Both Programming and Designing a game whilst Managing a team of 5 people for 6 weeks has been tough. There have certainly been times when frustration was high with people not doing what I'd asked and there were times where I didn't do things when I said I'd have them done for. I feel like the game itself is good though. I do think mechanically this game is lacking in areas and I take responsibility for that but the idea itself is very novel and was unexplored territory for me. I've learned a lot from developing this game. Firstly as the manager I need to keep a better track of what everyone's supposed to be doing. I did experiment with Trello and I probably should've stuck with it throughout but that's a lesson learned for next time. We did make good use of the Slack group I set up though. As a designer I think the concept was a good choice because it gave everyone on the team a potentially infinite amount of work to do so no one should've felt like they had nothing that they could be doing but it also didn't need TOO much to actually function. So the scope was flexible. One problem with the design is that it required a lot of foundation code in place before I could really call it 'playable' and by that time we were far through the project. So player testing was limited. We honestly didn't even get the point where testing would have been particularly useful because the systems never got to the point where they interacted with eachother enough and I had enough on my plate to work on throughout. Perhaps the game was overscoped slightly. Me and some other team members have agreed to carry on working on this game after hand-in because there's still more work we want to do on it and it gets exponentially better every time we add something new.
As well as what's previously mentioned I modeled, textured and created 2D artwork for the game where it needed doing. I feel like I distributed work evenly throughout the team who, also did work of their own volition. The ideas, documentation, assets and concept art I received that I didn't ask for were some of the most useful and contributed greatly to the project.
I did a lot of work for the team during the cross course collaboration. I was a big part of any discussions we had and I developed 2 interactive demonstrations working with other members in the team. I stayed back late in university working so as not to hold up development at any point during development.
Hi, my name is Louis Protano. I'm a game developer. I'm also a student at Norwich University of the Arts. This blog documents my work as I progress through my time studying Games Art and Design.
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- NeonParasite (45)
- project 01 - The Tinderbox (15)
- Project 02 - CS (6)
- Project 02 - Gargoyles (29)
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- Task 2 (1)
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- YEAR 2 (49)
- YEAR 3 (39)
Thursday, 21 April 2016
YEAR 2 - BA2b - Behind the scenes
I did a lot of little things to the scene to make it feel as rich as it does that probably won't get noticed by a lot of people. This is what the landscape looks like from above. There are huge white blocks below the ground in particular areas to control the intensity of the sun at different times of day.
The arrangement of all the trees on the horizons took ages to get right and only look correct from the angle the player will see the game. This was all done through trial and error.
Another trick I put in the game is to have the sun do an 8 shape in the sky rather than a normal circle. Imagine the cross in the middle of the 8 is above the players head and the rest of the 8 curves around the earth. This allow the sun to light the house from all angles whilst it's in the sky but more importantly, it lets the player see the SUN RISE AND THE SUN SET on the same side of the screen.
https://youtu.be/PhM7xZJlPj8 - Watch this video. You can see that the sun spends a lot longer in the sky making the days longer. You can also see the sun rise and set on the same side of the screen.
The way I fixed the issue with the dolls jumping around too much when you try to move them is with an invisible wall that sits inside the house. This keeps the cast ray hit point at a fairly consistent distance from when you initially press down meaning there aren't as many sharp jumps in distance making for smoother doll movement.
The arrangement of all the trees on the horizons took ages to get right and only look correct from the angle the player will see the game. This was all done through trial and error.
Another trick I put in the game is to have the sun do an 8 shape in the sky rather than a normal circle. Imagine the cross in the middle of the 8 is above the players head and the rest of the 8 curves around the earth. This allow the sun to light the house from all angles whilst it's in the sky but more importantly, it lets the player see the SUN RISE AND THE SUN SET on the same side of the screen.
https://youtu.be/PhM7xZJlPj8 - Watch this video. You can see that the sun spends a lot longer in the sky making the days longer. You can also see the sun rise and set on the same side of the screen.
The way I fixed the issue with the dolls jumping around too much when you try to move them is with an invisible wall that sits inside the house. This keeps the cast ray hit point at a fairly consistent distance from when you initially press down meaning there aren't as many sharp jumps in distance making for smoother doll movement.
YEAR 2 - BA2b - JukeBox
The Game having a jukebox is something that was discussed from the start but it's something I've not really been able to implement until now because I didn't have the foundations in place to allow it to affect the dolls in the way I wanted it to. We discussed having the UI change into a playlist with a choice of music when the player clicks on the jukebox and the player was going to be able change the music here. They would also unlock new music by doing different things in the game (but time).
So the way the jukebox works in the game currently is it just switches to the next song in the sequence when clicked on where 'no song' is in the sequence.
the jukebox acts as a way for the player to change the music during the game and they can use it to control how the dolls are feeling when they're in the basement. This means that as the player progresses, gains more knowledge and unlocks more songs, they have more control over how the dolls behave and they can use this to enact specific scenarios. This should allow the player to acquire a greater feeling of accomplishment the further they get through the game.
https://www.youtube.com/watch?v=81fjoAsoj3E - Follow this link to see the jukebox working
So the way the jukebox works in the game currently is it just switches to the next song in the sequence when clicked on where 'no song' is in the sequence.
the jukebox acts as a way for the player to change the music during the game and they can use it to control how the dolls are feeling when they're in the basement. This means that as the player progresses, gains more knowledge and unlocks more songs, they have more control over how the dolls behave and they can use this to enact specific scenarios. This should allow the player to acquire a greater feeling of accomplishment the further they get through the game.
https://www.youtube.com/watch?v=81fjoAsoj3E - Follow this link to see the jukebox working
Wednesday, 20 April 2016
YEAR 2 - BA2b - Ghosts, Gravestones, Facial Expressions and Rare Hats
https://youtu.be/9DNcQQS90YY - Go to this link
So I've just implemented souls into the game. When a doll dies their soul becomes a ghost and flies away. Occasionally if a doll is particularly immoral, their ghost sticks around and haunts the other house mates (Not implemented yet). I also plan to allow dolls to capture souls and reincarnate dead dolls or sacrifice them to Lucifer in return for rewards but I don't have time to implement this before the deadline.
Players can place dead dolls in the back garden to bury them and a gravestone will appear in their place.
There's a picture of a dog in the kitchen looking out towards a gravestone. I'm using environmental story telling to imply that the dog is buried there. I'm also using the placement of the gravestone to imply to the player that they have the ability to bury dolls there.
I've also made expression to give the dolls. The plan was to have these expressions quite extensive and unique to each doll but we ran out of time. Currently all the expressions do is show how happy the doll is.
I made all these doll faces. I tried out a few in game but I chose the ones I did because they were the most expressive. I decided the one with the open mouth was too goofy. It is important that the faces are expressive because they are difficult to see from how far zoomed out the camera is. In game they are still hard to see and when I carry on with the game after the project is over I'll make sure they're easier to see.
Still though, I feel like the doll faces bring a lot to the game. It's easier to sympathize with the doll faces. I found myself feeling bad when I made the dolls sad. I think they would have been even more powerful if they each had their own individual face types.
In order to make the dolls more individual I asked Ben to model me some hats to give the dolls.
I made it so the dolls have a rare chance of starting with the hats. This is because I wanted the hats to be somewhat of a rarity. I think it's exciting when you happen across a rare occurrence in a game and it's the kind of thing that players share with their friends and over social media which is obviously good for the game.
So I've just implemented souls into the game. When a doll dies their soul becomes a ghost and flies away. Occasionally if a doll is particularly immoral, their ghost sticks around and haunts the other house mates (Not implemented yet). I also plan to allow dolls to capture souls and reincarnate dead dolls or sacrifice them to Lucifer in return for rewards but I don't have time to implement this before the deadline.
Players can place dead dolls in the back garden to bury them and a gravestone will appear in their place.
There's a picture of a dog in the kitchen looking out towards a gravestone. I'm using environmental story telling to imply that the dog is buried there. I'm also using the placement of the gravestone to imply to the player that they have the ability to bury dolls there.
I've also made expression to give the dolls. The plan was to have these expressions quite extensive and unique to each doll but we ran out of time. Currently all the expressions do is show how happy the doll is.
I made all these doll faces. I tried out a few in game but I chose the ones I did because they were the most expressive. I decided the one with the open mouth was too goofy. It is important that the faces are expressive because they are difficult to see from how far zoomed out the camera is. In game they are still hard to see and when I carry on with the game after the project is over I'll make sure they're easier to see.
Still though, I feel like the doll faces bring a lot to the game. It's easier to sympathize with the doll faces. I found myself feeling bad when I made the dolls sad. I think they would have been even more powerful if they each had their own individual face types.
In order to make the dolls more individual I asked Ben to model me some hats to give the dolls.
I made it so the dolls have a rare chance of starting with the hats. This is because I wanted the hats to be somewhat of a rarity. I think it's exciting when you happen across a rare occurrence in a game and it's the kind of thing that players share with their friends and over social media which is obviously good for the game.
Tuesday, 19 April 2016
YEAR 2 - BA2b - New Background and Dialogue Box
Most of the assets are in the game now and It's looking really nice. We were discussing whether to have something behind the UI so it didn't blend into the background too much and I trialed a few things. We figured that we'd risk blocking out too much of the background by putting a box behind it so it was decided we'd do something with the mountain.
I tried emulating a 2D UI box by placing one physical one in the level and it looked pretty cool but a bit out of place. In the end we decided just to have the mountain rise incredibly high so as to surround the UI.
Also, ever since implementing the day/night cycle the lighting on the house has been FAR to light during the night, but I'm happy to say I finally found a solution.
I placed trees going up the mountain very carefully so as to follow the very edge of the horizon. This was to give the game more character and to make the mountain feel less slapped on. It was important that the area just to the right of the house was left free because that's where the sun sets and I wanted players to see that. Suddenly it feels like the dolls are living in a fleshed out, breathing world.
I've been experimenting with a dialogue box that describes what dolls think of eachother or just generally giving more clarity to what's going on in the house.
Unfortunately the compression on this gif is very high but what's happening is, as the dolls are eating above a certain food level, the dialogue box is telling the player which doll is too full.
I would've extended this concept to more things in the game. It could've had it's own quirks and give hints when not much is happening. I couldn't get it to work how I wanted though. ALMOST but not quite so I've scrapped it for now until I figure out how to get it working how I want. (Basically if there was more than one thing to talk about at once it would always prioritize the earlier in the array first and I wanted it to choose a thing to talk about randomly) (I could swear my code should work in theory! But maybe there are still thing I don't know about how UE4 handles arrays).
This recorded this gif to show cannibalism since I didn't actually show it in my last post
YEAR 2 - BA2b - Day/Night Cycle, New UI, Sex and Mingle, Cannibalism
Since the last post a lot has changed.
- Firstly, we now have the doll assets in the game with clothing that changes depending on the situation.
- I made a day/night cycle that currently is just aesthetic but I'm looking to sync it with how hungry/ tired the dolls are and with specif event too.
- Dolls now lay down when they're placed on a bed and if two dolls like each other enough they'll have sex (which raises their happiness drastically but lowers their hygiene drastically), they also start to like the other doll even more. This would be an unlimited resource of happiness however they won't sleep together if one of the dolls is unhygienic and they'll start to dislike eachother if they spend to long together. Since water is a limited resource, so is sex.
Initially I made it so that the dolls could have sex even if they didn't like eachother and that would make them dislike eachother even more. However, it felt wrong and pretty controversial to leave that in the game so I changed the code to make it so the dolls just lay next to eachother sharing the bed. I do think that controversy isn't inherently a bad thing but it's an area you have to approach with caution and I don't feel like I can give it the caution it deserves with the time we've got remaining.
The dolls get little hearts above their heads if they're going at it. They also remove their clothes. They also remove their clothes when they're alone in their room normally.
Side notes - I made the table to their right and I'm pretty proud about how it looks.
- The bed has a 50% chance of spawning as a different bed made by a different member of the team.
I actually trialed having a hand drawn 2D background that would animate with the time of day and I tested it out with an image in game. It looked okay but getting it looking good was a big responsibility and no one on the team had a particularly strong background in animation.
Next, I made a huge day/night circle that would spin around based on the time of day. This looked good but not incredible. With a dedicated artist working on it and putting little markers around the edges with the time on I think this could have worked well.
What we actually went with works best I think. I was doubtful of how good it would look initially but using UE4's inbuilt landscape editor (and a keen artistic eye) has turned out really nicely for us.
I think it needs some more work but the way the shadows roll across the hills as the sun moves overhead looks really good and it allows us to do loads in the background for the events (zombie uprising, thunderstorm, plane crash, etc...).
You can also see from this image the new UI Connor made for us. I think it helps to show how the dolls are feeling at a glance. A new variable that I've added is HP too. Currently this only goes down if a doll eats part of another doll in return for HP (cannibalism) (The eaten dolls fear will increase and their likeness for the doll that ate them will severely decrease) (The doll that ate the other doll will lose morality and this increases their chance of doing immoral things in the future). Cannibalism only occurs if a doll is very hungry and in the room with another doll. Lower happiness and higher fear contributes to a hidden variable called 'Irrationalism' and this + low morality increases the chance of cannibalism.
https://www.youtube.com/watch?v=QHTCUcsFSbY - Follow this link to watch a video of the game in action in it's current state.
- Firstly, we now have the doll assets in the game with clothing that changes depending on the situation.
- I made a day/night cycle that currently is just aesthetic but I'm looking to sync it with how hungry/ tired the dolls are and with specif event too.
- Dolls now lay down when they're placed on a bed and if two dolls like each other enough they'll have sex (which raises their happiness drastically but lowers their hygiene drastically), they also start to like the other doll even more. This would be an unlimited resource of happiness however they won't sleep together if one of the dolls is unhygienic and they'll start to dislike eachother if they spend to long together. Since water is a limited resource, so is sex.
Initially I made it so that the dolls could have sex even if they didn't like eachother and that would make them dislike eachother even more. However, it felt wrong and pretty controversial to leave that in the game so I changed the code to make it so the dolls just lay next to eachother sharing the bed. I do think that controversy isn't inherently a bad thing but it's an area you have to approach with caution and I don't feel like I can give it the caution it deserves with the time we've got remaining.
The dolls get little hearts above their heads if they're going at it. They also remove their clothes. They also remove their clothes when they're alone in their room normally.
Side notes - I made the table to their right and I'm pretty proud about how it looks.
- The bed has a 50% chance of spawning as a different bed made by a different member of the team.
I actually trialed having a hand drawn 2D background that would animate with the time of day and I tested it out with an image in game. It looked okay but getting it looking good was a big responsibility and no one on the team had a particularly strong background in animation.
Next, I made a huge day/night circle that would spin around based on the time of day. This looked good but not incredible. With a dedicated artist working on it and putting little markers around the edges with the time on I think this could have worked well.
What we actually went with works best I think. I was doubtful of how good it would look initially but using UE4's inbuilt landscape editor (and a keen artistic eye) has turned out really nicely for us.
I think it needs some more work but the way the shadows roll across the hills as the sun moves overhead looks really good and it allows us to do loads in the background for the events (zombie uprising, thunderstorm, plane crash, etc...).
You can also see from this image the new UI Connor made for us. I think it helps to show how the dolls are feeling at a glance. A new variable that I've added is HP too. Currently this only goes down if a doll eats part of another doll in return for HP (cannibalism) (The eaten dolls fear will increase and their likeness for the doll that ate them will severely decrease) (The doll that ate the other doll will lose morality and this increases their chance of doing immoral things in the future). Cannibalism only occurs if a doll is very hungry and in the room with another doll. Lower happiness and higher fear contributes to a hidden variable called 'Irrationalism' and this + low morality increases the chance of cannibalism.
https://www.youtube.com/watch?v=QHTCUcsFSbY - Follow this link to watch a video of the game in action in it's current state.
Friday, 15 April 2016
YEAR 2 - BA2b - New Assets and Intereactions
The ground needed modeling eventually and since everyone else was busy making assets to go inside the house I figured I'd make it. It kept the poly-count fairly low and the colours simple. I think the simple style looks nice and fits with the theme of the game. The idea is that we'd model a few basic assets that could then be placed on top and around the ground/ garden to make it look and feel more interesting and genuine. I took inspiration form Little Big Planet since the handmade style is similar and the way the ground is kind of a cross section is the same.
The flower is one of the assets I was going to replicate to make the ground feel more alive. In game I added a code that would randomize its colour on spawn. I also made this as an example of what I was looking for from the team in terms of assets and style.
The two number under the UI represent each dolls 'likeness' for each other doll. You can see in the gif how Doll 2's likeness for Doll 3 is going down because they're spending time in the room together when Doll 3 is unhygienic. Also, Dolls can take showers now to increase their hygene.
Dolls likeness for one another will affect certain actions they take. I will implement that next.
The flower is one of the assets I was going to replicate to make the ground feel more alive. In game I added a code that would randomize its colour on spawn. I also made this as an example of what I was looking for from the team in terms of assets and style.
The two number under the UI represent each dolls 'likeness' for each other doll. You can see in the gif how Doll 2's likeness for Doll 3 is going down because they're spending time in the room together when Doll 3 is unhygienic. Also, Dolls can take showers now to increase their hygene.
Dolls likeness for one another will affect certain actions they take. I will implement that next.
Thursday, 7 April 2016
YEAR 2 - BA2b - Materials, UI and variables
I've been unable to work directly on the game over the holidays because I wasn't able to transport my computer home but since I've been back I've made a fair few updates. I've changed how the dolls move so instead of trying to get exactly where the cursor is, they move towards that place and move slower the closer they are to the correct place. This means they don't feel as snappy but they don't fly off as much when you let go of the left click. The problem still persists that the dolls sometimes mistake what room they're in though by not realizing when they enter a new trigger box so I need to fix that.
I've also added a few variables to test out how they change under certain circumstances. The gif at the top of the page shows how the total food decreases as a doll is eating and you can see how the dolls in the attic and basement increase in fear. They also have hidden variables that are randomised at the start which increase the rate at which they become scared and whether they enjoy time alone or with company etc . . .
A lot of the UI should go in the final build as I'm looking to express emotions through how the dolls act instead and I'd like it to be ambiguous how the dolls actually feel a lot of the time. This should lead to some mystery for the player in figuring out why a certain doll might be acting a certain way. the ambiguity should make some of the dolls actions feel slightly random (but still within reason) and therefor the player can make up stories and scenarios for what they are seeing happen.
I've also added a few variables to test out how they change under certain circumstances. The gif at the top of the page shows how the total food decreases as a doll is eating and you can see how the dolls in the attic and basement increase in fear. They also have hidden variables that are randomised at the start which increase the rate at which they become scared and whether they enjoy time alone or with company etc . . .
A lot of the UI should go in the final build as I'm looking to express emotions through how the dolls act instead and I'd like it to be ambiguous how the dolls actually feel a lot of the time. This should lead to some mystery for the player in figuring out why a certain doll might be acting a certain way. the ambiguity should make some of the dolls actions feel slightly random (but still within reason) and therefor the player can make up stories and scenarios for what they are seeing happen.
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