Thursday, February 26, 2009

OFF TOPIC - BARCLAYCARD WATER SLIDE

There's no relating reason for me posting this apart from to say...
"I so WANT a go on this water slide".

END OF YEAR SHOW?

This was meant to be posted a few days back, an idea for the end of year show, a theme? Better late than never... I couldn’t think of anything really striking, or… good. Best idea that popped into my head was too frame monitors, TVs (whatever) with old style painting frames. Old meets new. Modern mixed with times past. Art Attack did this in their gallery section on their show, I think, and I've also seen done many times over elsewhere.

Bit lame on my part too be honest, like I say... I couldn’t conjure up a decent idea. I’m more focused on working on what’s meant to be on exhibit there, rather than how it should be presented.

Wednesday, February 11, 2009

0NW4RÐ$!

You wouldn’t believe how long it’s taken to get THIS far... well, about 3 weeks of focused coding to be fair. A little over 300 lines of code so far and the basic game mechanics are only just being completed. As you can tell from the version linked above I still have a little way to go till playability. I’m also getting closer to the point where I’ll need to program the computer’s response plays, and I’m not much looking forward to it, as I expect it’s going to be a big one to get my head around.

A two player test version should be my first playable checkpoint I think.
The only thing holding back the two player concept from being a major part of the completed game is the fact that each player isn’t allowed to know which modifier cards the other is holding. Currently the opponents modifier cards are covered, and the covers switch between plays (as shown in the above link) this wont be an issue with single player for the obvious reasons
(you wont see the computers cards at all, at any point) maybe this wont cause much of an issue in a two player game, but only play testing will tell.


I am also now using this game system (Connect Wars) for my undergoing Personal Research Project, which requires me to produce 6 artefacts to back up my already submitted theories on game AI (artificial intelligence).
My first artefact was a questionnaire aimed at anyone that plays video / computer games. I’ll post the results soon that I have already collated, once I’ve processed them into something viewable and digestible that is.


My subsequent artefacts 2,3,4,5 and 6 are going to be developments of my computer’s responses and plays for my Connect Wars game. Both of my current 3rd year projects Live Client and PRP are now based around the same game system. Both projects are now inter-woven with each other.
I did check with my personal tutor (DK) that this was OK, apparently it is. This being the case pressure has now been lifted slightly as this helps minimise my work load but at the same time links my two projects together whilst also keeping the origional subjects relevant to their true intentions.


0NW4RÐ$!

Monday, February 02, 2009

SNOW DAY!

SNOW DAY!

Tuesday, January 27, 2009

REPEATEDLY RUNNING INTO WALLS!

I am having issues across all of my projects... I am finding it hard to keep my head together and stay focused... I am finding it difficult to get motivated...
I am also trying, none-the-less… believe me I am… but it feels like I’m running on empty. b00h00!

The dwindling number of posts over recent months here reflects my progress and enthusiasm. I stand before a mountain of work and hurdles that I am to overcome… and I can’t even see the peak!

At the start of this course I was told, if completed, I could basically walk into any job relating to my chosen pathway within the multimedia industry.
Now that I am in the final year and nearing the end, I am now being told not to expect employment in my relevant areas for some considerable amount of time after graduation, or even at all. Maybe it’s the current climate, with what little local games companies dropping like dead flies... but personally I’m starting to feel like it was all a big CON!

ƒµçK 7H¡§ §H¡7 !!!

Sunday, January 25, 2009

LIVE CLIENT PROPOSAL

Connect Wars DOWNLOAD Live Client Proposal

Monday, January 19, 2009

LIVE CLIENT UPDATE

I like it so far, been working on the art... needs code...

Thursday, November 20, 2008

RUBBISH PILE - PLAY & RATE

Here’s the result of my 6 week mini project for the simulated client brief.
Rubbish Pile! A short game that was produced to be used to support a public information campaign about recycling. It’s an alright play I guess…

Please leave your player feedback in the comments link below…

Sunday, November 16, 2008

MIDNIGHT UPDATE

I was going to post up the final version of my recycle game this evening (minus the menu and game over screens) but the more I work on it, the more I progress and develop. So for now I’m still 'tinkering'… oh and in relation to my last post, I’m going with the double fall areas. Much better!

I’ve just finished my end of week stint at GS so I’ve been pre-occupied for the last three days earning coin, i'm shattered (wuss) seems to always be my excuse for not posting progress updates more often. tut.

On the research front my PRP is coming along... s… l… o… w… l…y… nothing new to report. That’s all for now, I’m going to bed... Zzzzzz…

Tuesday, November 11, 2008

SINGLE OR DOUBLE?

I haven’t been posting here as regular as maybe I should have, but I feel that I have some excuses for my absence. My new part-time job for one, is taking up three full days a week, its games related… but I’m working in the retail sector of the industry (and no it’s not at GAME!)

I also have to
hold up my hands at this point and say that I’ve been focusing too much of my study time on the six week mini client project (recycling game), which is going strong none-the-less with just over one week till the deadline. EEK!

I’m basically down to two test versions of the game, which I plan to present at this Thursday nights games session, then gather feedback and make a decision on which to go with from there. Then I can spend the last week tweaking the modifiers and mechanics, and also wrap up whatever art there is left to do. No audio by the way, there's no time...

One thing to note, the dumper truck ability that I was raving on about a couple of posts back has been dropped, mainly to save on time, which is 'kind of lame' but also because the rubbish pile is now moved back down when an item is recycled... the simple alternative. The versions posted here are not final...


Click HERE for the single version of the game & click HERE for the double version… please DO leave any player feedback in the comments section.

Single Fall Version (below)

Double Fall Version (below)


In other news I'm trying to pick up speed with my Personal Research Project (PRP) which has kind of been pushed aside due to the work loads mentioned above. I really need to pick up pace and devote more study time to it, end of story! I’ll post more details very soon regarding this project...

Sunday, November 02, 2008

V4R 84574RD

The result of not being able to think up a variable name quick enough... chuckle, chuckle. How sad and GEEK!

Thursday, October 23, 2008

GAME ART EXHIBITION

Here is a snap shot of my last Flash creation (Duck Pond) which is currently on display at NTU’s Game Art Exhibition. W00T!

Wednesday, October 22, 2008

SIMULATED CLIENT PROJECT UPDATE

Here is an updated screen shot of my currently un-named recycling game, ready for tomorrow evenings three minuet presentation...

Take note of the addition of the dumper trucks, when used one will drive along the bottom of the screen and remove a layer of built up waste, but first they need to be earnt by levelling up. I’m planning on just showing this screen and then talking about the game and the project plans and schedules, I’ve also written out a list of points that I need to hit, I’ll leave the rest down to holding my nerve.

Wednesday, October 15, 2008

SIMULATED CLIENT PROJECT

To kick off the client project side of my final year I have been given a short six week ‘simulated’ client brief - “Produce a piece of Multimedia that can be used to support a public information campaign”. I have been given four subjects to choose between...

1. Climate change, 2. Sexual health, 3. Sustainability, 4. Healthy living

The following are three of my initial concepts. The idea is to keep the games simple and ‘do-able’ due to the short project duration, six weeks! The game also has to carry the intended message in a clear and universal way.

This video (sourced from YouTube) is a mini game from Bully SE Edition.
As you can see from the game-play video it’s a jumped-up version of Operation. With my design twist added I feel this concept could be excellent for conveying the message of healthy living… or even sexual health (Ewww!)



This idea is based around one small section of SimCity, the Monthly Budget screen. You play the City Mayor, making decisions on all the important aspects from tax rates to education and health funding… plus more.
The aim of the game is to balance your funding to sustain a happy population.
The game system is basically a giant calculator. Simple.


A Tetris style, click and drag game, based around Nottingham City Council’s recent recycling campaign; see HERE for my original post.


Thursday, September 25, 2008

THE LAST GUY

My blog seems to have turned into a review / preview site over the summer, this is the last of it though due to Uni being just around the corner... back to business!

I think this game looks very FRESH. Think of it as PacMan meets Google Earth... with Zombies! Really makes me want a PS3.



* Apologies for the low-res quality, HD version HERE...

Monday, September 22, 2008

CURRENT STATUS

I’ve lost all enthusiasm, I need to have a serious word with myself.

Thursday, August 14, 2008

WHAT I'M READING AT THE MOMENT

This writer got me rolling with AS2 last year, so I thought I’d read through his AS3 games update…

Tuesday, August 05, 2008

DESKTOP TOWER DEFENSE

Desktop TD is my kind of game. I discovered it when reading a Gamasurta article: The Lone Coder. Which I found to be a motivating read.

Anyway’s… check out the Flash game Desktop Tower Defense, it’s such an addictive play! Below is a screen shot, the background photo is ace, I love the low rent visuals. It’s all in the coding and game design, that’s where the effort has clearly been focused.

Desktop TD designer Paul Preece - handdrawngames.com

Monday, August 04, 2008

DEVELOP EXPO 08

Here’s an interesting episode of 'Start / Select' from GameSpot UK down at Develop 08 in Brighton last week. I find Little Big Planet’s section more appealing than the latter, the in-game footage looks so innovative and FUN!


Saturday, August 02, 2008

FURTHER CLIENT PROJECT THOUGHTS

I’m still mulling over the different routes that I could go down with my upcoming 3rd year client project, but I’m still on the fence, so to speak, when it’s comes to making a decision. (Maybe some tutor guidance / advice might be of help… hint, hint!)

No offence to basically ALL past game students on my course, but I don’t fancy going for the Unreal map / level option. This seems to be the only type of project I’ve seen produced in recent years from NTU games students. Some of them where top notch maps, don’t get me wrong, but still… YAWN!

There are also other reasons why I’m less tempted to pursue the UT route, except avoiding the norm, as just pointed out…

My 3D skills are basic; I can navigate my way around 3DSM (version 8+) comfortably, but when it comes to complex modelling and all the other cool animation jazz, I’m not cut out for it, or better put, I’m not that interested in the 3D / Art side of the industry. The standard of games art today is outstanding! You have to be the best of the best to even stand a chance of getting a 3D / Art job interview! It's not my forte, so I don’t feel I should waste time pursing that route.

Most UT projects (even stand alone MODS) seem to always be FPS orientated, maybe because that’s what the Unreal engine is best at, that was it’s initial purpose after all. Around 90% of the Western games market is FPS based. I feel like that’s a genre that already has enough people pushing the boundaries. Also, most of my design ideas and thoughts don’t seem to be FPS related. Don’t get me wrong... again, I love FPS but I’m enthralled with a lot of different game genres and I’m always playing around with diverse concepts for puzzle and strategy systems, these ventures intrigue me a lot more.

Why am I spouting all this self reflective crap I ask myslef?! Because I’m trying to argue reasons for my client project to possibly be Flash based.
I want to develop my coding skills further, which is going to be vital no doubt for my prospective role as a designer (here’s hoping). I had great successes with my Flash game project (Duck Pond) during the 2nd year and I feel it’s the project where I gained the most technical knowledge, programming / coding. Flash also acts as a good blank canvas for me to test out a huge range of design ideas and concepts.

I also have several solid game systems that I’d like to work into the project, only if plausible of course. One of the designs would be a re-worked digital version of my card game Connect Wars. As developed for a brief set last year... further explanation and reasoning HERE.

I guess at the end of the day it’s all down to the client (if I can ever secure one) to set the brief… or is it? Would it be best to locate a client that is already in the industry? Or would it be better to find a client from a different sector, who requires a multimedia / games based product but tailored towards their needs and outputs?

I’m making slow progress over the summer with regards to my ‘pixel monkey skillz’, I really need to start getting some practical work down. Working this s***ty job to keep myself afloat in the absence of student financial support is taking up all of my time, but I’m trying to keep ideas going when I can...