Monday, 24 April 2017

Object-Oriented Design Assignment 2.

Object-Oriented Design
My level has many different blueprint types, which respond in different ways according to what it's linked to, for example; AI actions, Object movement/animation, colours and environment.
 Boundaries/light volumes etc.
This allows any light to be cased within the boundaries to be correct. It's also used to make any other additional affects to be added such as lighting strength. This is usually used when a section of an environment is going to be different.
In GameMaker you could either make all the objects you create to be dark or to use some simple code to make the screen darker, in my opinion this makes Gamemaker better in this case   
Object movement and reverse
One of the main blueprints i use in this level is the matinee technique that links with a blue print and a trigger box.
An example is a door that will be opened and shut when the player is near. In order to make the door move and animate the matinee allows you to move and time the animation as you want it. Then adding the blueprint above and the correct trigger box connected to the blueprint it would work
The blueprint is basically instructing:
The matinee (clip/animation) and the trigger box (when collision with player) will play and repeat its animation every time it's triggered.
Lights on and off.
This has a similar blueprint to the movement of a object. As the blueprint requires a trigger box, however in this case the trigger box is much larger as when the player reaches the other side of bridge the bots glow red.
This uses a matinee however instead of making a selection for movement you would choose "colour", this allows the object to glow any colour after being triggered, this is also effective when making objects gradually change colour, which could be used on objects that need it. I found later on that the blueprint was to complicated for a simple task and removed the blueprint and placed a point light on both objects and connected them both. I then made a blueprint for the point lights to do a similar task that I wanted before and made it where they turned on and off depending on where the character was.
The blueprint was much more simple and didn't require much thought as it only required a trigger box and a point light that had two choices (visible/invisible) when triggered.
TriggerBox
The trigger box is a simple blueprint that can be edited or connected to an object to make animation or actions occur. This is can either take shape as a square or sphere depending on how you want the collisions to work. Usually a trigger box is used when the player has moved into a certain room or area. Due to it being difficult to have multiple blueprints for every object a trigger box can make triggering a blueprint much easier.   
AI Movement and following the player
AI movement can be very difficult depending on how much blueprint is in it. In this case the blueprint is allowing the AI to move in random positions with set times and delays. It also repeats after the movement has occurred. The blueprints other function is to run to the player and run away if the player is in site and within the "Navmeshboundsvolume"  The AI is a basic double of the player with some things removed such as the camera. 
The blueprint is basically instructing that the AI should move to a (random) position every time its finished its action. As their is a delay the AI doesn't look to robotic. 
The AI has a range that it can see (can be changed), and when the player enters the range the AI will follow until the player is out of site which the blueprint is basically doing.
Both sections are similar with some connections changed and some timing differences. As this is basically the main blueprint for a AI movement other actions can easily be added such as walking, running and jumping.
 Boundary of character 
The boundary of the character has two useful tasks, the first is that any object that requires the player to collide with it would need to collide with characters boundary. Secondly, it behaves as a hidden object, this helps stop any bugs that could cause the character from accessing parts of the map that the original object could have accessed and accident.
If boundaries were to be on the object, many glitches involving animation with other objects such as AI would be a problem as it would look like a delay.
In GameMaker the boundary would be the size of the actual character, that also includes the size of the square where you designed the character in the first place.
NavMeshBoundsVolume-Area in which the AI can go
This is basically a box that can be re-sized depending on what you would want. This shows where the AI can move to and where it cannot access. This is useful to stop certain AI from accessing sections of the map where you may not want them
It can also be useful to see if your terrain is walk-able for your AI or object etc, by pressing "p".
A basic movement for a object that will has only got one function
This is for one of my few objects that have this blueprint. This allows an object to animate only once. In this case I have used the blueprint for a door which i wanted to be left open after it opened.
Before, in Gamemaker the design would have needed commands on where they should go, and which I think Gamemaker gets the upper hand with code as its very easy to make an object or character move as you only have to move the commands into the object.
Box trigger on door
This is the door that has the blueprint to act once. The room is accessible by entering the basement or by moving a statue. By it being able to accessed both ways I made the trigger box on one side so the player cannot access the basement without going the correct way.
What I find very useful about trigger boxes is that all they need is to be connected to some sort of code to make the action work.  
Opening sequence for level
My opening scene for my game is to give you an idea on what your dealing with while also giving you an idea on where you should go. The blueprint seems complicated however its very simple for what it does.
The scene first required a camera which was connected to the blueprint. the camera was animated to move all around my level and then return to the player. After the matinee was finished being edited I placed it into the blueprint and gave it commands.
A part of the blueprint is instructing that it has full commands over the HUD which then allows the scene to be played before you actually play. The other section of the blueprint is confirming the size of the clip i.e. how long. and when it should finish and who should the commands go to next.
This was very easy to get my head around after adding the first section in.
 The Camera
Reaches the top of the tower with spaceship in view, then returning to the player.
This is a scene that the camera reaches and then returns to the player. I made this happen as I thought it would look more effective that it includes the player in some way, rather than it showing a scene and then giving you control.
Can be used for objects, weather and other effects
I used a similar blueprint for object movement and change it a little in order to make effects such as rain and water. By also changing the material and size and instructions on how it behaves it made the effect.
Gamemaker would allow background movements and changes in style but weather wouldn't be very effective for what code it would require.
Special effects in textures
These are basic blueprints that instruct what the object will take as its texture, however removing a texture and replacing it with an animated texture can make the texture better and more affect. 
In this case the texture was rock, I added in a lava animation and made a glowing lava/rock texture.
If I was to do this in Gamemaker I would have had to make the actual object animate to change colour, rather than just changing the texture.
Fire and smoke effects plus the material effect.
As this is in the back ground the detail isn't much of a must and so I added in a smoke affect, the blueprint connected to this is to get larger and smaller at random times with delays.
The previous texture I made was added and replaced the previous brown texture which makes the design look more mechanical.
This was very simple blueprinting and duplicating.
Making changes to the original texture
I wanted my gate to have the similar style to my spaceship so I duplicated the texture and then added the animation. 
Very simple and effective.

GameMaker
This software has many ways of tackling a situation with code however, in my opinion I find that the Unreal Engine has an easier coding process.
GameMaker offers either the actual code to be entered or the drag and drop technique, which is basic code instructions which need other parts of the code to be connected i.e. a puzzle piece.
Unreal Engine is similar to the drag and drop as its visual code and needs connections in order to work. 
I personally think unreal is self explanatory on basic code and if the code is in correct it will usually say why. Adding on to this GameMaker does show what "line" of code is incorrect which can help.
When designing the animation of the objects and characters in GameMaker the code seems in my opinion to be too much code for a simple action. Unreal on the other hand is usually smaller as its the icons that take most of the space. 
For organising Unreal is by far the better software as you know what blueprint does what as you can label what the code actually does, GameMaker doesn't offer that feature.      
My older games that were designed using GameMaker was:
Brainbox, Shapeman and a hacking game.
In all 3 games my main way of coding was using the drag and drop technique as it was a lot easier than the normal way of coding. 
The games have very basic functions and yet have loads of code, which is why i think that Unreal blueprinting is much better.

Overall I believe that blueprinting can be simple depending on what root you take. I have personally taken a similar root in all my blueprints in order to make sense of it all, while also making it very simple in my eyes. I noticed that their are also many shortcuts in blueprinting which can make it much easier. 
GameMaker is a great software for beginners however I think the code is very limited and difficult for even the basic of actions.

Wednesday, 5 April 2017

Creating your animation Brief

Creating your animation brief

Overview: Trailer
An abandoned building that has been trashed. Broken family frames will be the focus on the camera which then takes you to the unreal engine which shows you a little clip of the trailer, as if a memory. This then goes back to the building and continues to find more frames... which would result into more scenes from my game. At the end of the scene it takes you back to the building and a clown will be scene (Jump-scare). - Original idea.

(Changed)
A creepy abandoned building that has the feeling of being endless. The camera flows through the corridors and reaches the middle room which contains basic objects and a wardrobe that will open and a clown scares you. The camera suddenly moves back and reaches the exits which then the viewer is greeted by a jumpscare.
- Reason was that we have designed the game based in environments that are very serious or old such as castles and temples, these environments are then taken over by the clowns.
(As it's a dream the locations are not meant to make sense).

Colour-scheme:
Warm colours such as brown and dark colours. No natural light. Long light halls and a torch.

Objective:
The main focus for this trailer is to give an zombie apocalypse feel. Using the abandoned building and objects to show memories on what happened before.
(Changed) The main focus is to give a creepy and an abandonment feeling. This is scene will be scene at the very start of the game rather than before a level or during.

Schedule:
1. Create Building
2. Duplicate objects from unreal into Maya.
3. Clean scene... (Add lighting/collisions)
4. Add frames
5. Record

Target Audience:
16+ Blood and gore wont be seen in the game, however some violence and content rises the target audience. 16+ is a good age in order to grab the past killer klown fans and also teens that would like to play.

Materials and objects required:
Clown, building, photo frames, flooring, housing objects such as bin, window etc
Edited: Barrels, paper, books and boxes.

Unreal objects:
Walls, housing objects, effects etc. - Original idea.
Edited: Unreal will not be used.

Overall style:
A dark, abandoned feeling to the game. With Gothic Victorian art style.

Sounds:
Insidious soundtrack edited.
- At the beginning the level will be quite and only the moving objects and character will make sound i.e. the door or your footsteps.

Basic Storyline:
Walk into the building.

Turn left and see a door quickly shut with some other objects moving around.

Camera turns right and goes through an open door.

As the character gets ready to turn in the dark open room the clown is seen.

The character then continues and stops and watches a torch flicker.

The camera zooms close to the wardrobe which it then opens with the clown inside.

This makes the camera push back and quickly heads towards the exit.

After a slowly walking towards the exit the viewer is then jumpscared a few seconds after.

Unit 6 Assignment 2 Task P4 Analysis of a Computer Game.

Analysis of a Computer Game: Dishonored 2
Narrative structure:
The series takes place in the fictional Empire of the Isles, with the majority of Dishonored 2 set in the coastal city of Karnaca. After Empress Emily Kaldwin is deposed by an "otherworldly usurper" the player may choose between playing as either Emily or her Royal Protector and father Corvo Attano as they attempt to reclaim the throne. Bother Emily and Corvo employ their own array of supernatural abilities. They can alternatively decide to forfeit them altogether. There are a multitude of ways to succeed in each given mission, from stealth to purposeful violent conflict. Representation of characters.
Their powers can allow alternative roots to an objective and can make stealth or conflict much easier depending on the powers you choose.

Through the game you can either choose to be good or evil by either killing or making your enemies unconscious. These roots change the story at the end of the game.
History of series- Dishonored 1:
(Corvo was a body guard to the Empress of the Isles. He was then framed for her murder and Corvo was forced to become an assassin and find those who conspired against him).
Returning from a foreign voyage to seek aid with the deadly plague ravaging the city, Corvo Attano travels to the tower of Dunwall to meet the Empress. After delivering a message, they are attacked by "teleporting" assassins, which they restrain Corvo and kill the Empress and abducts her daughter Emily.
Corvo is thrown into a cell, six months later the spymaster has taken control of Dunwall as Lord Regent, which then he meets Corvo and interrogates him, the Lord Regent confesses that he was the mastermind of the assassination of the Empress. Corvo is then left to await his execution in his cell. After some period of time a letter giving instructions and the means to escape, Corvo escapes and heads to the "Hound Pits Pub" to meet the Loyalists.

Corvo is then given the mark, which gives him powers. Corvo then travels to the people that conspired against him and neutralises them. Corvo then heads back to Dunwall to find the Lord Regent to finish him.

Story Endings:
When stealth games are involved this is a unique feature.
This varies depending upon the level of chaos the player has caused throughout the game. If Corvo saves Emily, she ascends the throne as Empress with Corvo at her side. If only a small amount of chaos has been caused, a golden age dawns and the plague is finally overcome. After many decades, Corvo dies of natural causes and Empress Emily Kaldwin I the Wise buries him beside Empress Jessamine. If much chaos is caused, the city remains in turmoil and is overrun with the plague. If Corvo fails to save Emily, Dunwall crumbles and Corvo flees the city by ship.

Representation of Characters:
Corvo:
Corvo the original character of the series, was a bodyguard to Empress of the Isles. He was framed for her murder and he was forced to become a assassin, seeking revenge on those who conspired against him. As the player is aware the character is innocent it makes the character seem more likeable. Also making him and the Empress of the Isles have relations makes some emotion for character.
Corvo is given powers shortly after the Empress murder, which makes him in combat and in stealth someone not to mess with. As you have a range of ways to kill or subdue enemies it makes his skills more impressive. Although his beloveded Empress died he still can go through the entire mission without killing anyone (important), showing he is merciful. In Dishonored 2 he is one of the two choices you can be, this makes the game more relatable to the first game and can make all the original fans enjoy this game. It also makes the play gain a bond straight away as they know who the character is. In Dishonored 2 he has a daughter called Emily which is the new leader, which he protects. This makes the character have more of a human like to him as before he was an assassin who wanted revenge, now he is a father protecting his rightful Empress.

Emily Kaldwin
Emily Kaldwin is the new character of Dishonored and is the new empress and daughter of the last Empress and daughter to Corvo. She hasn't go much personality to go with at the start, however being the daughter to Corvo makes her a likeable character straight away. She is deposed of by an otherworldly usurper. She has similar powers to Corvo but can be used in different ways to make better use in different situations. It also shows that she was trained by her father so that she could protect herself if she had too. This then gives us similar feelings to this character to Corvo. She is given the same choices to either kill or subdue a enemy which is the players choice and has alternative endings. When you play as Emily you have a second choice at the end, either to save your father or to sit on the throne. Sitting on the throne would result her having the throne but her father Corvo being still stone, or she could choose to save her father which in turn still gives her the throne and lets her father continue to be in her service. The first choice could be seen as a character that isn't very liked and could make the character seem like she is evil herself if you took that root and killed your enemies rather than subduing and saving your father.

Delilah
Delilah is the main enemy in Dishonored 2 which is Emily's Aunt. Delilah is first introduced in the throne room which she explains that she has the one true right to the throne, which she than turns the character that you dont choose into stone. This makes the character already an unlikable character. The character then locks the chosen character into there room for some time before their execution. Not having really explained much and using dark magic makes the character seen as evil and not someone you can debate or reason with. She surrounds herself with witches and experiments with dark objects showing that she isn't someone that can give a good future for the city of Karnaca. Later on she explains her back story and how she was abandoned as a child and was forgotten, which makes her character have more reason to behave in that way. It can also give her some sympathy as a character, however as Corvo and Emily are heavily liked characters the information isn't strong enough. At the very end you can find many people that have turned into stone, which shown that who decided to up-rise against her reign was silenced.

Define the Audience/Target demographic
18+ The game contains violence, graphic content and some strong language. The game wanted to give the feeling of a real assassin that has powers. The game also wants to keep the original fan base so they kept the original character and also included another choice so that the audience could play multiple times.  
Although the game contains powers and a "painterly" art style that many people would consider for more of a younger audience, yet the target audience is perfect. Due to the game only focusing on the story, the storyline is much more in-depth and has many secrets and areas that the player can explore. This makes players that like to make their moneys worth in games enjoy it even more, usually 18+  .
The game is expected to be played around 2-3 times in order to complete all of the achievements and choices the game has.

How is the audience addressed
Emily Kaldwin is said to be the character to lead the way for women in video games
http://www.independent.co.uk/arts-entertainment/dishonored-2-emily-kaldwin-female-protagonists-in-video-games-tomb-raider-a7507586.html
"Emily marks a new breed of female playable character that's helping to better diversify the gaming sphere - and create better games in the process"
Emily is one of the two characters that the player can choose from which gives female players the chance to feel involved in the story to another level. The character is strong and has many abilities and is seen as the main character for the story. As female gamers are around 42% the game grabs that percent as its audience.
Due to them having Corvo and Emily (male and female) characters it allows both male and female gamers to enjoy the game as much as each other.

The chosen games genre analysed
Dishonored 2 is an action adventure, stealth game.
The game uses alternative roots by doing different objectives and using powers as way to access roots that wouldn't be possible before. The game also gives you the option to kill or subdue the enemy which could allow you to finish the game with 0 kills, on the other hand you could just kill anyone in site.
When upgrading powers you can either go more aggressive or more stealthy depending on what root you want to play.
The game gives you the choice on how you want to play the game, however doing stealth is the best way to go.
Dishonored 2 also gives you the option to have no powers this makes playing much harder, however the gameplay isn't a problem without it and can make the game feel like a casual stealth game.