Thursday, March 22, 2012

Post 06: Project Writeup


When I first started out on this project, I knew right away that I wanted to do something relatively simple. I knew from previous digital art classes that even a simple 3-4 level sidescroller would probably require more time that I felt comfotable with in the scope of a single term, especially with other classes or projects I would be doing at the same time. A simple menu-based simulation game was my initial idea, as I wanted to work more with the variable behind the scenes. An oregon-trail style management game made in flash seemed like a good way to get started on making a fully-playable from start to finish game.
Before the class begun, I already had a rough outline of what I wanted my game to be about in my head. The year would be 21XX, and the play would be in chanrge of a manned expedition to the moons of saturn with the intent to establish a colony there. In addition to the simple fuel and supply management, I also wanted to have rpg-style random battles and events (With classes determining your crew’s abilities, i.e. soldiers would have good attack power, medics could heal, etc.), an asteroids-style mining minigame, and possibly some rail-shooter sections as well.
I didn’t expect all of it to be finished by the end of the class. I knew right away that I would be better to focus entirely on just having the game playable from start to a definite end point. The other mechanics would be represented, but mostly as placeholder or window-dressing in reltion to the main game. Just letting the play pick their crew, buy supplies, and travel to saturn would be good enough. I also wanted to use my own drawings for the game, in order to show off my skills with illustrator and photoshop.


The first class or two went smoothly. I had already planned out some basic mechanics and drew up a title screen, the rest should go prefectly, right? Well, it was here that I hit a real snag. One of the first things I wanted to have the player do in the game was type in the names of their crewmembers and have the game save that information as a variable. The idea was that the player would simply click on the box with the desired crewman’s name, and type something in. Now, I’ve made some simple action games in flash before, in a high school class, but just being able to tell the game to put “clickable text box that the player can write something in that is then saved to this variable” on the screen at a specific location was a nightmare for me. So many arrays and scripting classes and telling the program to load this before than and so on was far more than I was capabe of handling, despite my past experience with scripting and making simple games with creator programs like Little big planet and Spore.

            Thankfully Miles and I quickly found an alternative program called GameSalad, a freeware program used for making simple iphone-style games. Being able to work out programming and inputs through a simplified menu was a tremendous help. This way, I could make entire menus and gameplay sections in a single class period, when it otherwise could have takens weeks to make even a singe screen in flash. The program is so amazingly idiot proof that you could probably make an entire game entirely out of stolen Oblivion and HalfLife screenshots!
 (I wouldn't recommend it though.)
The next thing I set off to do was work on the traveling and fuel consumption rates. I wanted to have different levels of speed available to the player, with higher speeds consuming more fuel.I also wanted to have the player be able to research different upgrades and gameplay bonuses using “materials”, though this was not fully implemented in the “final” version. A basic shop screen was also made at this time, with the player having the opportunity to buy extra fuel and supplies before they set off. Items such as ship defenses or shield generators could also be bought. I also came up with an alithogram for having semi-random events that took place while traveling, with the player having multiple choices on how to approach them. (For example, being attacked by raiders would have the choices of fighting them, trying to evade them, or simply bribing them off.)

Something that Miles suggested I have was some kind of visual indicatior of the ship’s traveling. While I had an overall progress map drawn out, it definitely could have been more animated. Given them simplistic nature of the project, I decided to use a graphic of scrolling LED lights. They would be laid across the map screen between each major desitination (Moon – Mars – Ceres – Europa – Titan), with only the “section” you were in lit up. I actually used a Nintendo 3DS “game” called Inchworm Animation to make the sprites. It felt so fun to be able to use an actual game device for making my own game! I did have to touch it up a bit on the computer first, but it worked how I needed it to.
All in all, there were still a lot of things I wanted to do before time started getting short. I ended up having to stop the game short at Mars, since that opening section was what I had been focusing on primarily. Even now, there’s still a lot I wished I could have implimented, such as the mining minigame, or a primitive RPG battle system, (No flashy supernova moves though, you’ll wreck the ship!), or even just specific rewards or penalties for the events. Working on this game right up to the final in-class demonstration, I definitly can understand why games like Duke Nukem Forever and Final Fantasy 13 (The sci-fi one with the overly-linear maps) turn out so mediocre.  Still, I think I learned quite a bit about “actual” game development, and I want to continue work on the Hyperion Project after this class. Who knows, maybe we’ll see it on the apple store someday!

Post 05: Demonstration

[Demonstration of final project]

Tuesday, February 7, 2012

Post 04: Parsexxx

In order to accurately represent space traveling distances on a realistic scale in terms of gameplay, some calculations need to be done. I want this to be fairly accurate, so I'm not just talking sh't about something I can't even be bothered to look up.

Normally, we measure distances in Astronomical Units, 1AU being equal to the distance between earth and the sun. As the game takes place within the solar system, a 1 or 2 digit number is not a good way of representing the distances a player is traveling in the normal gameplay.

1 AU = 149,597,870.691 km
149597870691 in meters

Therefore, by use of my amazing futuristic genius (by which I mean the application of 8th grade metric terminology), distances in this game ,will be measured in GigaMeters (Gm) or in terms of how many billion meters they are.

Even then, I will represent the distances within two decimals as well, just to have a bit more detail on screen.

Format 000.00
1 AU = 149.59 gm

This will be far more accurate and proportional to space. It is also easier to quantify in terms of actual gameplay, as opposed to having some stupid fictional or sci-fi measurement.

In other words, don't be this guy:

  

Translation: "I just ran 4 miles in only 3 feet!"

Post 03: A change in plans

So it seems I'm going to be much better off with simething simpler than flash. I'll be doing this project in Gamesalad

real post coming soon

Tuesday, January 17, 2012

Post 02: Project Timeline


Week 1
1/17-Brainstorm ideas for project
1/19-Create mock-up of game screen
Week 2
1/24 - -Begin work on art assets
1/26 - -Create title screen and beginning menus (Naming, Professions, Buying)
Week 3
1/31 -Work on main game screen & related art assets
2/2 - Work on fuel/supply consumption rates
Week 4
2/7 - Create starting area hub & Backgrounds, Implement game variables (Money, Fuel, etc.)
2/9 - Implement basic traveling system (Start of game to Mars)
Week 5
2/13 - -Develop system for inputting crew member names and storing them in a variable.
2/15 – Further development on barter system, implement variables for inventory and player class
Week 6
2/20 -  -Create system for random/story events. (Debris Field, Blast through or carefully navigate?)
2/23 – Create menus for class selection and descriptions. (Use of pop-up screens/descriptions)
Week7
2/28 – Further fix-ups of Bartering, start replacing placeholder graphics
3/1 – Create animated traveling marks, Block out example events
Week 8
3/6 - Finalize interfaces, start working on final NPC graphics
3/8 - Expand random/story event screens. Implement variable changes within them
Week 9
3/13 - Clean up starting and ending sequences, add rocket launch scene
3/15 - Adjust random event calculations, add in final NPC graphics, backgrounds, music(?)
Week 10
3/20 - Final presentation, last minute fixes/touching up, balls of steel

Post 01: The Hyperion Project


What is it?
The Hyperion Project is a flash-based simulation game in which the player manages a manned space flight to the Moons of Saturn.

Project Description
In The Hyperion Project, the player manages a five-man expedition to the moons of Saturn. At the start, they must pick a profession (such as Soldier or Engineer) and purchase supplies. During the main part of the game, they will have to carefully manage the fuel and supply consumption while dealing with semi-random events such as meteoroid collisions, crew injuries, or engine malfunctions. They will also be able to stop at colonies on Mars and the Jovian moons to refuel, trade, and get advice. The game will also include optional asteroid mining and ship landing minigames. At the end, the player will receive a letter rank based on their overall performance.

Detailed Description
In The Hyperion Trail, the player is put in charge of planning and overseeing a five-man space flight to the Saturnian moon of Titan. The general gameplay is derived from the old Oregon Trail games, where the majority of the game is automated, with player interaction centered mostly on buying and managing resources and supplies. At the beginning, the player will get to name their ship, along with 5 crewmembers. They will also get to pick a main profession for themselves, which determines their starting inventory and money, along with a unique gameplay perk. (For example, choosing the Medic profession will make it less likely for crewmembers to become sick or injured.) They will also have to buy things like fuel, rations, and extra space suits, as well as things such as better ship engines, or defensive weaponry. Once the expedition has started, the player will be able to manage the ship’s speed (Going faster consumes more fuel, for example.) alongside managing rations and research projects. They will also be able to mine meteorites for materials by playing an asteroids-like minigame, similar to The Oregon Trail’s hunting scenes. Events and challenges will also come up semi-randomly over the course of the journey, such as meteoroid impacts damaging the ship, or hostile encounters with space raiders. There will be several stops at colonies on Mars, Ceres, and Europa along the way that provide trading, medial, and escort services along with NPC characters that give helpful advice. Once the player reaches Titan, they will have the option of playing a ship-landing minigame as a final challenge.

What I’m going to develop
Part of the reason I’m doing a simulation game is that it will be easier to develop, as opposed to an action-based game. Due to the mostly-automated nature of the game, the majority of my work will be around making the graphics, such as spaceships, event scenes, and NPC characters. While it’s unlikely that I will be able to fully finish the project by the end of the term, I want to at have the game playable from beginning to end by then. This would mean that a lot of behind-the-scenes content (such as the effects of crew injuries, or damage to the ship) will not be functional, or exist as placeholders, though the game itself will still show events and notifications as a “proof of concept”.

Visual/Written research for the project
Due to the sci-fi nature of my project, I am definitely going to research the math and statistics behind potential space travel and colonization. This would mean having each of the planetary landmarks having accurate distances between each other, and having traveling speeds that would be able to cover them without feeling tedious from a gameplay perspective. I will also try to incorporate stock images into the space-scenes, such as graphics for the moons and planets. I will also look up theories on possible ship and colony designs to go with the sci-fi theme of the game.

Post 00: Introduction

My name is Dane Petersen, and this is my digital media capstone project blog. I'll be posting material for this class on here over the next few months.