Monday, 14 March 2011

Bits And Bobs

Okay, so this morning I spent some more quality time with several pages of code and updated my "Epic Dragon" flash game. it took a while to figure some things out, but I now have a map and enemies (skeletons) which have health, attack, move, die and spawn. I also have a use for the wings of the Dragon (explore a wider area of the map by holding space) and improved moment for the dragon. The dragon now has functioning health and so on. The skeletons currently have a newly discovered disease which means they die after a short period of time; don't worry, it isn't contagious and it also helps dwindle their numbers.
Here is the game so far:



Move with the mouse
Click to shoot (not functional yet)
Hold space to fly around the map
(I think the old link in the posts below has been overwritten)

on top of this I have also improved on my 3D model of the Space needle. It now has a considerably complex and detailed incomplete tower structure beneath. I'm dreading adding to this more because I have considerably less pictures and angles of the tower platforms and the building on the ground. also the remaining parts of the tower are a rather odd shape...

Anyway, here it is:




View of the real thing
I'm also deciding whether or not to make the lift cars too; I've added the lift rails to the tower though.

In other news - I have seen the first sign of sun this week, you almost forget what sun is like during the winter... So I went out on my bike and took some pictures!

A photo taken at the viewing point in Felixstowe... Directly into the sun.
I had a couple of people that liked these photos (there is more than one, but they are very similar). They also told me that telling them I simply placed my mirrored sunglasses over the top of my phone camera and shot into the sun ruined the mental illusion for them. (You notice you can see the reflection outline of the phone camera lens to the right of the sun)

Furthermore... After a long time of searching and various other things, i got my hands on a decent guitar for a reasonable price:


And now I have to learn how to play the thing!
To be honest, so far it hasn't gone so bad, and after spending years trying to get my head around how to play a keyboard reasonably, I'm hoping it's not going to be such a drain. My fingers need to man-up though, the strings feel like cheese-wire and still hurt!

Coming soon, Possibly - Our trip to London!

Monday, 28 February 2011

Epic Dragon Test


(Hopefully it should work!)

Oooh, Pretty!

I've been doing quite a lot of stuff lately, so I thought that I might show y'all.

Unfortunately (or fortunately), Most of the work i do these days seems to be code-based; and I'm pretty sure everybody doesn't wasn't to see 10 pages of solid code-gibberish, So I'll just show you the pretty stuff instead!

Really, the world seems quite unfair to coders; nobody ever sees the streams code that drove them to their inevitable insanity...

The first thing I've started work on again is my Dragon!


I'm very proud of my Dragon - I've got it following the mouse cursor and it articulates all the way down its body accordingly. I also spent many hours last week playing with animation and I eventually managed to make the animation for the wings; after adding code this week the wings now open and close varying amounts by holding down or releasing the space bar!


Here you can see the Dragon with folded wings!

The Dragon also now launches fireballs on the click of the mouse! They currently grow in size over time, but I'm hoping to set it so that the duration that mouse is held down as the size and damage of the fireball.




You may also notice that each fireball above looks different; this is because I added animation to it which gives the effect of backspin.

If Epic Dragons and fireballs are not your thing, perhaps Architecture might be instead - I am currently recreating the Seattle Space Needle in 3DS Max. So far I'm thoroughly enjoying it because things are actually going to plan:



Saturday, 12 February 2011

Experementation

I've just spent a while trying to get used to 3ds Max:


This actually took a couple of hours, but I had an earlier version which didn't turn out right which took me weeks. Easy when you know how.

Friday, 28 January 2011

3D - My Way

I've been making 3D models for a while now; I started by making user content packs for Roller Coaster Tycoon 3 (helped with coding too), then to Technical 3D models for Product design, then I started trying to make pretty things and trying to combine animations with it. I haven't done much 3D work recently, partly because of workload and lack of imagination, but mainly because my computer really can't handle the workload of spending hours on a heavy program, then rendering for god knows how long, and saving. Y'see - I didn't use to have this problem, but it seems my ambitions and progression have very quickly bypassed my current computer specs.

However,my computer CAN run Google Sketchup.

Yes - Google Sketchup. Despite progressing in every way, I still stick to Google Sketchup for creating my models - Even if I end up importing it into other programs to finish the job. I have an uhh... 'unique' method of creating 3D models, and Sketchup seems to cater for them perfectly.

So, what is 'Unique'?
I honestly don't know - I regularly get asked 'how do you do that', and I just end up saying ' I dunno...' it's possibly the one of the hardest things to explain... but, it obviously works - but probably just for me.
all I know is that it includes;
  • Splitting up everything I see, or want to model the world into thousands of simple shapes.
  • Finding patterns in these shapes, even if there are none apparent.
  • Modularising everything.
  • Creating everything to exact decimal accuracy: 1, 0.5, 0.25, 0.125 all the way down to.. about 0.001 (or any multiples which don't include huge strings of random numbers like "73.57924..."... *shivers*)
"I'm sorry, did you just say you want to rotate that component on an unknown axis in an unknown point in space to 'about there' and then move that vertex 'a little to the right'? Step away from the computer. Now."


Anyway! I thought I'd make a little something, take pictures along the way so you can try and understand my strange ways and fail, and then guess what the hell it is. Fun? Yes!

Here I am simply segmenting the half-sphere into appropriate bits to fit the shapes in my reference pictures, simple right? No. I calculated exactly how many segments I would need (32) so I didn't have to unevenly split segments later.


adding small shapes to what I have. Technically it was two lines to make the points, then copying them around every 45 degrees. Notice how they fir exactly to the segments and have the height of exactly three-quarters of a segment.

There was quite a big step missing from above - It basically involved copying what I already had and expanding it by exactly 0.05, then I joined the outer and inner bits to amke it sticky- outy

Another View

The above might look like the same thing, but I actually expanded the sphere again and made the middle dome so it stuck out a little bit extra. what you also might not have noticed is that the edges of the spike ring are all now curved, as are the middle dome edges.




I copied all of what I made and rotated it 180 degrees to create the other end of the model (which is very similar), the above three photos show me creating a slice, intersecting it with the dome and then removing it to create a screw-head type-thing.


Whole back end with some block colour added

It's hard to explain what went on above - I basically made a small and basic LED-shaped component, precisely positioned and angled it flush with the sphere and then cut a hole in the sphere. I then rounded the edge of the hole and copied it around several times.


Front end with block colour - If you look closely you can probably see the rounded edges of the LED-holes.


Side view of both ends


I then started making the middle segments; This is where the whole 32-segment sphere came in - if the object has 8 sticky-out segments and 8 - inner segments... that makes 16 slices, that means 2 segments per slice which will make the segments slightly rounded rather than flat. Got it? Good.


This is the pattern for each segment. the problem I found was that the pattern isn't flat, it's embedded into the sphere at different depths - This creates slight problems,especially when the item is a sphere - you can't just embed everything on one axis like you would with a box because the angles of the sides are all different and.. well... Lots of other stuff. The point is that my 'unique' methods do not cater for this so I devised a new way of doing it which conformed. - I drew it once on a face of a sphere (so it was curved) and then drew lines down to the centre of the sphere from all parts of the pattern - it means if you lower the pattern equally on these lines, it's the equivalent of scaling down, only you can do it for specific aspects of the pattern


it's hard to explain, but you can see - the pattern is at different heights in different places because I varied how far down into the sphere I drew the pattern lines... Anyway - I give up on explaining that.
 
I made a screw/bolt and did it the same as I did for the LED's

I copied and rotated the pattern around 22.5 degrees, then flipped and rotated it.

then i copied and rotated both 8 times


And then I added some block colours.

The model isn't actually finished yet - it's basically the main shapes - It's missing detail and textures and loads of other stuff, but I don't think my computer can handle such things a the moment.

Have fun guessing what it is!

Tuesday, 21 December 2010

Snow

OMG SNOW!!

In case you haven't all noticed; there has recently been lots of snow.
Last year we also got quite a bit of snow in early January and I decided to make an igloo in the back garden;



As you can see from the last picture, it was quickly put together (in a single day I think) with round-ish blocks. With the proceeding high-winds and its egg-shape structure it soon started to topple over.

This year, the snow was back - and I was ready for round two: A second iteration.

Unfortunately, we were pretty much snowed-in this year, and all I had at my disposal was a medium-sized ice-cream tub which must have been about half the size of the box I used to make the bricks the previous year.

Several deliberate improvements included filled-in brick gaps, a more-even circular-base, a wider doorway and an overall larger igloo.

Unfortunately, I soon ran out of daylight, and warmth. I left it for the day and vowed to finish the following day with the vast amount of snow which was left. I was incredibly impressed with what I had achieved:







The next day soon arrived and I rushed out like a small child to get it finished. To my dismay, the previously awesome snow had been frozen into a fine powdery snow. Have you ever tried to make a sandcastle out of sand with no water in it? It was like that. I cannot describe my child-like disappointment.

So, my poor unfinished igloo is now sitting in my garden awaiting some more 'nice' snow, or to be consumed by the sun.

Thursday, 16 December 2010

Retro Game Review - Qix


I have chosen the game ‘Qix’ by Taito released in 1981 for my retro game review assignment. The objective of Qix is to fence off, or “claim”, a set percentage of the playfield by drawing a series of lines with a player-controlled marker to ‘box-off’ parts of the screen. The player has choice over drawing speed (slow and fast for differing amounts of points) and has to avoid numerous enemies while doing so.

 
Many retro games were designed in a completely different way to how many computer games are created now. Retro games were often based from original ideas or non-digital games, whereas many new games are simply evolutionary developments of pre-existing ideas or concepts which have been proven to work. Retro games are often seen as a sort of ‘bare backbone’ of digital games – Often comprised of only a small selection of core concepts and mechanics. Compared to more complicated modern games, this often makes retro games much easier to analyse and review to see what works about the games and perhaps why.

There are many ways to analyse games; Greg Costikyan for instance splits games into four different sections - Interaction, Goals, Struggle and Structure.

Costikyan defines Interaction as how, and how much the games ‘change with the player’s actions’ (Costikyan, 2002: 10) or even how ‘the game state changes in response to your decisions’ (Costikyan, 2002: 11).  In Qix, there is a large amount of interaction with the game – the player interacts with the game on a second by second basis.  So many possibilities will be going through the players’ mind: “Where should I claim next?”, “Can I make it?”, “Shall I go fast or slow?”, “Should I stop and wait for the enemy to move, but chance getting killed by another”.

But why would the player need to make those considerations? Why would you need to claim that place, why would you need to avoid doing that? Costikyan writes that ‘Interaction has no game value in itself. Interaction must have a purpose’ (Costikyan, 2002: 11).

Goals provide that purpose. In Qix, The player has many goals including staying alive, claiming 75% of the screen and getting the highest score that they can. This will change Interaction into decision making; ‘Interaction with a purpose’ (Costikyan, 2002: 11).
The more often decisions are made by a player; the more involved they will be in the game.

Completing Goals via interaction in Qix does not in itself make the game compelling; Costikyan writes that there is no thrill in victory if there is no struggle to get there. For this reason Qix uses a variety of game mechanics to ensure it is not easy to get to those goals. Qix includes 3 types of enemy, each with its own task in hindering the player. The “Qix” itself, whizzing around the game screen, makes it increasingly hard for the player to claim large parts of the screen at any one time. Varying numbers of Sparx additionally whizz around the screen edges where the player could otherwise sit in peace when not drawing lines – This stops the player from being able to sit in one place for very long at all. Finally the “Fuse” will appear and start gaining on the player if they stop while drawing a line (possibly trying to avoid other enemies by stopping).

Costikyan’s final section is structure. He defines game structure as ‘The means by which a game shapes player behaviour’ (Costikyan, 2002: 20), this may involve pushing the story along or any other type of progression toward the ultimate goal of the game. Costikyan believes ‘A game’s structure creates its own meanings.’ And he refers to this as ‘Endogenous meaning’ (Costikyan, 2002: 22). Qix does not really have any kind of storyline or definite progression in the game world and subsequently provides very little endogenous meaning. If you win, you get given the same blank screen with extra enemies to make it harder to complete the same goal. It doesn’t have fairies, characters or scenes to provide a story or situation to the player; it’s simply a few coloured abstract shapes which could represent anything. Yes, retro games are very basic, but even a retro game such as asteroids (which is also a series of abstract shapes) visually shows objects which represent something. The player can then relate to them and can subsequently create their own story and meaning based on what they see: “Asteriods is about a spaceship defending itself against asteroids within space”, and not “That diamond is attacking that hexagon for no apparent reason”.

The lack of structure and endogenous meaning in the game does not make Qix an awful game, but it does make the game very hard to relate to. The lack of progression also makes the game very repetitive; it’s like playing the same level over and over again, just a bit harder each time.

Zagal describes this type of progression as ‘Challenge segmentation’. It involves ‘self-contained challenges to be negotiated by the player, with successive challenges implying greater difficulty’ (Zagal, 2008: 178). Qix also includes a form of ‘Temporal Segmentation’ because each successive challenge has a time limit in which the game starts to get insanely difficult, which in turn acts as a sort of ‘cut-off’ time for the challenge.

Zagal explains three types of ‘Challenge segmentation’; Wave, puzzle and boss which are generally found in classic arcade games, and yet Qix does not fit into any of these categories. Zagal describes the first, ‘wave challenge segmentation’; as ‘a kind of challenge segmentation generally observed in games that requires quick reflexes and good hand–eye coordination’ (Zagal, 2008: 187), which initially seems to fit Qix very well. However, he then continues to say ‘A wave is a group of usually similar enemy entities that must be avoided or destroyed as they approach the player’ (Zagal, 2008: 187), which Qix does not include at all. Zagal also describes Puzzle and Boss segmented challenges, which again is completely irrelevant in Qix.

The Enemies in the game act as a way to keep the game moving at an incredibly fast pace. Venturelli mentions four concepts about pacing: Movement Impetus, Tension, Threat and Tempo’ (Venturelli, 2009: 2).

Venturelli describes tension as being ‘the perceived danger that a player might become the weakest side’, and threat as the ‘actual power of the opposing forces’ (Venturelli, 2009: 2). He also describes ‘Movement Impetus’ as ‘the will or desire of a player to move forward through a level’ and ‘tempo’ as ‘the time between each significant decision made by the player’ (Venturelli, 2009: 3). These four concepts play very important roles within Qix; much more than the segmentation.

Within Qix the tension and threat work together – the tension and threat in the game are created by the enemies travelling around the screen – threatening to reduce your lives, and effectively corner you and/or kill you. Whether it is possible or not, it seems that in Qix the tension is too great: ‘the perceived danger that a player might become the weakest side’ (Venturelli, 2009: 2) is always huge because the player is always the weaker side in the conflict. In Qix the player never has any means of beating or becoming more powerful than the enemies (like they might do in games such as Pac-man), which will quickly become disheartening for the player as they are effectively fighting a losing battle.
The ‘tempo’ in Qix, in the terms of Venturelli, would be described as very low. ‘Lower tempo represents more frantic decision-making by the player’ (Venturelli, 2009: 3) and therefore offers an ‘intense’ form of play.

The ‘Movement Impetus’ in Qix is always the players’ will to complete the level and to move to the next. Venturelli mentions two techniques; ‘Adding and replacing’ (Venturelli, 2009: 5) When adding, additional mechanics are progressively added to the game (this may include new abilities or other such unlocks) whereas he describes replacing as the act replacing some non-core game mechanics with others. These two methods obviously give two different effects; the first usually increases the difficulty, whereas the second would push players toward many different ways of playing. Qix does not have either of these methods and instead is generally difficult to play from the beginning; it doesn’t have player upgrades or introduction of new enemies – the game simply throws all of the available mechanics your way when the game starts.

In addition to this; the enemies in Qix are very unpredictable. Brathwaite and Schreiber cover many reasons why chance is implemented into games but I believe the main reason why it has been used in Qix is to ‘prevent solvability’. Brathwaite and Schreiber state that adding a random element to a game often removes the ability to solve the game because ‘making the same exact decisions may lead to different outcomes’ (Schrieber,2009: 70). If the enemies were not sufficiently unpredictable, the player would be able to find a pattern within the game. This is often a very bad thing because, as Venturelli notes, ‘when there are no more surprises, there is no more fun. If all the patterns have been figured out, the game becomes uninteresting.’ (Venturelli, 2009:3).

However, Costikyan also notes that ‘If the game is too hard, players will find it frustrating’. Unfortunately, (although everyone will find it different) I found this was the case with Qix; the large number of enemy types and unpredictability of each one means that the game is seemingly too difficult to beat, and subsequently easy to lose interest in. Yes, the game does need some form of chance within the game to prevent solvability, but it seems Qix has either too much randomness, or too many entities which include it. The Qix enemy itself is incredibly unpredictable – It is fast, it changes speed, size, direction and paths within milliseconds – this, combined with the other random enemies on screen, seems to create too much randomness and very little skill within the game.

In conclusion, Qix is home to many original and unique mechanics and ideas. The designers of Qix have managed to create a game which induces a large amount of interaction by the player which allows them to make many purposeful decisions with the help of many goals. The designers of Qix have implemented ways to hinder the players from reaching these goals and creating struggle while doing so. The sources of struggle within the game have also been very cleverly used to move the game forward using tension and threat, and achieves this very successfully. Additionally Qix uses various forms of randomness and chance to prevent solvability and subsequently increasing replay value. Unfortunately Qix also has many negative points; Qix has very little (if any) structure within the game and subsequently creates no endogenous meaning. Without endogenous meaning the game has no relation to the player, very little meaningful progression and becomes very repetitive very quickly. Because of this, the player will be moved forward through the game with successful use of tension and threat, but there will be nothing different for the player to experience when this happens, rendering that movement they made to be almost useless. Despite the designers of Qix correctly choosing to use chance to reduce solvability, they have consequently also created a wall of randomness which almost removes the ability for players to make purposeful decisions due to the unpredictability of all possible outcomes.

In my opinion, Qix has an astonishing amount of potential as a successful game – It has many mechanics and components which already show promise of a great game. After all, Qix seems to be based from one of the most popular toys of its time – The Etch-A-Sketch. Unfortunately it seems that quite of the few mechanics of Qix contradict with each other or are too overpowering within the game. I believe a few added mechanics and overall tweaks could make Qix into a very fun and interesting game.


Bibliography
Costikyan, G. 2002. I Have No Words & I Must Design: Toward a Critical Vocabulary for Games. Proceedings of Computer Games and Digital Cultures Conference. pp. 9 – 33.

Schrieber, I.; Brathwaite, B; 2009. Challenges for Game Designers.  Charles River Media: Boston.

Zagal, J. Fernández – Vara, C. Mateas, M. 2008. Rounds, Levels, and Waves: The Early Evolution of 
Gameplay Segmentation. Games and Culture. Volume 3 Number 2

Venturelli, M. 2009. Space of Possibility and Pacing in Casual Game Design: A PopCap Case Study. VIII Brazilian Symposium on Games and Digital Entertainment.

P.s. excuse me if the formatting is shocking - i copied and pasted from a word document.