Tuesday, 11 February 2014

Game-Preserves: Brain Flavour

Over the past year or so I have been a part of a number of Games Jams, So I thought I would cover them in reasonably short bursts. Obviously the best way to do such things is chronologically.

My first games jam (EVER!) was actually Brains Eden 2013; Which, to be honest, is a pretty big place to start for games jams. I think I stumbled my way into BE because somebody couldn't actually make it (I'm sure the skills I possess had a part to play too though). It was an exciting opportunity to make games, which is always great, but it was a little daunting due to A. going a considerable distance away for a while, a completely new experience, and B. having a large team relying on on me. It would have been a hard decision to make in my old "Oh no! New things!" Mindset, if it were not for the fabulous offer of  free accommodation, meals and snacks that came with it (I lie, I like making games too much to turn such a thing down).

Anyway, we got there (good start), unpacked and got free goodies, the first day was mainly intros and there were several talks from some of the sponsors. The talk attended was all about the design pipeline for creating levels for Killzone Mercenary and other such Sony games, which was very interesting and informative, but very drawn out. I suddenly realised half way through the (three or four hour) session that only one of the several employees attending had taken their turn speaking. I got to that awkward stage where I was asking myself "Does my face say 'creepy' or 'too interested', I'm trying to pay so much attention here, for so long; I mean this isn't boring but I'm pretty sure this much detail was not required."

I think there were many factors contributing to this feeling, most of them being me; I mean, I was uncomfortable after sitting on a train forever, and then sitting in that room for a little longer. It was also hot after a while from all of those people in there. This new place I was in was also exiting, and I was confined to a room. I hate to say it, but the knowledge I gained about level design in the talk was far outweighed by what I had already learnt from university (which is a good plus to university). Also linked to this was the teachings of Sony programs, plugins, and scripts; interesting, but I had this aching which seemed to centre around "This is good, but unless a miracle happens, I'm not going to get anywhere near this software, to use it or see it work...". I was almost wishing somebody would give me Sony software to let me explore. It was very "look at us and our amazing new game".

The next day brought breakfast and the theme: "Mountains". For some reason, mountains seemed very restrictive at the time; Many reasons, trying to incorporate everyone's ideas, trying to come up with something reasonably original, trying to figure out ways of doing things in the time limit, with the resources we had. and of course, we were excited. Because of all of these reasons we seemed to overlook the game design part of the exercise more than we usually would and instead concentrated on the making part (I think this is the main conclusion I've arrived at from post evaluation). Our final idea was some form of 2D game in which the player has to climb up a mountain using timing/rhythm to get the most out of their input. You can actually play it HERE.

I have learnt many things from this endeavour. From what I've observed, my other team members do not seem to look back at the experience in a positive light. I, however, am very impressed with what we achieved, and I look at it more fondly from the experience, and the things I've learnt;

  • Timing, Music and syncing music in flash is near to impossible, but we improvised and  got some form of connection between music and game.
  • Having your own en-suite room is cool, even if you don't sleep a wink in it for.. like 52 hours.
  • Even if you haven't coded in a language for several months and can't remember anything, it comes back you you within 6 hours or so.
  • Don't try implementing Box2D flash, even if you've been using it for a while.
  • You can still solve impossible problems you never thought you could, like a wizard, to everyone amazement, in a boiling hot kitchen after 50 hours of not sleeping, after too many energy drinks while dripping with sweat and watching the sun set and rise out of the window.
  • Getting a basic gist of a game idea is not good enough; a while should be spent nailing down everything in the design so it is easier to code, create artwork for and so no parts get overlooked (we had a reasonable idea, but no focus on specific integral mechanics, so game-play was a bit of a mish-mash of the mechanics which we managed to figure out, but didn't necessarily pin down what our game was about well enough)
One of the most memorable parts of the experience however, was coming down to breakfast on the last day, walking down the corridor and realising the smell, and how the carpet had a trail of faecal matter where somebody's body had clearly objected to the huge amounts of energy drinks consumed by some attendees, the spicy meals provided, Snacks, and lack of sleep/nights out in the city.I can't tell whether I see it as a sign of determination or stupidity of that person.

Such a long post, hope you enjoyed reading the adventures of Sean.

Sunday, 9 February 2014

ReBoot

After some deliberation I thought I would attempt to use the blog a little again; It will probably be a little less formal than the University-module blog-era, but much like many comic-film based reboots, it should go down quite well.

I mean, it doesn't necessarily feel like it, but a lot of stuff has happened since the last posts on this blog and I'm always endeavouring into something new or unusual, which is why somebody suggested I documented it.

Some of the things which have happened include:
  • I made a portfolio
  • I graduated
  • I made a lot of cakes
  • I learned from friends about the crazy world of Magic the Gathering
  • I've taken part in 3 Games Jams
  • I've been presenting radio three mornings a week (and one afternoon)
  • I've been part of a few projects
  •  And much much more (of course).
Clearly that list will give me quite a few things to cover in the following posts, so stay tuned.


I was speaking to somebody still in the course I have graduated from, and they were talking about how one of their lectures involved a talk on BootStrap. Clearly I was not in this lecture, so things I've learnt have been from prodding around in the big wide web, but it sounds interesting, clean and code based, which are at least some of the reasons I get interested in things. Anyway, I'm reasonably happy with my portfolio, but my blog has looked the same forever, so I was thinking about somehow trying to implement Bootstrap into this blog. I should probably set myself realistic targets, but at least I have something to aim for. According to my minimalist 5-minute research it SHOULD be possible, and if I were using Wordpress it has a plugin for it already.

However, I have no intention to be switching around on blogs. Apparently I have nearly 6000 views on this blog; I feel they are mainly from Google results from my venom pumpkin template and  random bots, but eh, who cares... So I see no reason to jump-ship from this one. So yeah, you could perhaps see a shiny looking blog layout in the future...

Possibly.

Friday, 25 November 2011

Trails of woe

I've been working on some code for our Four-week game iterations for our flash development module

the aim of the game will be something along the lines of "create chain reactions by placing trails of gunpowder (strategically?)"



Try not to repeatedly hit the walls at a very shallow angle - it will eventually get stuck.. but apart from that.. YAY!

Saturday, 29 October 2011

Halloween V 1.2

I found and designed a new carving for my other pumpkin:


The problem with this pumpkin is that the walls are super thick (I don't know why) which meant very little light exiting, but I wasn't about to scrape away at the inside and ruin what I'd just carved =P

Wednesday, 26 October 2011

Halloween V1.1

Okay, So.. It's nearly Halloween again and after the success of the last pumpkin-hacking session, Ross Frazer and myself decided to take another go at it.
We are in the second year now, So we really had to up the stakes a little.
after a trip to the nearest supermarket and buying two pumpkins each, we went about trying to find some plans or designs for pumpkins... Which.. is not is great supply might I add.
After hours of searching for things we might like on our pumpkins we came across a few contenders;
Similar to, but not actual picture I used
 (this is much more detailed)


I first tried the Ironman design; We'd decided that to improve the pumpkins, we would try shaving parts off the pumpkins to try and get different variations of light passing through the flesh.

In theory, we thought that although fiddly, we hoped this method would be easier because you wouldn't have floaty-bits of pumpkin which were threatening to break off at any moment.

I knew I had bitten off more than I could chew as soon as I tried to cut out the eyes of Ironman and they merged in the middle. in my defence, that design might have worked out if I had a bigger pumpkin and a bigger design. I'm a student: I can't afford big pumpkins, so parts of the pumpkin continued to merge together as I cut away at the shoulders until I had something that resembled a Nun.
At this point I gave up and threw in the towel. Well, kind of - What I actually cleverly did was stop before I completely ruined the pumpkin so that I could salvage another design on the back of the pumpkin, while pondering what I had learnt from the first attempt.
Lessons:

  • No more than about 3 different depths
  • Medium detail, so shading
  • No Nuns
  • Plan which bits to cut out
  • you don't need to cut very deep to get the effect of part-light (literally millimetres) 
I took a look at my second prospective picture; It had several problems - rough edges, lines that don't join, tiny teeth and a horrible tongue-like-thing.
I thought I'd try my hand at image editing.

Venom - Pumpkin Template: stealer's will die!
First thing I did was import the picture into flash, smooth the lines, and go over everything with an eraser. Then I added an outer circle. most of the rest was making lines thicker, changing colours and removing the tongue. I wasn't sure about the teeth so I left them in just in case.
Well, I was pleased in how it ended up.

While I carved, I found I had to sacrifice teeth for an open mouth as I feared. I did the spider emblem in two parts, and by the time I got to the second half (left half) it was hard to tell where the marks I made for the legs actually were, so I had to kind of make it up on the spot... 

Anyway, enough rambling, here it is:
  Epic - Just how I like it!

Anyway, I'd better go and find something else equally or more amazing to carve on my other pumpkin!

Sunday, 16 October 2011

Cogs!

I've been doing some modelling for my 'Anymation' module:

I'm really happy with how it's going, It's quite rewarding to do too... I'm still trying to decide how I'm going to calculate the spin speed of the bearings inside of the helical Cog... It's probably something to do with Pi, Circumference, radius and ratio - ...In any order or combination.
I managed to get all of the other speeds sorted though!

I'm thinking about using a tutorial I found on iridescent car paint and applying it to my cogs - I'm not sure how that will work out, but it will be interesting to find out!


My cogs need more detail.
MOAR!