Friday, 28 September 2012

Entry #7

Today marks the last installment in Project Zero, and so it was time to showcase our work to the first years in the hope of giving them a game they could all enjoy and give some positive responses to.
From asking the players several questions in small groups of six or so and collecting several sheets of feedback, the overall response has been pleasing and we're quite satisfied with the comments made.






Below are six randomly chosen items of feedback in detail, feel free to read through the comments!








Overall I've enjoyed working alongside my colleagues and generating a decent product in the short time given, it feels good to be back in the studio!

Coming soon: Project Prime








Thursday, 27 September 2012

Entry #6

Today was the penultimate opportunity to add to the project, tomorrow morning being the last chance to finalize any small adjustments in order to progress with the evaluations and demonstrations for our audience, the first years. We've made small changes to the rules and implemented an additional die in order to give players more of a challenge to obtain special abilities, making them even more of a rarity. There are also damage multipliers, such as "Burn" and "Critical Strike" which can be added to your standard attacking ability, although none of the playing cards are stackable; if you wish to have a different card, you'll lose the one you already have - allowing players to mix it up and play with a much faster pace and increased interactivity.


Within the past few days, I've also been finishing the design work on my character and producing a rough likeness to my artwork. Being a beginner in sculpting it's allowed me the opportunity to experiment and play with the human form however I must admit I found it rather complicated working with the epoxy clay's properties, being rather loose and delicate with features such as hair and arms and rather complicated when it came to added clothing, including the need to rotate my model causing some areas to be quite literally squished upon the slightest touch, leaving me a tad disappointed but overall rather pleased with my first attempt in the time given.






We've also recently been adding the finishing touches to the game's board and visual design, where we decided to use the shape of a star with the title "Star of the Lost City".
The platform in which characters battle is elevated and mounted on a flat board where ruins surround the base of the stage in a deserted wasteland-like arena.




To end the day, we printed out some general rule sheets and tried to keep the directions as concise and clear as possible, explaining special abilities, movement and battle encounters.



Vlog coming soon!


Wednesday, 19 September 2012

Entry #5

For the past week, I was hesitant over my character design.
I decided to push past the theme of Helsing-lookalike demon hunter and moved on to a much more current look, although set in a rather distant period of the future. I've completely ditched my previous character and bundled my ideas and imagination into a small little bundle of joy named En.
Quite sharp, straight to the point, rolls off the tongue in a heartbeat and it's something easy to remember - and so I present teen apocalypse survivor, miss En.


The sketches portray the general idea I had for an improvised survival character, someone thrown into a sudden chaos with little to no equipment or support. So in essence, the world in which En inhabits is during a disaster, however the global incident which brought about the chaos happened merely months ago.
Though I digress, more on the story later.

Now En is a fresh-out-the-cryogenic-chamber 19 year-old teen cast into a world of sudden chaos and supernatural plague who happens to start off in a rather uncomfortable and restricting medical wrap which later gets the snip and traded for some pretty nifty and athletic engineer's gear (pictured above) which should make her a tad more decent for getting the hell out of the not-so-sugar-coated steel-plated storage facility which seems to be under siege from... something out of the ordinary.

Her hair represents a modern edge with a dash of rebellion as I wanted to experiment with her attitude and sexuality, giving her more of a confident presence and dominant personality towards obstacles in her way, so you can throw away those thoughts of action man patrolling a wasteland, this girl knows the city, and the city's going to know her.


In the image above, as stated I wanted to explore her character and add a little more 'oomph' to her ambition, giving her a little more kick and a little less vulnerability within her stance.
En is a ranged character, using salvaged weaponry such as cryotazers, chem grenades and high-precision heat mining laser rifles to take down her enemies from a safe distance, however should she need to, she can disable enemies with specific actions to reverse their element... speaking of element, let's do a little backstory.

L:: En

The year is 2101, civilisation has advanced only as we intended - those with power seeked to build bigger cities and fish a bigger profit and in return the world we once knew with fields of green has dimmed into an urban jungle with bustling highways and cloud piercing, gleaming megastructures as far as the eye can see, separating those with finance and those without indefinitely causing a rift in society that has become far beyond repair. Though with the increase of such human dominance, did we stop to realise just what we were doing? Just what we were losing? The rich high in their offices, scoffing over their morning coffees as they brag about their recent business partner's association with the company; did they ever consider who their true ally was throughout their endeavors? Of course they didn't, no one did. They were all completely oblivious, because of course no one believes in consequences, not entirely. If you sit reading this hanging on to your moral values of what you believe in karma, should you believe in it, then you have no idea how far you are from the truth. If you choose not to believe in such a thing, then perhaps you are safer being entirely oblivious. We say all things have consequences, but exactly to what extremities? Should you chop down a tree, be prepared to explain yourself to an orchard. Karma isn't that bad? That's what many believed, then the gases came.

Before long - fogs flooded through cities, thick mists that brought grit to the throat. Was it merely a fault of weather? Many believed so until the land was submerged with such a bleak cloud. Then slowly, people started disappearing. Most took refuge from the fogs, they hid in bunkers, shelters, anything that could be sealed from the mists. Though the rich watched as thousands suffered, they sealed themselves in facilities known as Arks, storage facilities. Nothing more than giant steel coffins filled with cryogenic chambers that could have held millions, but were reserved only for those willing to pay the price. The wealthy and their families took refuge, sleeping in their iceboxes as the needy perished to the fogs, as they disappeared into the depths. Though they never quite disappeared, they were merely replaced... These gases weren't being emitted from some volcano or nuclear fallout - they were rising from the very crust of the planet itself. The bitterness within the vapors was being fed into the bodies of those who remained vulnerable, and soon those who succumbed to the air began... changing.

They were infected, though sadly they had no idea. One cannot begin to think of how to break such news, to tell you that you now belong to the Earth; that you are in fact one with the ground beneath your feet. Though soon it would not matter, you would either pass out from the fevers or shiver to death in the beating sunlight and there wasn't a single thing that could prevent it. Perhaps the crystallised formations around your eyes or the hardened weight of your internal organs gave you some warning, or perhaps the sudden blackening of your flesh which you feared was internal bleeding. Though you never quite imagined you could be one with the very elements. It's never one's desire, to merely be some... elemental creature. Though the world needed an army, and so it chose you. How else could this planet return to its thriving beauty? How else could the mountains return to stone and remove such corruption from the fields of succulent fruits and bountiful vegetation? There was no room for the human race any longer, the world gave us a chance, and we took it. We turned it into an abomination, a half-body piercing impaled through the Earth reducing it to nothing more than a yin-yang of steel, glass and rock. The world was fighting back.


6 months later, En awakens from her slumber and finds herself in a collapsing building surrounded by the elements, they were here and the safety override had kicked in just in time. She can't remember who she is, where she is, what she's doing here or who put her in this facility, let alone what these beasts of the soil are - she only sees the scribble on her chamber's sorting plate, you are L:: En, run.


Stay tuned for more info!

Entry #3

Over the past few days within my small team of co-workers, we've been finalising the gameplay mechanics of our project and came to a consensus over the factoring elements that contribute to a stronger game experience.

The Rules

Players will begin at one of seven points on a six-pointed star with a total health of around 200HP, including six spawns on the external points and one central position which keeps each player an equal distance apart and also allows the combat to begin much more quickly.
On each turn, ranged and mage characters can only move one space however melee characters can move two spaces should they choose to do so, however they must be directly beside another player whereas ranged and mage characters can attack from three spaces away should they so desire.

If a player encounters another within reach, they may roll a die in hope of achieving a value of between 1 and 3 to score a hit, however should they receive a 4, 5 or 6 - the attack will fail.
Should they score a hit, players then roll a die to account for a damage multiplier; each standard attack and multiplier of 1 doing approximately 10 damage points to a player and the maximum multiplied attack value being 60 damage points.
Once players reach 0 health points, they are simply removed from the game and board.

On every four rotations (each player has had four turns) everyone draws a card from a shuffled deck, should they be rewarded with a Jack, King, Queen or Ace, they are instantly given the opportunity to use their special ability on their turn.
They may, however, decided they wish to store their card for another turn and may choose to do so, although if they have not used their ability after four more rotations, they risk losing their card and it being replaced by a blank (1-10) or even a rare Joker card, which instantly deducts 50% of whatever HP they possess at that time.


More design work coming soon! Coming up - Final character poses, changes and recent developments!

Tuesday, 11 September 2012

Entry #2

Yesterday we were given the opportunity to experiment with ludology, the science of games. We focused on the randomness and uncertainty that all games tend to follow one way or another through a simple series of traditional and reasonable mechanics and statistics. We were asked to consider how one could attain an outcome within a game situation using a physical randomiser (or scrambler) such as a pair of dice.
In a small group of four, we decided to flip a coin for a 50-50 chance of an outcome (including attacks and evasions) and so if the coin were to fall on heads, the attack would hit. If the attack were to land on tails, it would miss. Though we would also throw a separate coin in order to judge the defender's chances, heads being an evasion, tails taking damage.

We're currently in the stages of finalising the mechanic as well as including how a coin could possibly determine the outcome of events when introducing character statistics using a multiplication / diminishing system.

More coming soon - Stay tuned for further development!

Sunday, 9 September 2012

Entry #1

Over the weekend of September 8-9th, I've had time to consider some of the possibilities I can experiment with in the studio and so I believe it's essential at this point to produce as many variables as possible whilst holding on to the design I've kept over the course of the summer. It will be rather interesting to see how my character will fit into the alternate realities that - as a class -we all share as undoubtedly there will be many independent ideas from my colleagues.

The character I settled with takes the role of a rogue demon set within the legend of the "Judgment Day" following a somewhat religious setting. The character is not only a demon, but he was once a man whose soul was claimed during the apocalypse, though the evil in which fueled his sins has not overthrown the spark of good which lies within him and it is this spark which causes him to - overtime - fight for the birth of a new world; to end the day of reckoning.
Though he is a demon, he also seeks to save the innocent from misjudgment, and so he hunts demons in order to replenish his mana and alternatively claims sinners in order to feed his rage which can power a transformation in order for him to temporarily evolve in to a much stronger being; a pure demon form.

I am yet to decide on a secondary design in order to represent his developed form, though I decided to generate a basic representation of his humanoid form in order to give a general feel of what I was aiming for.


More details coming soon! - Be sure to follow the development and keep a look out for new entries!