the line:

this.startDrag(true,line._width,0,0,0);

(startDrag(lockCenter,left,up,right,bottom)
would be easy as pie and set the dragger at 100 right?  But it still somehow manages to move right and off the line.  Hmm.  Guess I won't have any volume control for the game. 

This follow up tutorial here is most like what I've been trying to achieve apart from the setting the volume at 100%.  Both tutorials start at 0% and I can't seem to work out why it''s so hard to edit. 

Plan B would be to just do a master mute/un-mute button.  Toggle buttons would be a good idea but...let's see how long the research will take on the internet until I have a little idea on how to start this....

Tuesday, 11 May 2010

Inventory half works. [WRONG, It all WORKS]

Well the inventory half works, there are still glitches happening (double clicking resets the inventory to their original places).   But what is most frustrating is setting the global variable back to zero as I wanted another pair of objects to disappear from the stage.


I've managed to make the first set of items disappear from the stage because you've 'picked them up' and they enter your inventory. Sweet.

You can then click on the inventory to go to the inventory page and examine your times properly.  But -

After 6 hours, I have solved the final puzzle of the action script programing for my game.  The game design being changed was definitely needed.  I can now finally concentrate on putting everything together and speed through the remaining animation and music!

The solution to the original problem was all in the _root. It certainly was the 'root' of my frustration but after several hours of trial and error, it twas the root of my troubles no more (well at least in the programming department).

OH HAPPY DAYS.


Saturday, 8 May 2010

The Timer Function WORKS!!

Another quick post to save the web links I use to help me understand the timer function in Flash AS2:

Set Interval
Creating Timers in Flash pt1
Creating Timers in Flash pt2 <-- Awesome blog which explains EVERYTHING.
Countdown Timer for Flash Games AS2 <-- step by step process in how to write the actionscript

Aims Achieved:
  • Set timer to 3 seconds
  • Lose: Timer reaches 0, did not click the right button, takes you to "try again" page
  • Win: click on button before timer reaches 0, takes you to "win!" page
  • Button changed to movie clip (I want to it be moving) <-- animation has to be done in classic tween and not motion tween.  It went a bit weird here for some reason.
  • Timer testy ver. 2 = COMPLETE.

HOORAY.

Program & Prototype Update

Before I go on, I'll post up a very cool Flash website that a friend linked me:

http://www.neave.com/

The strobe is amazing (as well as being very trippy) and the use of incorporating the webcam/microphone into the other fun shinanegans.  What's more, you can download some of the source code!! I haven't looked at them yet for fear of getting sidetracked but I'd definitely love to have a proper look at them one day.

-----
FLASH ACTIONSCRIPT
So far the programming bits to the prototype is starting to come 'alive'.  Just tweaking the final last hurdles ie changing the game design to using the inventory which will need a little bit of planning and thinking before I start tweaking things in Flash.

The main problem at the moment is the current game design clashing with the drag and drop aspect.

I've aimed for players to click on the icon in the inventory box to go to a close up view, unfortunately, that clashes with the on(press) and on(release) commands.

For example, the kite item has

on(press){
startDrag(this);
}

command and a

on(release){
    if(this.hitTest(_root.inv_hair) == true){
        _root.inv_kite2._visible = true;
        stopDrag()
        _root.inv_kite._visible = false;
        _root.inv_hair._visible = false;
    }
    else{
        _root.inv_kite._x = 135.05;
        _root.inv_kite._y = 521.50;
        stopDrag();
    }
}

command.  Which has a snap back to the inventory box if it doesn't make the hit test with the other item.  Which creates a problem for my idea of clicking on the item, and taking the player to the inventory window and allowing them to have a closer inspection on it.  The problem with that is that my current actionscript also tells it to:

on(release){
gotoAndPlay(900);
}

where frame 900 is the inventory kite closeup on my timeline.  Obviously with two on(release) scripts, the game gets a bit weird here.

This generates another problem that to allow the players to drag and drop items onto the stage in order for the items to interact with the 'environment', my intended interactive parts are all invisible buttons.  In order for the drag and drop to work, it can only have a hit test with a movie clip symbol and not a button symbol, so a slightly major revision of the game design is needed eep!  But it's okay, I'm so close to getting the whole thing to work, I reckon another push would do the trick.

--------
ART:
In other news, I have finished a new sketchbook two days ago yay!  It has all the finalized artwork needed for the 'visual' parts of the game so at least all the characters needed are drawn out.   Just need to put it all into photoshop for colour and style malarky as well as resizing everything for importing into Flash.  Thanksfully I feel that I'm very proficient in dealing with Photoshop so no trouble here.
--------
AUDIO:
I am very glad that I have written the script in a way that shows what will happen with the sound effects and music. Overall I need to do at least two compositions, make a few sound fx and record some vocal snippets which shouldn't take too long. 
---------
WEBSITE:
Not quite sure where this is going, but I am attempting to make to make my own website to host the game, apart from places like deviantart and newgrounds, I'd like to make the game more accessible to more people at least which was one of my aims.  Again, this is more dependent on how the whole project goes and the fact that I've no idea how to do any programming for websites.  I at least do know two people who know their stuff who is willing to lend a hand at the technical aspects while I do all the designy stuff. Phew.

Wow, long post today.

Wednesday, 5 May 2010

Actionscript Woes [Edit]

Edit:

Hey!  Great news!  This is solved!  You have to declare a variable --> _currentframe .

So for all the places where you can access my inventory, set the variable on the frame itself

myFrame1 = _currentframe

So when you click button to go to inventory and the 'Return' button, plug in

gotoAndPlay(myFrame1)

Now I can go to the inventory menu and return to where I previously was and not warp to the beginning of the map yay!

Cheers to Graham for that.

---------

Wow, looks like I won't be able to do chapter II afterall.  I can't seem to understand actionscript still so the programing prototypes are going so, so slowly.

The currently problem I'm having is to make a button similar to that of the 'back' button on a browser.  Meaning, once you click on it, you'll go to a specific place and clicking 'back' will take you to the frame you were on previously.

This link shows the same problem I'm having and I've had a look at the sample file posted but I still can't seem to crack it.

'Previous' button.

Will have to make multiple copies for it to work, since I don't think I can figure it out in time...d'oh.

Sunday, 2 May 2010

Actionscript 2 [Boss Fight!]

Ok, I've managed to combine a global variable with the timeline but trying to combine that with the items on the stage and inventory isn't working. D'oh!

Timeline example (which works!)

normal stage --> long conversation --> back to normal stage
normal stage --> short conversation --> back to normal stage
normal stage --> short conversation --> back to normal stage
etc.

I got the scripting to work so that it'll skip the long conversation and everytime you it'll always go to the short conversation.

I've managed to script it correctly when you on the stage, it will disappear and reappear as a small version in the inventory box.  Great! But to make the game seem more natural for the players I aimed to have it like:

normal stage --> conversation --> back to normal stage and item disappears from stage and reappears in the inventory box.

However, it goes like this:

normal stage  

I can't quick figure out why it wouldn't jump to the frame of the conversation so I can't test whether the global variable has changed to make the item reappear in the inventory.

GARH!

If this was a game, a hard enemy/problem definitely equates to a boss fight.

Writing a Video Game Script

I went to a workshop last week that focused on writing a script for video games.  It was interesting, although it didn't go too in-depth into the actual writing process, but it was still pretty good for what it offered as a one time workshop session.

I learned of a useful in writing a video game script and that was writing it in a table and labeling it in a certain way.  I tried doing this process after and it was incredibly useful.  I managed to organize my script that made sense and it became a good reference to what I wanted to do with it in the game.  Examples include seeing how many lines each character said and what stage/background it had to be on which made it easier for me to work out on how much artwork I needed to do.  Pretty neat!

Here's a sneak preview of the first chapter....
 


There are ideas for the second chapter but I'm unsure in how long I could make it depending on the time.  I think I'll aim to write the script for the third chapter (preview), get that done and if I have time, do the second chapter.  See how it goes.

Saturday, 1 May 2010

Actionscripting Level Up!

I have just combined a global variable and a timeline function!

Since there is a lot of 'talking' in the game, it gets repetitive and annoying.  I'll use an example to make it easier to explain.

- Player clicks on door
- A lot of talking happens and the play finds out the name of one of the characters
- Player clicks on door again
- Less talking happens, character name has been changed because the player knows the name from the talking earlier.

I'm going to write a tutorial for this for myself to refer back to....

- In GLOBAL frame write

_global.door1 = 0;

- In last frame of door conversation write 

_global.door1 = 1;

- In INVISBLE BUTTON frame write

invisdoor_btn.onRelease = function(){
    if (_global.door1 == 1){
        gotoAndPlay(750);
    }else{
        gotoAndPlay(715);
    }
}
I'm incredibly happy that I've managed this by myself as I am terrible at understanding the grammar of actionscripting.

Wednesday, 28 April 2010

Free Art Software

In my quest to find Open Canvas / Paint Tool Sai for the Mac (which is very unlikely to happen), I'm going to compile a list of freebies that I've come across...

45 best freeware design programs

Saturday, 24 April 2010

Visual Novel Games II: On A Cultural Level

I find that the visual novel genre is pretty obscure and applies to a very niche market within the Western gaming community.  Even doing a quick Google search yielded little information but most results would refer to VN databases (large amount of Japanese titles), one or two 'doujin' (fan/non-commercially) made novels and various free-ware visual novel making engines.

The whole visual novel genre is incredibly Japanese to the extent that it makes up a large chunk of the  Japanese market share in software sales.  I can't find a good reference of that but there are a few reasons for that.

VNs require the bare minimum of actual gameplay and programming since it's really linear.  So to make up, it is heavily reliant on the visual aspects and story which is why there are a few English VN making engines available on the internet and many doujin games available.  It is not uncommon for doujin games to become popular and then be commercially released such as the MMORPG game Ragnorok Online and the TYPE-MOON doujin group is now a commercial company.

Because of the connection between the VN genre and the independence of the maker, demos and trials are available to download on the internet and sometimes at conventions (like the Comiket convention in Japan) the full product can be purchased.

Even though the VN genre may not be on par with the complex gameplay of most of today's games, I find the whole doujin aspect appealing to my project.  It doesn't require too much programing yet when done well the replay and entertainment value is still there within the story, characters, artwork and music.

Just to clarify:
VN =  Visual novel.

Doujin = Japanese term meaning fan made usually as a hobby or by hobbyist groups (circles) and made for fun rather than profit. Based on pre-existing material most of the time but there are original titles out there.  Can apply to just about anything but mostly in comics and VN games.

MMORPG = Massively Multiplayer Online Role Playing Game like World of Warcraft.

Oh I found it! Nearly 70% of Japanese PC games are visual novels.

Tuesday, 30 March 2010

Visual Novel Games

Condensed version of wikipedia's entry on visual novels and some views as a Western gamer.

Characteristics
- Interactive fiction: using text commands to control game-play

Phoenix Wright: Ace Attorney, DS:
Examine: examine the background (character sprite disappears)
Move: go to another location
Talk: talk to character
Present: use item to with the character to gain more information to order to advance plot.


- Minimal game-play (a lot of clicking)
- Due to that, it is products of both commercial and smaller independent game companies.
- Static images: usually Japanese anime styled art
- PC and more recently portable console (DS) based
- Main target market is East Asia and a smaller niche market in the West.
- Larger projects have a choose your own adventure game-play with multiple endings.
- Smaller independent/fan created projects has a more linear style game-play.

And finally,
- Yes, there is a large market for visual novels aimed at adults but that is not to say that all visual novels are like that.

Style:
- Narrated in a mixture of first and third person.

Phoenix Wright: Ace Attorney: Talking with Larry.

- Formulaic (eg, beginning of the day, events of the day, end of day, repeat)
- Normally first person perspective
- Generic backgrounds with character sprites

Phoenix Wright: Ace Attorney: You play Phoenix who's a lawyer and the object of the game is to investigate the crime scene, compile evidence and use them in court.

- Detailed computer graphical (CG) content at key points in the plot.


Lux Pain: "AND I WILL TAKE OVER THE WORLDDDDD"
So, why a visual novel?
- Pretty artwork
- Story/plot orientated
- Quirky characters

The cheering squad from Osu! Tatakae! Ouendan. You are part of the "support squadron" and your mission is to solve the world's problems by dancing and cheering!

- Not mainstream
- Due to the game's nature, it is dependent on mostly music.
- I enjoy playing them.

Some pictures of games with amazing artwork and graphics that I've played find hugely inspiring:


I love the in game graphics and artwork of The World Ends With You, it's vibrant and full of style.  'Cutscenes' are done in a comic-y style and since the plot is set in Shibuya, Japan, the music reflects it with it's Japanese pop/hip hop style.

 It's really hard to find decent artwork of Hotel Dusk: Room 215 on the internet, but I've managed to find a website with loads of animated gifs of the rotoscoped animation.
Hotel Dusk Fansite
Love the animation and the Film Noir atmosphere it gives.  Too bad the company is bankrupt even with the sequel on the way.

Lux Pain is probably the closest to a visual novel game that I've played.  The audio really helped the graphical content and heightened the atmosphere of the game, especially in the ominous parts of the plot.
Since the plot revolves around psychic detectives, the main character can 'see' the thoughts of the characters.  The text float and 'shudder' on the screen while the audio plays some creepy atmospheric music which I found surprisingly effective especially when playing at night in the dark.

Mini Lux Pain Rant:
The only bit which I hated about Lux Pain were the amount of translation errors!  I understand that translating Japanese into English is hard enough as it is, but there were typos, grammar errors and at some points gender confusion.  

The voice acting at important scenes in the game didn't even match up to the text which amazing was quite good (the American voice acting that is).  It's shocking that the quality of the game is so low for an official release which is a shame, there was a lot of potential for the game. 

So, to add to the 'why a visual novel' section
- to use audio in a way to improve game-play quality in a way that (mostly) Lux Pain failed to do and
- to use audio to improve how readers would read 'interactive fiction' in a comic style.

Sunday, 21 March 2010

Update II

Well, my first attempt at doing a prototype ended in failure.  Apparently, you can't put buttons in a movie clip symbol and I wasn't going crazy when things weren't working.

Edit: Nested buttons won't work within a movie clip if there are already scripts attached to it.  This happens in actionscript 2.

Here be the link to a dedicated article for the problem that my tutor found on button capturing.

So, we worked out that it was best to stick with the original plan and to do everything on the main timeline in Flash CS4.  The only problem is which part of the time line to jump to depending on the player actions.

Example:
Someone could pick up an item, it disappears from the screen and move on.

However, if someone didn't pick up the item, it should still be there on the screen and still move on.

Solution:
Work with the 'if' parts of Flash programing... Once I have fully figured it out / understand it.

So far there is a working prototype The Knight of Nights Testy ver 6 with half of the first puzzle sorted.

And some concept art ....


Painting backgrounds in Flash CS4 which failed...

... and some interface designs ...
I had the idea using the mobile phone as the main menu and the music player to go to the audio options.  They will be sorted out once I figured out after I get a fully functional prototype going.

In that case, is it possible to embed a .swf file within another?

That's all the update for now...

Monday, 1 March 2010

Update

Artwise:
Cracked how to solve drawing and painting in flash (ie Cel shading) the quick way.  Maybe there's a quicker way but I'm content with what I've learnt so far.

Programming:
UH...half way there.  Got the bin lid animation but the animation for the text talking about it hasn't quite worked yet.  I think if I manage to tweak a few bits of programing it should be fine.  Don't forget about the timer option!

Chapter II:
Got some ideas for the 2nd chapter, I'd want to have a go at combining the drag and drop example with a timer.  The idea I have is for Yazuki to do a Home-Economics class in which the player will have to drag the correct 'food item' into the mixing bowl within a certain time limit.  Ah another brainwave! Originally I was going to have her cook something for a Nightmare to eat and free the Butterfly, the brainwave just now would be the food items being on conveyor belts...hehehe. 

I also have some ideas for other characters like Yazuki's classmates.  But the animation in which I'm thinking about doing it in may change from what I originally planned and going down the Phoenix Wright/Lux Pain route.  However, I could possibly do both perhaps...?

On the other hand, here is some artwork, I think I've cracked the art style I'm going for..

Yazuki Shoryu

Lol Raven. Fat uglish bird in in the Real Plane.

Thursday, 18 February 2010

Workflow Problem

Currently having a lot of difficulty in trying to nail the right work flow for myself!

ARTWISE:
I've been trying to follow JohnSu's way of drawing and colouring straight into Flash but he only seems to post speed painting videos and it's really hard to follow.  Is it really so hard just to draw in Flash and fill it with the paint bucket tool?  I know it can be done but I don't know why I can't find the way.  It's getting silly now.

ANIMATIONWISE:
Just discovered this 'onion skinning' tutorial, I've yet to actually follow it through yet.

PROGRAMMINGWISE:
Still haven't cracked the theory behind the drag and drop thing...will need to ask about it.

Not going well at the moment, brain just doesn't understand anything garh!

On the other hand, here are some concept artwork for Luna and a bit of Raven (the fat spherical bird).

Shoryu, Yazuki "Luna"
Age: 17
Nationality: Japanese
A spunky girl who has the ability to shift between the Dream and Real Planes.  She doesn't really know what she wants to do in life but she feels that it is her moral duty in life to free trapped spiritual Butterflies in the Dream Plane.

"Raven"
At the start of the game, Raven is actually a bodyless voice that assists Luna through her adventures on the Dream Plane.  His origins are unknown but Raven and Luna work well together, even if they do tend to disagree on stuff.

When the Dream and Real Plane starts to shift into each other, Raven takes the form of a fat spherical ball with a beak and wings (Luna refers to Raven as The Flying Dumpling) and so their adventure begins in their investigations into local urban legends and seeing whether any lost Butterflies are involved.

NIGHTMAREv.01
Concept artwork for the 'bad guys'
 

And yes, he's got a gun and he's not afraid to use it.

Wednesday, 17 February 2010

Game Concept(s) II and Tutorial I

So, it's been nearly a week since I've had my first tutorial.

Since the disastrous weekend, some good has come out of it and that I had an idea for the first 'chapter' of my project. The scene begins with a girl seemingly talking to herself only we find that she is actually talking to a bodyless voice.  Both girl and voice seem to know each other well and have worked together before.  We find that the voice is called Raven.  The characters talk about the objective of the game coming up which is to get to the glowing object at the top of the building.  The doors are locked and cannot be opened physically, so the aim is to find another way.

Evaluative notes after the first prototype:
- Animated text looks naff, will there be another way to do some simple animation?
- Time limits
- Actions happening when a specific event is filled.
- Click games?

Notes from tutorial:
- Animation 2.5d<-- only done in AS3 so to combat my brain exploding with code, we figured that it's best to have little animations for stuff like item interaction and video 'transitions'.
- Look up the drag and drop example as it's similar in principle to the whole 'unless the condition is met, event x will happen'.
- Setting the timer is a conditional statment.
- Click games =  maybe.  I think a click game would be a good idea as it adds variety to this type of game, I don't really want to copy the Samarost type games either...

Next tutorial session is at 11:30!

TO DO:
- Prototype shape animation for drag and drop.
- Prototype animation for background.

Machinarium:
Interesting and I find it slightly eerie game to play.  Awesome artwork and has a lot of atmosphere.  Not sure how my game will compare to the maker of Samarost.

Game Concept(s) II:
There were a few other game concepts that I had in mind at least for the 2nd chapter of the game.

TUBE MAP: The idea is that for the character to 'travel' to different places, I'd use the tube map to indicate where each place is located.  A picture will pop up when the cursor is hovered about it so players would know what the place looks like...at least in the Real Plane.  In the Dream Plane however, I'd warp the map and the image it shows somehow.

Colour Palettes: The 2nd chapter will end at a cliff hanger where Raven appears in the Real Plane and the main character realises that that the Dream and Real Planes are shifting and merging into each other.  Say if the Real Plane was colourless and the Dream, colourful, the colours would start to seep in.  Or if there were specific colour palettes for the different planes, that would work too.

Mini Games: As with the click game mentioned above, I was thinking that the main character would 'awake' from the first scenario in chapter 1 and go to school and have a home economics lesson, where the player can play cooking mini games.  Mini games = yes as they add reply value from the usual point and click I feel.  The same programing could be used for different parts of the game such as in the Dream Plane, the main character would need to 'cook' something to pass a hungry ... nightmare?  Or the clicking game would be used to out run an Indiana Jones style boulder.

Well that's all the notes for now.  It's nearly 4am and I need to be up in a few hours.  I did some drawings for the main character in PSCS4 so I'll post that up soon.

Wednesday, 10 February 2010

Game Concept(s) I

The game has several themes running through, but the main one will be centred around superstition and urban legends.  I've a feeling that most of it will be based on East-Asian areas and ghost stories but I haven't quite decided yet.

Typical Thai ones especially are based on karma from what I know.  If you've done something bad in the past, it may come back and bite you in the bum head.

The game is set in the mordern world and you'd play the character (Luna/Yazuki I haven't quite decided whether to get it to be set in Japan or UK) and she has the ability to shift between the Real Plane and the Dream Plane and be conscious in both.  Her role is essentially the opposite of a dream catcher, she would free specific butterflies that have been trapped in the Dream Plane.

I can't quite remember where this belief stems from but I know that in some cultures, butterflies symbolize the spirit that have left the body.  They're also known for the whole transformation of a state ...thingy with the caterpiller turning into a butterfly etc etc.  Since some spiritual butterflies become trapped in the Dream Plane, they have the potential to be eaten and/or morph into nightmares. When this happens, nightmares became stronger and scarier and in the worst case scenario, they would have have enough power to shift into the Real Plane and into a physical being.  In ultra worst case scenarios, they'd mentally start to affect humans/animals and hmm...drive them insane/crazy?  Not quite decided what but it's bad and I don't think I have to decide just yet.

Random note, I know why bathrooms are significant in Japanese superstition.  According to the 'Making of Silent Hill 2/3' videos, the old fashion toilets (where you squat down in) are like portals and something about kids falling down them and becoming stuck.  Argh, I can't remember the details but I'll get the nitty gritty once I get time to watch the making of videos again when I get home.  I'm currently at  uni killing time and I don't know why this journal entry keeps flashing like a spaz but it's really getting annoying now.

More notes and themes to possibly play around with later.

Tuesday, 9 February 2010

Lights.

A few months back I've been getting really obsessed with taking photos in a specific style on my Phone Camera. One day, I'll get a proper camera to get decent quality photos.

Some oldish photos:




Hopefully I can successfully use these as inspiration for some artwork in my game.

My Devised Project

My devised project is not really a university dissertation but it has the weight of one. For my final epic year of uni, I'll aim to make a game. It has always been a dream ever since I played my first Final Fantasy (VII) on the Sony Playstation 1, to write music for computer games. Now, hopefully I'll get that chance.

This is also mainly influenced by a DS game called Lux Pain. It's an awesome game but sadly because of the dodgy translations, it just didn't reach its full potential. It had awesome details and parts to it that made it wonderful to play but URGH why did it have all those translation errors and typos? It seemed that the localization team couldn't decide on whether to have it set in Japan or America so it seemed to keep switching between the two which got annoying and confusing. But being a hard core gamer, I saw through it in the end.

S, for my game~

Intended work:
- Make semi animated online graphic novel
- Interactive elements based on graphic point and click games
- Visually based on manga.

Purpose:
- Experiment with combining narrative style of a graphic novel and using it to drive game-play

Schedule: (I wrote the dates down...but they're really behind anyway)
Planing and pre-preduction
- Production logs
This is the first of the production log.
- Research and development including suitable web-hosts
Asking ML, when he decides to heed the call of my text.
- Brainstorming
Done. In my head.
- Scripting
First scene is done.
- Design documenting/game-play maps
First scene is done.
- Additional prototyping.
Needed for the first scene at least.

Production:
- Concept artwork
- Animation
- Music/sound effects
- Assembling project


Website: (ask ML)
- Additional design adjustments
- Construction and uploading work online
- Testing (especially on different browsers)
- More testing and improving whilst being distributed and gain feedback


TWEAKING!

Assignment submission = 15th May 2010!!

I will get that 1st grade damnit.

Sunday, 7 February 2010

The Epic Prologue

Well, I've never really blogged before and the reason why I've started to do so is really because of my final year dissertation for university.

After we finish our project, we're to write an evaluative write up so I figured by starting to blog about my project now it would create loads tonnes of notes for myself to reference for the write up. I shall update the this blog later as I'm dead tired and I've already written most of it in my Live Journal account. Why Live Journal? I'm still deciding on which blog site is best suited for my needs so I've a feeling a tumblr/word press account might pop up soon in. Actually, is there a way for all my blogs to be updated in one go? That would be super awesome and I wouldn't have like ... five blogging accounts heh.

For those of you that's interested, I'm making a game in Flash CS3 and it will be of the point and click genre. I've no clue how it actually relates to my university course (that being Creative Music Technology) but it's a a very nice deviation from getting really depressed at not being able to write music for a while as compared to my other course-mates.

My Live Journal account (only two posts up so far yay!) --> http://jdwasabi.livejournal.com/
My DeviantArt account (for all the arty goodness) --> http://jdwasabi.deviantart.com/
My LastFM account (for my music goodness even if there's like nothing on it) --> http://www.last.fm/music/JDWasabi
And lastly my Myspace account (also for music goodness even though it's essentially the same as my LastFM account) --> http://www.myspace.com/jdwasabi

-Wasabi out!