Wednesday, October 23, 2013

Task Assignment: Week of 10/24-10/31 (UPDATED!)

For this week I will/have accomplish/ed the following tasks by Thursday (10/31).  I will update this post as I complete tasks.

1. Add movement functionality to the character using the script included in mouselook.py 
As of 10/30-  Was able to get dynamic movement working with MouseMove.py's provided demo (except crouch feature doesnt work).  However, when I to replicate this on my own character it does not work.  This might be due to the increased complexity of my character. I will try making a simpler character and see if that works.
2. Combine parts 2&3 of last week's tasks (sphere size changing and sphere smoke)
10/30-Combined sphere size changing scripts and smoke textures from last week's tasks.  Ran into some problems because sphere size was not reset to 1 (ctrl-A), but works great.  Added a cube to the scene to demonstrate that you can see through the smoke.  The video above shows the sphere sizer script in action (the sphere changes sizes in accordance with the current value of the 'size' property seen in the debug window).

3. Make another attempt at a more cohesive smoke texture.

10/29- Used a tutorial (http://www.youtube.com/watch?v=ZUYbj4x4OxY) to make a seamless smoke image. The image on the left of the texture meshes with the image on the right (same with top and bottom).  I also had to adjust the uv map to have a more square layout so that it takes advantage of the textures seamlessness.  The result only shows slight distortion at top and bottom of the sphere (and the bottom will never be visible).

Tuesday, October 22, 2013

Homework 11: Chapter 15&16

Chapter 15
1. A goal with no obstacles is not worth pursuing.  
This is true.  However, its difficult to come with an example of such a goal since many things can be considered obstacles.  It could be an enemy which prevents you from moving on, or even simply having to walk a great distance.  Regardless, goals are not rewarding if they are so easily obtained.
2. What is the relationship between the main character and the goal? Why does the character care about it? 

The main character is trying to find her son which is the main goal of the game.  Therefore the reason she cares about this goal is pretty self-explanatory.
3. What are the obstacles between the character and the goal? 

Obstacles that hinder the character reaching her goal includes the fog which threatens to consume her, the fog monsters which hinder ability to fend off the fog, puzzles and tasks that she must complete in each "level", and the shar size of the town and number of survivors other than her son that also need to be saved.
4. Do the obstacles gradually increase in difficulty? If yes, how? 

The tasks and puzzles performed in each "level" would presumably increase in difficulty as the game progresses.  However, because the game we are producing will only be a fraction of what we imagine the whole game could be, this effect may not be noticeable in our project.
5. Great stories often involve the protagonist transforming to overcome the obstacle. Does your protagonist transform? 

You can definitely say that our protagonist transforms.  Before the game starts she is just a mother visiting her son but she is quickly thrust into a mysterious situation and must quickly adapt and gather the courage to face this unknown force and find her son.
6. How is the game world simpler than the real world?

The setting of our game is post-disaster with a fog that has trapped people and crippled movement and communication.  There is no infrastructure to this city, people aren't going about their daily lives at work and with their families.  Everyone is just trying to survive, huddled in run-down building awaiting to be rescued or in the town center helping to rebuild civilization.
7. What kind of transcendent power do you give to the player? 

The transcendent power that the player gets in our game is willpower.  The courage to explore the unknown with the courage and conviction of the mother protagonist in search of her son.  Most players, given the situation in the town, would probably normally behave in the role of the townspeople (huddled together, waiting to be saved) however, the player is thrust in the situation where they have no choice but to tackle the fog head on.
8. What is the weirdest element in the game story? 

The ward item is the strangest element of the story, with its history of bringing the town to prosperity and its strange ability to ward off the fog.
9. How do you ensure that the weirdest thing does not confuse or alienate the player? 

The history of the ward element is explained through discovery of newspaper clippings, audio clips, conversations, etc... which eventually culminate in revealing the nature of the ward and its relations to the fog and disaster event.
10. Will the players be interested in the game story? Why? 

 Yes, because our story has a subtle mystery genre, players will be interested in finding out the history of the game and will hopefully wish to rescue the protagonist's child as much as she does.



Chapter 16

1. In what sense does the player have freedom of action? Does the player "feel" free at these times? 
While navigating the main map, players are free to go where they would like within the confines of the map which will most likely be defined by impassible objects (mountains, buildings, rubble etc..) so they will feel free.  Players are also free to move around freely within levels in natural ways (including jumping, walking, and perhaps crouching).
2. What are the constraints imposed on the players? Do they feel constrained? 
While in the main map, players are constrained in their ability to see by the fog pressing in on them and in the time they can spend exploring before the fog consumes them.  They are meant to feel this constraint as well since these are elements designed to force emotion (fear and anxiety) from the player.  In levels, the okayer is confined to the boundary and detail constraints of the task they must perform.
3. Ideally, what would you like your players to do (lens #72)
To go towards levels (where players look for their son and save other survivors) but still explore the map to find new items and story elements.
4 .Can you set constraints to "kind of" force the player to do it? 
The fact that the fog is slowly closing in on you "kind of" forces the player to head to the next level (where they will be safe from the fog).  However, this can be prevented by finding pieces of ward throughout the main map.
5 .Can you design your interface to "force" the player to do what you (the designer) wish him/her to do?
We could make "key" objects that must be found in the main map before a level will be "unlocked" for the player to enter.

Sunday, October 20, 2013

Homework 12: Task Assignment (UPDATED!)

For this week I will/have accomplish/ed the following tasks by Thursday (10/24).  I will update this post as I complete tasks.

  1. Fix the "character" files so that its in true first person perspective.
10/20- Was able to get the camera working in 1st Person perspective.  You can use the mouse to move the "HEAD" object (up/down) and the rotate the "BODY" (left/right).  Movement forward and backwards is made using the 'W' and 'S' keys.
   2. Add python logic to sphere to scale as a function of property "ward level".

10/21- created a python script that is called by module (external python script, not the script you see in the upper right window).  The script accesses the "size" property of the sphere and sets the scale of the sphere to be a percentage of the original size  equal to the percentage 'currentSize'/'originalSize'.  I added a sensor, controller, and actuator to increase/decrease the 'size' property using the up arrow/down arrow.  This was just to test that the size of the sphere increased/decreased with this property value.  This will be used to adjust the level of fog approaching our character.

   3. Find quick smoke alternative that will work in game engine.

10/23-  Found a youtube video with a good tutorial on how to create volumetric mist in game engine (http://www.youtube.com/watch?v=H2DgiTz2RDI).  I adapted this method, applying it to my character's fog sphere instead.  I feel like it effect is good enough to give the idea of smoke, especially after I made the sphere begin to rotate (creating the effect of flow) however, as you can tell from teh screenshot, you can see the seem of the smoke at a certain point in the texture.  I can fix this by paying closer attention to borders while creating the image so that the edges blend together better.  I can make the smoke darker to the desired level also.