Tuesday, 26 February 2013

The backstory, environment and three characters.

Backstory:

23 year old Darrel has investigated the paranormal since he was a little boy. He was always interested in it, he grew up looking into conspiracies and started hearing of the masked organization named "The Bookers". He soon found out that these people were everywhere that he was, every video on the internet, every newspaper article that seemed off, they were there.

He eventually dug too far. When he was out on the field investigating a crime scene in secret, he was attacked by something. Only to be rescued by a man in a suit and trench coat. The man only shot the beast that knocked him out, he didn't tend to the boys wounds. Only left him there, with a letter.
When the boy woke up, he saw what looked like black blood on the ground beside him. He then opened the letter beside him stating "Come to this location, or don't come at all" with the address underneath.

This letter would soon be his acceptance letter into The Bookers. Later proving himself and gaining the new name "The Kid". He then learns The Bookers objective at bay, the extermination of mutated humans they call 'the brainless'.

Environment:

For this game, I want an underground environment. A little different from the typical game level but I think I can pull it off.

Three Characters:

The Kid
The Kid is the main character in this game. His cunning and interest in the unknown is what got him the job in The Bookers. However, he isn't too good with a gun. He's currently being trained by The Patriot on the field.

The Patriot
The Patriot is a veteran for The Bookers, he was part of the few who started the organization. He's loyal to those around him however his personality is very silent

The Monument
The Monument is the leader of The Bookers. He controls all missions and organizes basically everything to do with the company. He doesn't go out on the field because he's usually busy, however only The Patriot knows his true self. His personal life is his own business and lives for the company and only the company.


Developing a concept.

I've been throwing the idea around of a secret organization called the Bookers. These people have been around for decades, their main job is to investigate and compromise supernatural and strange activity around the world.
The timeline consists of the present, however the organization is still very old fashioned, including old suits and uniforms as well as old weapons.They aren't a very big organization however they keep it that way so that only they know about it.
My inspiration for this concept came from the movie Looper, where people called "Loopers" in the future would kill people that were sent into the future from the past.

Wednesday, 13 February 2013

Game Genre's level design

Everyone has a different play style. Games have different genre's in the way that they're played. Three completely different games would be Halo, the First Person Shooter (FPS), Starcraft the Real-Time Strategy game (RTS) and World of Warcraft, the Massive Multiplayer Online Game (MMORPG).

These games have certain points of view that the player is meant to see. Halo attempts to put you in the shoes of a soldier so they play as the character, Starcraft is in eagle-view so the game is layed out in front of the player to provide more options, World of Warcraft is played in third person, the player makes there own character and plays as him/her in an immersive world.

Halo and FPS's are generally made linear. There is a set path and a narrative to follow, Level design involves making these paths and sometimes making alternative paths for the player to follow, however these are usually short and put you back on the same path.

Starcraft gives players the resources to play. Players are given less than nothing to start with, and gain resources over time. Usually these games are played on a map with no narrative, only the objective to out source another player and destroy there "base".

World of Warcraft allows players to dive into an online fantasy world. The game gives players the choice to do pretty much anything they want. Quests and Dungeons are usually the best way to level up however the game allows you to not do any of that and just stop and smell the roses. Everything about this game is optional.

Tuesday, 12 February 2013

Three games from different era's (1980's, 1990's, 2004)

There is certainly a jump in technological restriction when you look at games from these era's. It's amazing to see that every 10 years there were massive steps for the industry. Starting from the 1980's with bitmap type games to 1996's low poly 3D models with games like Super Mario 64.

The three games I played were 1980's Legend of Zelda, 1990's Super Mario 64, and 2004's Half-Life 2.

Progression was the first thing I noticed in these three games. Legend of Zelda is most iconic because it was the first game to actually introduce it. It was a much less linear approach with games like Donkey Kong and Pac-Man earlier in the years, Legend of Zelda became one of the first games where you could actually explore the environment (granted, there wasn't much of it). From around this time, people began to realize that video games could actually have narrative and character development. The next generation of consoles in the 1990's would soon prove that exploration was very possible. The Nintendo 64 was the world's first 64-bit system. Enhanced 3D low poly graphics gave games environments and a new term to the word level design. Super Mario 64 gave players control over a 3D modelled version of the famous italian plumber Mario. It started off as a casual visit to Peach's castle, then suddenly things go terribly wrong as you learn Bowser has taken over the castle. It is then up to the player to explore the environment and gain stars. Progression meant unlocking new levels and gaining more stars. Games from the N64 were all similar to this concept, it forced the player to explore.

Half-Life 2 became a great example of what games could convey. Now with much more advanced graphics, facial movements and massive environments. Half-Life was a bit more linear, however it didn't really matter as much because the level design was so vast and brilliant that you could explore different areas without boundaries but still be on the right path.

I believe that these games were most iconic in level design and environments over these era's, mainly in progression and narrative. These are definitely games that kept up with there times.


Monday, 11 February 2013

Level Design in the 1980's

Although I haven't lived to see the 1980's, I do understand that the 1980's was the beginning of a new era for gaming. The market was basically going downhill, consoles weren't as popular as they should have been. Then the Nintendo Entertainment System pretty much saved the market and everything started going uphill.

In the 1980's, you had to be inspired to make video games. Obviously, games were much less accessible to program. Games weren't being developed by game developers, just normal people. A game of this era would be on par with game icons such as Mario, Pac-Man or Donkey Kong. Games were also just starting to have story and progression. Level Design was necessary, but everything was still in 2D so bitmaps and pixel art were used, unlike today where we've got advanced graphics. Knowing these technological restrictions, a game like Legend of Zelda, in my opinion, seems ideal. Introducing players to something they've never seen before; progression and story telling, sounds like it would have the most amazing reaction. In terms of level design, it's a bit more creative.

From my small time in the industry, the difference between now and then in terms of technology is staggering. Looking at the work we do in class in comparison to games from the 1980's there was definitely a technological barrier back then. Games in this era were just beginning to come to life, it's an era I would have loved to live through.