Student Area

Final Assignment Ideas for Kyna and Andy

So I have two prominent ideas for the final project, each of which are centered around their own central game mechanics.

Idea 1: Drawing game, temporarily called Poltergeist. The idea is that you are, well, a poltergeist, and within a certain range around you you have the ability to manipulate matter. How we actually implement the mechanic is something that will take some more experimentation, but here is a screenshot from an existing prototype from last year:

Yeah we would probably scrap the prototype and start over. For the final version I’d like to see as much drawing control as there is in something like crayon physics, but backup implementations could include dragging corners to create shapes or designing the environment such that you can only interact with certain objects.

Idea 2: Online multiplayer game. Here’s a screenshot from the hackathon that I participated in last weekend:

The back-end for this game is almost done, and allows any number of players to connect to the server, move around, and chat. The front end is currently a top-down game, building toward a multiplayer action game, but could fairly easily be changed to a different idea. I’ve put about 20 hours of work into this, but most of that was on the back end so I don’t have a solid pitch for today. I probably want to build on this in or outside of class though.

Astronaut Proposal

Idea: This will be a top-down game in which you are an astronaut tasked to destroy an asteroid on a collision course with Earth. You have been given a single bomb, which you must place at the right spot in order to destabilize the asteroid and save Earth. In order to find the spot, you have to piece together a map that you find throughout the playing area.

The scenario is a metaphor for a person struggling with depression, who is about to commit suicide (the asteroid hitting Earth). They have to locate the ‘root’ of their depression and comes to terms with it. Periodically, they will experience impulsive thoughts in which a bit of static appears permanently on the screen. Eventually, they will be unable to see the game through the static.

On the asteroid’s surface are diagrams that hint at the true nature of the game, and where to find pieces of the map. These diagrams might resemble religious, occult, electrical or psychological diagrams I found on the Internet. You can also find escape pods crashed on the asteroid’s surface that adds to your oxygen supply, even though your current supply is too already large to ever run out. These represent pills that have no permanent effect on someone’s mental state.

There are three screens – a regular top-down view, a map screen (which also contains your heartbeat, oxygen supply and connectivity to Mission Control), and an internal view of yourself in which your spine fluctuates depending on your mental state. I don’t know if the map or internal screens have any  effect on the gameplay yet.

 

Other idea: You’re looking at a fractal-like microscopic image that you can scroll in and out of to decrease or increase the scale of the image. There are symbolic things like animals and religious things inside this giant fractal image. If you scroll out all the way, you find out that you’re looking at a bottle of pills that a character swallowed, and that the fractal is a kind of history of his/her life told through images. You find that you can change certain things in the fractal by clicking on them, and if you change certain things in the right combination the “final” image (the one with the pills) changes. hairy woman срочный займ по паспортучастный займ ростовзайм 30 тысяч на карту займ переводом на картузайм на карту 50000 на годпетрозаводск займ моментальный займ через контактзайм на сберкнижкуонлайм займ займ на долгий срокзайм со 100 одобрениемчастный займ без залога москва

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3 Game Ideas, by Melissa, Ariel, Will

Idea 1

Play –
There are two people: one enjoys the city and the other enjoys nature. To be together they will have to compromise on where they settle

Interaction –
Elements in the entire world will be interactive. There will be planes, trees, homes, etc. Once you hover your mouse over any one of these items you’ll hear a short clip of say a plane flying by, the wind blowing through the leaves, or the sound of a family watching television.

The world –
Moves from city to nature ranging from a more industrial setting to natural in between. The screen is split in half such that at any one time the player can only see a portion of either of these extremes. Depending on whether the player’s mouse is on the left or right side of the screen, the corresponding side’s character will automatically move.

Working off of Will’s City idea –
Imagery – use of high quality images to represent the world combined with low quality images for the characters

Idea 2

Play – Become self-actualized by reaching the top platform (maslow’s hierarchy of needs)
There are two players each trying to become self-actualized
they have to collect boxes and use them to create a staircase to the top platform
The person who gets there first wins

End – the staircase has to be built in order of physiological, safety, love/belonging, esteem, self actualization. Each box corresponds to one of these categories. Once a player has reached the end a series of clips will play showing that person’s life

Imagery – vector based, toony characters possibly done in maya with toon shading

The World – Pile of boxes in the center

Idea 3

Mobile game (using html5, not native android/iOS)

Premise is that you've found someone's (possibly someone you like) lost
phone so you look through their contacts and apps to see where this person
could be to return it to them. The game would involve the real world in
some small way. For example, it might suggest to you to go outside in order
to see if the person could be out there. It would detect outside vs inside
by seeing if you're connected to 3G vs wifi.  Possibly we could make the
player move around Pittsburgh to geotagged picture locations.

End game would be either finding out the person is dead or having to pass
the game onto someone else (viral marketing style like posting on twitter /
Facebook).

Mostly finding the location of the player and detecting 3G vs wifi is easy.
The geotagged pictures is harder.

and on the first day there was the water and the sky, and also the ground I guess

Okay so I had like two hours with which to throw this together because my new computer has not arrived yet and I am borrowing one. (Fun thing: school computers don’t have Unity!) As such I only have a basic layout for the area I want to build up, and haven’t managed to get any fancy vegetation in. No fun shaders either, so I guess it still looks like Unity. Sigh.

Anyway have some cliffs and rivers and stuff. ONE OF THESE DAYS I WILL HAVE MY OWN COMPUTER AGAIN. ONE OF THESE DAYS SOON.

Overall layout: got some plains, and a river, and a cliff and a mountain. The humans camp out on the lower part of the plains, close to the river. Further from the river there will start to be woods once I get some acceptable trees on hand, which is where you start out.

Part of the river will be swimmable; there will be a few difficult paths up the cliff, which you may or may not be able to traverse depending on choices you make. Further up the mountain there isn’t much life, but you might find important things there.

The story will be split into ten or so “years” for the lifespan of the main wolf, though you can die prematurely depending on your actions. The environment will change with time and season: the river will flood, the forest may burn in a drought, the area may become snowbound, etc. How the story plays out depends on how you interact with the humans, non-player wolves, and the environment.

In-game view: Lighting is obviously far from final and there’s going to be nighttime and stuff. Also shinier water rendering. ANYWAY SKYBOXES ARE NICE

 

Final Project Proposal – Interactive Music Experience

Glorious Life – The Life Cycle of Sockeye Salmon

Music:
‘To Build A Home’

One Liner:
Experience the life of sockeye salmon,  who struggle to survive and die after spawning –  making it a moment of death along with birth.

Description:
Salmon go back to the origin of a river every 4 years to lay eggs. They hide their eggs under rocks, but a lot of these eggs get eaten by other fish. The eggs would then turn into small fish, and these fish try to survive amidst predators in the form of birds, bigger fish, bears, and humans. They spend a year in the river and on an average, only 1 out of 4 survive. After a year, they go to the sea, spending 3 years swimming around the pacific ocean. The environment at sea is even more dangerous than the river, so after 4 years, only 1 in 10 survive.

After 4 years, they go back to their birthplace, and have to swim up the river to do so. Some of them lose their beautiful scales in the rapid stream, and they have to keep swimming without eating anything. The huge group of fish that swims back also attracts a lot of predators. Many of the fish die before they get back, and those that do finally get to the destination mate, spawn and exhaust themselves, and then all die.

Born orphans, die childless. But there is always hope and something worth fighting for in their lives. Sometimes human live less than a fish, staying at the same place, doing the same things everyday, locked into a routine, or one way of thinking, living without a goal. The hope is that the audiences could get inspired by the salmon.

Emotions:
Struggle, sacrifice, goal of life, peaceful shock, hope in the despair
Life: experience, feel, and sublimate.

Character:
The player controls a male sockeye salmon with shining red scales.
The female character is a shining yellow salmon that swim following the male character.

Goal: Survive and spawn.

Games:
Control a group of eggs -> a group of small fish -> one mature male fish -> meets a female fish, and she swims surrounding the character -> swim up to the river -> mate and spawn -> die together -> new eggs.

1. At the beginning of the game, a group transparent orange/red eggs float in the water. The player controls the water and move those eggs, protecting them from other fish.

2. Eggs turn into small fish. The player control them to swim around, protecting them from bigger fish, birds, and bears.

 3. Small fish turn into mature fish. A male salmon with shining red scales stands out from the group and becomes the leader of the group. The player controls this male salmon. He meets a female salmon with shining yellow scales. They swim around each other and dance in circle. However, dangers are still out there. He tries to lead the group to safe places.

4. The salmon group gets to the entrance of the river where they grew up. The stream is rapid. The player has to keep pressing the keyboard to swim up to the river, and it gets harder and harder because the character is getting exhausted. Some of his friends die on the way home, caught by predators or getting too exhausted.

5. When they finally get to the river, the character and his girlfriend mate and spawn. Then they both die.

6. Slowly, one, two and more eggs float up. The player can control them. Then the screen fade into black when the music ends.

Time Frame
[00:00 – 00:20] Eggs floating
[00:21 – 01:06] Eggs start turning into small fish
[01:07 – 01:26] Small fish swim to the sea
[01:27 – 02:18] Meet the female fish
[02:19 – 03:15] Mature fish in the sea
[03:16 – 04:00] Start salmon run, slow stream, enemies slow motion
[04:01 – 05:01] Salmon run, rapid stream
[05:02 – 05:27] Spawn and die
[05:28 – 06:10] New eggs

Moodboard: Glorious death and birth.

p.s. My original plan was Unity, but I think it was over-scoped. Don’t think I can finish it like this by myself. So I’m considering changing the platform or changing to 2D. Anyone who want to join is welcomed. Any suggestion of how to make this in a easier way is welcomed as well. Thanks : )

Final Assignment Part 1 – Supercat Maps

I spent the weekend drawing up maps for the game. Three of these maps were on a macro scale (1 square = 10ft) and many of these were closer and I didn’t scan all of them in (where 1 square = 2ft).

 

The area, called the “Geothermal Sector” is a section of what would be the fully-realized Project SUPERCAT but for the scope of a month this will serve as a complete project standing on its own.

 

Posted the macro maps as an imgur gallery because wordpress complained about file size http://imgur.com/a/lDvva#0

(Some of) Team Bueno Reuniting Spectacular! (Final Ideas)

Eric and Bueno’s 2 proposals for a final:

In Search of Season Redux:

Adapting the original game with some changes:

  • In each new area/zone, a deer is presented to the player in a cut scene, and then runs off; the player is never fully able to catch the deer, but it is the primary motivator in traveling.
  • There will be other people/entities throughout the forest to talk to or otherwise interact with
  • No more infinite jump

We hope to make it into a prolonged experience of space and time.

Graphics/visuals are the same

 

Stained Glass

In this game, you play a human searching for enlightenment through means of an alien-worshipping cult. You are sent on various menial tasks (finding followers, collecting money, spiking koolaid) in order to achieve your goal. The setting is a series of stained glass windows that reference your actions and the cults ‘beliefs’ symbolically. You progress by moving vertically up the window, getting closer and closer to enlightenment.

The first stage of the first window (depicting the issue of pollution/opposite of enlightenment). A high priest tries to spark a conversation with a non-believer.

 

 

 

A non-believer

A high priest

 

 

Overall level design/layout