Programming - First Assignment

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As my first assignment I'm supposed to tell a little about me so besides my Facebook, Twitter and Google+ links in here. I'll tell my story. :)

It all begun 4 billion years ago...

I am a Brazilian Designer born in the 70's. My first contact with video games was with Pong.


A couple years later I got my first Atari 2600. It was love at first cartridge. Asteroids was the name of the first game that kept me awake for the whole night. And the first game that I've seen that when you reach 99.990 points the next thing you kill it turns to 00.000.






During the golden age of video games I decided that one day I would become a game designer.

During the eighties I had every major console from the NES to the Mega Drive. Having the SNES gave me the opportunity to play every the best RPGs from that time and most of them still figures as the best of all time like Chrono Trigger and Final Fantasy VI.




On the 90's I started a carrer as a Designer and at 99 I moved to the US to learn Web Design. In the 2000's I worked as a Web Designer for a lot of companies and the government in Brazil.


In 2005 I took a Game Design course but I thought it wasn't enough. After getting married I manage to convince my wife to momve to move to the UK. So I could study Game Design in Futureworks.

Because of my age I've got the nickname of "The Gray Beard" on the last month of class last year which I kinda like.

Game Engines a Brief Overview

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So this is the final assignment for the first discipline of this year.
By now I can say that moving to Manchester to attend Futureworks was the best thing I did in a long time.
I got to know lots of people that I thing some of them might become really close friends with myself.

Enough with the small talk. Here is my assignment:

Unity 3D

The unity engine was created to the game GooBall. The game was a commercial failure but the development team realized that the engine and set of tools that they created had some market value.
First released solely for the Mac, with the advent of the iPhone, it was the first engine to fully support it.
With its 4th version the engine reached more than 1,000,000 registered developers.

Features:


  • iOS support
  • Asset store
  • Mecanim, a new animation system to animate any character or object
  • Real-time shadows for all platforms
  • DirectX 11 rendering
  • Shuriken particle system updated with world collision functionality
  • Adobe Flash and Linux as two new platforms
  • Cross-platform dynamic fonts


Notable Games


  • Rochard
  • Shadowgun
  • Bad Piggies
  • Project Rift

Shadowgun

Rochard



Torque Game Engine

Torque is a 3D graphics engine that also provides networking code, scripting, in-engine world editing, and GUI creation. The source code can be compiled for Windows, Macintosh, Linux, Wii, Xbox 360, and iPhone platforms.
Now the flagship Torque 3D is free under MIT License.

Main Features




  • COLLADA Support
  • LIVE Material Updating
  • PhysX Integration
  • Per-pixel dynamic lighting
  • Depth of Field

Notable Games

  • Tribes 2


CryENGINE® 3


Development

CryEngine 3 Free SDK, originally called Sandbox Editor, is the current version of the level editor used to create levels for the CryEngine line of game engines by Crytek. Tools are also provided within the software to facilitate scripting, animation, and object creation. It has been included with various Crytek games (including, but not limited to, Crysis and Far Cry), and is used extensively for modding purposes. The editing style is that of the sandbox concept, with the emphasis on large terrains and a free style of mission programming. The editor can also construct indoor settings.
Opposed to editors like UnrealEd which use a "subtractive" editing style that takes away areas from a filled world space, the Sandbox has an "additive" style (like Quake II). Objects are added to an overall empty space.
The Sandbox's concentration on potentially huge (in theory, hundreds of square kilometers) terrain, means that it uses an algorithmic form of painting textures and objects onto the landscape. This uses various parameters to define the distribution of textures or types of vegetation. This is intended to save time and make the editing of such large terrains feasible while maintaining the overall "real world" sandbox free roaming style. This is different from some editing styles that often use "fake backdrops" to give the illusion of large terrains.
In a fashion somewhat comparable to the 3D Renderer Blender, which can be used for game design, the Sandbox editor has the ability, with a single key press, for the editor to jump straight into the current design (WYSIWYP, "What You See Is What You Play" Feature). This is facilitated without loading the game as the game engine is already running within the editor. The "player" view is shown within the 3D portion of the Editor.
The Editor also supports all the CryEngine features such as vehicles and physics, scripting, advanced lighting (including real time, moving shadows), Polybump technology, shaders, 3D audio, character Inverse kinematics and animation blending, dynamic music, Real Time Soft Particle System and Integrated FX Editor, Deferred Lighting, Normal Maps & Parallax Occlusion Maps, and Advanced Modular AI System.

Main Features

  • Advanced Modular AI System
  • Next Generation Real-Time Graphics
  • Realistic Characters
  • Live Create - Simultaneous WYSIWYP on all platforms

Notable Games

  • FarCry 3
  • Crysis 3
  • MechWarrior Online
  • Sniper: Ghost Warrior 2
  • Fibble

Sniper: Ghost Warrior 2

MechWarrior Online

Crysis 3

FarCry 3

3D Level Design - SketchUp

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This is the final version of my level.




  • Green walls are doors.
  • Red walls are force fields that only let inorganic things to go through.
  • Light blue walls are force fields that only allow organic things to go through.
  • Dark blue floor is electrified and kills you or enemies.
  • Small grey boxes can be lifted without changing gravity.
  • Large gray/yellow boxes are only lifted on lower gravity.
  • Large gray/yellow boxes on the wall can be used to "pull" you in lower gravity like a grappling hook.
  • Orange boxes on the walls are turrets that shoots you when you're close enough.
  • Purple cilinders are fuses that can be pulled from its place and placed in other fuse holes. They enable/disable force fields.
  • Translucent floor is glass. You can walk over it or shoot it to break.
  • The big orange "pole" is a laser beam that kills anything instantly.
  • The red computer refills your explosive launcher.
  • The wooden floor can only be destroyed with an explosion.
  • The soldiers are also enemies from the SkyPolice.
  • The large gray/yellow platform can be pushed/pulled with the G-Lifter.
  • The trophy is a collectible item.


Here is a link to download the SketchUp 3D model.


3D Level Design Part 2

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So this is the second part of my level for Rochard.



3D Level Design - Sketches

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Last Tuesday we started 3D Level Design and after a couple hours of discussion on what was going to be each ones game to create a new level, I got Rochard. Again.

It is starting to be my pet project. But I won't let it.

After the initial statement, this is the sketch for the first part of my level.


When I finish the last part of it, there will be a colour code for everything. Those who had played Rochard can have a brief idea of what I'm planning.

Hopefully I'll finish it by the weekend.

Game Deconstruction and Analisys – Rochard

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Rochard is a puzzle platformer that heavily relies on gravity to solve the puzzles. John Rochard is a space miner that got in to trouble after finding a large chunk of space ore that ended his bad streak.

In order to save his friend Skylar and prevent Maximilian to acquire an overwhelming power, John Rochard must save the day.




Mechanics

The core mechanic in Rochard is gravity manipulated mainly through the G-Lifter.
The gravity also can be lowered in the room that you are, and inverted as well. Other game changing mechanic is the color-coded force fields.

The G-Lifter

The most important gameplay item in this title, the G-Lifter is upgraded at each chapter of the game to increase gameplay.
You start the game with the regular G-Lifter that can only lift crates and other small objects. Then you upgrade it with the Rock Blaster to shoot laser at the enemies. After that, you get the recoil jump. To do this, you jump and then shoot a crate downward with the G-lifter while low gravity is enabled, which propels you upward. That is almost the same as a double jump but way cooler. You also get explosives as an upgrade and they will help you a lot on combat. You can use the G-Lifter as a grappling hook when you pick up the upgrade that allow you to swing in lower gravity.
With this many types of upgrades, the player think that he will be able to solve encounters any way he wants. However, sometimes, you will have to rely on shooting the bad guys, throwing explosives at them. Because there are going to be too many of them for you to try to deliver a crate or other objects over their heads.


Crates, Turrets, Droids and everything else the G-Lifter can lift or grapple

Crates can be used as platforms, can be shoot on to a baddie, as shields that redirect laser then grappled by the G-Lifter, to launch you higher on lower gravity on a recoil jump. In addition, as an anchor to reach the more difficult areas in lower gravity.
Turrets and droids shoot at you and kill you. However, after a upgrade, they can be used as explosives when you grab and throw them away. It can be tricky but you can use them even for a recoil jump.

Manipulate Gravity

John Rochard also has the ability to change gravity on the room that he is. By doing that, he can jump higher and farther. Lift objects that normally he cannot and pull himself up by grappling on special crates.
Gravity also can be reversed to solve some puzzles. By doing it so, Rochard can walk on the ceiling and everything that is on the room is affected as well. Crates, enemies will change place and will help or get in his way.


Color Coded Energy Fields

Sometimes in a room, you will find an energy field. In addition, depending on its colour, it will behave in a different way by determining what can go through. The blue ones only allow life forms to go through. The red ones only allow mechanical things. The orange ones block explosions, fire and lasers. Finally, the white energy field blocks everything.
So it will be required a lot of thinking to deal with them sometimes.


Level Design

One other thing that made me enjoy Rochard was the level design. The five chapters take place on space stations, mostly on space mines, but even with the huge potential to reuse the same environments, which Recoil haven’t done, each chapter has its own personality. By using different themes and colour palettes, the level designers manage to create unique and pleasant areas. As you went through each chapter, you are able to feel the difference and if you take your time, you will manage to observe that he levels are not dull or plain.

 

Conclusion

Rochard is a well-made side-scroller game. Paced on space mines, it excels on the level design where you find well-designed puzzles, which are solved through the use of the G-Lifter and non-reusable levels, extra points for them. The soundtrack is also amazing specially the intro music and the voice acting. The voice of John Rochard was done by Jon St. John, who is mainly known on the gamming community for doing the voice of Duke Nukem. The plot is a little cheesy but is fine if you are a sci-fi fan. Unfortunately, it fails when you have to deal with heavy combat because the commands are sometimes clunky. In fact sometimes I felt that the designers threw the combat in there because they couldn’t figure out a better puzzle. Overall, it is good game and for £7.00 is really worth it.

Game Deconstruction and Analisys - Rochard

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Rochard First Impressions

The game is a puzzle platformer that takes place in space. You play as John Rochard, a old miner that gets in to trouble. As you go trough The key mechanic on the game is gravity. And it is really well used.

Main gravity iterations of the game
Lower gravity of the room.
Gravity gun - Pull and repel objects.
Reverse gravity at some terminals.





I really enjoyed to play this game and is one that I personally recommend that you buy it.
You can buy it everywhere, so grab your copy today!!!!

I'll be writing more about it during this week.