Game Design Week 10: Conceptualization of the Final Game

For the final project, we want to make a graphic adventure game. We will build 7 different spaces, each space has its feature color and the objects in the space will try to construct a certain kind of mental situation and express a certain kind of feeling. Also, each space will give players some information, and all 7 spaces will together present a complete story to players. 

For the scenery in each space, we expect the objects are low poly and all in the same color. And the objects we use, the location of those objects, the light effect should be in harmony to match the theme of the chapter.

For the project management, we will work on building different scenes at the same time. And we will write different scripts and be responsible for different functions. Basically, we will try to complete 2 scenes each week, and we will complete the basic gameplay mode and functions during the first week.

Game Design Week 8: Game Mechanics Design Project

We want to build our gameplay mode based on the traditional sneak gameplay. So before this week, we have already built the driving system. And we have also built the turret which will detect the car when it comes into its firing range, and the there are two parts of the turret which can rotate on vertical axis and horizontal axis particularly to make the guns aim at the car, and the bullet where comes out from an empty object in front of the guns to hit the car.

In this week, we have finished the three abilities of the car. For invisible, we change the shader of the car so the player, and we change its tag so that the turrets no longer detect it. For quantization, we also change the shader of the car, and we change the car’s collider to trigger so that it can comes across the buildings. And for the transition, when player click “z”, it will creates an “echo” (a prefab of the car with another shader) at that position, and when the player activates this function, the car will travel rapidly back to the position of the “echo” and removes the echo.

Also, we have made three simple UI images to show player the left amount of the three resource in the game, hp, energy and battery. The hp is easy to understand, the energy enables the player to use abilities and the battery provide power for the car.

Game Design Week 8: Viewing Response

For me, emergent gameplay and emergent storytelling are new words for me, but I have experienced and enjoyed them for many times. And this kind of elements really bring a lot of fun to players which is actually some kinds of accidents.

Though the emergent event seems clear and simple, it is really for the designer to make an emergent storytelling. And in most situations, they are not designed on purpose. The designer should only design the basic structure of the game system, and then give up his power and leave an open and free world for players to explore. In that case, there are many potentials in the game world with which both designers and players are not familiar. And then something beyond players’ imagination would occur in a sudden to surprise them.

And in Slime Rancher, the designers do something to make the world more random and chaotic by adding explosions slime, phosphor slime and the vacpack. They all can move other objects so that no one knows what will happen next.

Game Design Week 5: First-Person Game

We’re planning to make a cyberpunk first-person shooter. Instead of a design game that takes place on the ground, we wanted to do a design game that takes place between buildings, above the sky. So we design the place to take place on the bridge connecting the buildings so that players could experience the cultural atmosphere of cyberpunk in the process of passing through. We also wanted to design tools for the characters to fly, so that they could move between buildings. 

Game Design Week 5: Reading Response

I always feel the camera angles and the viewpoints in the games are interesting topics worth to explore and sort. And I have experienced many games with different camera angles, and the ways I connect with the protagonist seem much different. And I think such an article to explore deep inside this topic and compare them with the pros and cons from the perspective of players’ immersion is very valuable and helpful for me. 

The way he describes the players view the game world in a box from outside is both accurate and lucid, and his analysis of different angles is accurate. Like in the side scrolling, the immersion is really terrible, and for the first perspective, though it is very immersive, it is not very suitable for the game in which the characters interact with the world directly.  

And I really think over the shoulder angle is fantastic and can be improved to be method to use in all kinds of 3D games. Because it can allow the player to see the movement of the protagonist and face the scene in the game world at the same time.

But I don’t think the immersion is the only thing game developers pursue when they decide the angles of cameras. What we want from adjusting the cameras is to change the way of storytelling and what we want the player to see. We don’t always want the player to see what protagonist in the game sees. So I think the way we decide the camera can me more flexible but not only focus on the immersion or the sense of reality.