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Opdracht 3
Moodboard omgeving: https://nl.pinterest.com/hulsjob/omgeving-agd-platformer/
Moodboard character: https://nl.pinterest.com/hulsjob/main-character-moodboard/
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Opdracht 2 “Gameworld Dimensions” (uit Hoofstuk 4 Fundamentals of Game design, Ernest Adams)
Ask yourself the questions about each of the following game world dimensions.
PHYSICAL DIMENSION
Does my game require a physical dimension? What is it used for? Is it an essential part of gameplay or merely cosmetic? Yes it does, the player needs to be able to fall, jump and stand on objects
Leaving aside issues of implementation or display, how many imaginary spatial dimensions does my game require? If there are three or more, can objects move continuously through the third and higher dimensions, or are these dimensions partitioned into discrete “layers” or zones? There are two dimensions, the X axis en the Y axis.
How big is my game world, in light-years or inches? Is accuracy of scale critical, as in a football game, or not, as in a cartoon-like action game? Not critical at all, it’s a cartoon like game. Players moves a few hunderd meters through out the game.
Will my game need more than one scale, for indoor versus outdoor areas, for example? How many will it actually require? Two, indoor and out door, but mostly outdoor, about 90%.
How am I going to handle the relative sizes of objects and people? What about their relative speeds of movement? It’ll be a case of testing and adjusting untill its right.
How is my world bounded? Am I going to make an effort to disguise the “edge of the world,” and if so, with what? What happens if the player tries to go beyond it? Invisible walls and gravity will restrict the player from going anywhere they shouldnt.
TEMPORAL DIMENSION
Is time a meaningful element of my game? Does the passage of time change anything in the game world even if the player does nothing, or does the world simply sit still and wait for the player to do something? The game gets progressively darker, so time does matter. If the player does nothing time will not change however. Everytime the player reaches a new level it gets a bit darker.
If time does change the world, what effects does it have? Does food decay, and do light bulbs burn out? Nope, things dont decay.
How does time affect the player’s avatar? Does he get hungry or tired? Nope.
What is the actual purpose of including time in my game? Is it only a part of the atmosphere, or is it an essential part of the gameplay? It’s mostly atmospheric.
Is there a time scale for my game? Do I need to have measurable quantities of time, such as hours, days, and years, or can I just let time go by without bothering to measure it? Does the player need a clock to keep track of time? Nope, no need.
Are there periods of time that I’m going to skip or do without? Is this going to be visible to the player, or will it happen seamlessly? Seamlessly.
Do I need to implement day and night? If I do, what will make night different from day? Will it merely look different, or will it have other effects as well? What about seasons? We will only go further in one night, the game ends in night so there will be no cycle.
Will any of the time in my game need to be anomalous? If so, why? Will that bother the player? Do I need to explain it away, and if so, how? Time wont be anomalous.
Should the player be allowed to adjust time in any way? Why, how, and when? He shouldnt be.
ENVIRONMENTAL DIMENSION
Is my game world set in a particular historical period or geographic location? When and where? Is it an alternate reality, and if so, what makes it different from ours? It is an un-specified Western city that’s in a warzone.
Are there any people in my game world? What are they like? Do they have a complex, highly organized society or a simple, tribal one? How do they govern themselves? How is this social structure reflected in their physical surroundings? The only alive people you will see will be guards patrolling to make sure everyone is adhering to the curfew.
Are there different classes of people, guilds, or specialized occupations?CHAPTER 4
What do my people value? Trade, martial prowess, imperialism, peace? What kinds of lives do they lead in pursuit of these ends? Are they hunters, nomadic, agrarian, industrialized, even postindustrial? How does this affect their buildings and clothing? They are a modern Western society, so they are a postindustrial civilization.
Are my people superstitious or religious? Do they have institutions or religious practices that will be visible in the game? Are there religious buildings? Do the people carry charms or display spiritual emblems? They are neither superstitious nor religious.
What are my people’s aesthetics like? Are they flamboyant or reserved, chaotic or orderly, bright or subtle? What colors do they like? Do they prefer straight lines or curves? They like basic colors and shapes.
If there aren’t any people in the game, what are there instead, and what do they look like and how do they behave? N.V.T.
Does my game take place indoors or outdoors, or both? If indoors, what are the furnishings and interior decor like? If outdoors, what is the geography and architecture like? 99% outdoors. Architecture is modern city, lots os skyscrapers and suburbs houses.
What are the style and mood of my game? How am I going to create them with art, sound, and music? The tone is very dark, both litterally and figuratevely. Visually there will be many dead bodies, auditory there will be dark, horror-ish music.
How much detail can I afford in my game? Will it be rich and varied or sparse and uncluttered? How does this affect the way the game is played? It will be relatively detailed to convey the vibe and darkness of the city.
EMOTIONAL DIMENSION
Does my game have a significant emotional dimension? What emotions will my
game world include?
How does emotion serve the entertainment value of my game? Is it a key element
of the plot? Does it motivate characters in the game or the player himself?
What emotions will I try to inspire in the player? How will I do this? What will
be at stake?
ETHICAL DIMENSION
What constitutes right and wrong in my game? What player actions do I reward and what do I punish? There is no right and wrong, only survival.
How will I explain the ethical dimensions of the world to the player? What tells him how to behave and what is expected of him? N.V.T.
If my game world includes conflict or competition, is it represented as violence or as something else (racing to a finish, winning an economic competition, outmaneuvering the other side)? It is represented by a violence, the player can get shot, fall to his death and there are signs of death an oppression everywhere in the enviroment.
What range of choices am I offering my player? Are there both violent and nonviolent ways to accomplish something? Is the player rewarded in any way for minimizing casualties, or is he punished for ignoring them? The player can only play non-violent, since they play as a kid. A kid doesnt have the ability to kill an armed soldier.
In many games, the end—winning the game—justifies any means that the game allows. Do I want to define the victory conditions in such a way that not all means are acceptable? All means are acceptable.
Are any other ethical questions present in my game world? Can my player lie, cheat, steal, break promises, or double-cross anyone? Can she abuse, torture, or enslave anyone? Are there positive or negative consequences for these actions? N.V.T.
Does my world contain any ethical ambiguities or moral dilemmas? How does making one choice over another affect the player, the plot, and the gameplay? N.V.T.
How realistic is my portrayal of violence? Does the realism appropriately serve the entertainment value of the game? Fairly realistic, it adds to the darkness and wolrd building off the game.
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Opdracht 10 (Menu is te hier te zien: http://cheesegames.net/games/3022/index.php?gameDataId=3022 )
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Opdracht 1 “Schijf een backgrounder” van Steve Meretzky
Where was the character born?
An unnamed village, somewhere in an unknown place
What was his or her family life like as a kid? Regular, going to school, playing outside, untill the war started. Now he just tries to survive
What was his education? Elementary school, unfinished.
Where does he live now? The same house he grew up in.
Describe his job. Taking care of his mother.
Describe his finances. Lower-middle class, since the war dead-poort
Describe his taste in clothes, books, movies, etc. He is quite young, fashion doesnt concern him unless it has images of his favorite super heroes/cartoon characters. Same goes for books and movies. He’s a kid, he likes cartoon, comics etc.
What are his favorite foods? McDonalds and sandwiches with peanutbutter
What are his favorite activities? Playing hide and seek, football, playing in the playground with friends.
What are his hobbies? Playing videogames, hide and seek and football.
Describe any particular personality traits and how they manifest. Caring, adventurous, social. Manifests in him taking care of his friends and mother, constantly exploring the town and playing outside.
Is he shy or outgoing? Outgoing with his friends, relatively shy when around new people.
Greedy or giving? Giving, would give his last piece of bread to a friend.
Does he have quirks? Tends to be really hyper. Moves around alot.
Does he have superstitions? He has a problem with authority, doesn’t trust people in uniforms.
Does he have phobias? He’s claustrophobic, has a fear of violence.
What were the traumatic moments in his life? When the soldiers came and took his father away.
What were his biggest triumphs? Helping his mother escape the soldiers.
Describe his important past romances. None yet, he’s a kid.
Describe his current romantic involvement or involvements.
How does he treat friends? Lovers? Bosses? Servants? He cares for his friends, tries to help them out whenever he needs to or thinks they need help.
Describe his political beliefs, past and present. N/A
Describe his religious beliefs, past and present. N/A
What are his interesting or important possessions? He has his watch and a pocket knife that were on his father’s desk when he was taken away.
Does he have any pets? His family has a dog.
Does he have unusual talents? He’s very good at climbing, very agile. He’s also very good at hide and seek, both in hiding and seeking,
What’s the best thing that could happen to him? To grow up in peace and take care of his mother.
The worst thing? Have his mother taken away by the soldiers too.
Does he drink tea or coffee? Apple juice.
Opdracht 2 “Gameworld Dimensions” (uit Hoofstuk 4 Fundamentals of Game design, Ernest Adams)
Ask yourself the questions about each of the following game world dimensions.
PHYSICAL DIMENSION
Does my game require a physical dimension? What is it used for? Is it an essential part of gameplay or merely cosmetic? It does. The game takes place in a village. We are mostly outside. As the levels progresses it keeps getting darker, until it’s night. This will effect gameplay (soldiers looking for you with flashlights as vision cones).
Leaving aside issues of implementation or display, how many imaginary spatial dimensions does my game require? If there are three or more, can objects move continuously through the third and higher dimensions, or are these dimensions partitioned into discrete “layers” or zones? ?
How big is my game world, in light-years or inches? Is accuracy of scale critical, as in a football game, or not, as in a cartoon-like action game? About a kilometer or two, distance isn't crucial.
Will my game need more than one scale, for indoor versus outdoor areas, for example? How many will it actually require? Perhaps, if any then two, inside and outside.
How am I going to handle the relative sizes of objects and people? What about their relative speeds of movement? Testing and adjusting.
How is my world bounded? Am I going to make an effort to disguise the “edge of the world,” and if so, with what? What happens if the player tries to go beyond it? Bounded by the 2D level space. This makes seeing or getting to these edges practically impossible.
TEMPORAL DIMENSION
Is time a meaningful element of my game? Does the passage of time change anything in the game world even if the player does nothing, or does the world simply sit still and wait for the player to do something? As time (and the levels pass) the world starts to get darker. Every new level will be a bit darker.
If time does change the world, what effects does it have? Does food decay, and do light bulbs burn out? Once the sun is down curfew will be in effect, which means that soldiers will shoot you on sight. Their flashlights are their vision-cones.
How does time affect the player’s avatar? Does he get hungry or tired? Nah
What is the actual purpose of including time in my game? Is it only a part of the atmosphere, or is it an essential part of the gameplay? It brings in new gameplay elements and helps build the world.
Is there a time scale for my game? Do I need to have measurable quantities of time, such as hours, days, and years, or can I just let time go by without bothering to measure it? Does the player need a clock to keep track of time? Time isn’t relevant in this sense.
Are there periods of time that I’m going to skip or do without? Is this going to be visible to the player, or will it happen seamlessly? N/A
Do I need to implement day and night? If I do, what will make night different from day? Will it merely look different, or will it have other effects as well? What about seasons? N/A
Will any of the time in my game need to be anomalous? If so, why? Will that bother the player? Do I need to explain it away, and if so, how? N/A
Should the player be allowed to adjust time in any way? Why, how, and when? No
ENVIRONMENTAL DIMENSION
Is my game world set in a particular historical period or geographic location? No, it’s purposely left blank so the story can apply to anyone.
When and where? Is it an alternate reality, and if so, what makes it different from ours? It is, as in it takes place in a somewhat Western country that’s in the middle of a war, which is not the case in our reality.
Are there any people in my game world? What are they like? Do they have a complex, highly organized society or a simple, tribal one? How do they govern themselves? How is this social structure reflected in their physical surroundings? Are there different classes of people, guilds, or specialized occupations? The only people you see are soldiers. The country is under martial law from an opposing country. The army is almighty, the civilians have no rights. CHAPTER 4
What do my people value? Trade, martial prowess, imperialism, peace? What kinds of lives do they lead in pursuit of these ends? Are they hunters, nomadic, agrarian, industrialized, even postindustrial? How does this affect their buildings and clothing? The game world is a postindustrial, modern society with typical Western values.
Are my people superstitious or religious? Do they have institutions or religious practices that will be visible in the game? Are there religious buildings? Do the people carry charms or display spiritual emblems? N/A
What are my people’s aesthetics like? Are they flamboyant or reserved, chaotic or orderly, bright or subtle? What colors do they like? Do they prefer straight lines or curves? Subtle, some color but mostly neutral.
If there aren’t any people in the game, what are there instead, and what do they look like and how do they behave?
Does my game take place indoors or outdoors, or both? If indoors, what are the furnishings and interior decor like? If outdoors, what is the geography and architecture like? For now exclusively outdoors. The architecture is modern buildings that were built from the 1960’s till the 1990’s. By now the buildings are showing their age, the architecture is simple and cost-effective.
What are the style and mood of my game? How am I going to create them with art, sound, and music? The style starts off quite neutral, a bit happy. As the levels progress and start getting darker. Think gloomy cello’s in the later levels, while the earlier levels will have happier violins.
How much detail can I afford in my game? Will it be rich and varied or sparse and uncluttered? How does this affect the way the game is played? Depends on the sprites I can find and what I can draw myself (I can’t draw for shit).
EMOTIONAL DIMENSION
Does my game have a significant emotional dimension? What emotions will my game world include? Fear, family, bravery, loneliness, oppression.
How does emotion serve the entertainment value of my game? Is it a key element of the plot? Does it motivate characters in the game or the player himself? There is a big reveal at the end of the game. Also I try to evoke an emotion of surprise when players first realize they’re in a warzone.
What emotions will I try to inspire in the player? How will I do this? What will be at stake? What will be at stake is the sole survival of the kid. I try to make players feel lucky, for what the game depicts is a reality for some.
ETHICAL DIMENSION
What constitutes right and wrong in my game? What player actions do I reward and what do I punish? There is no right and wrong dimension, only the survival of the kid.
How will I explain the ethical dimensions of the world to the player? What tells him how to behave and what is expected of him? If you get spotted you get shot, if you don’t eat food or drink water you’ll get exhausted. Other than that there are no ethical dimensions.
If my game world includes conflict or competition, is it represented as violence or as something else (racing to a finish, winning an economic competition, outmaneuvering the other side)? Violence (against the weak and helpless).
What range of choices am I offering my player? Are there both violent and nonviolent ways to accomplish something? Is the player rewarded in any way for minimizing casualties, or is he punished for ignoring them? The kid cannot fight the soldiers, stealth is the only option.
In many games, the end—winning the game—justifies any means that the game allows. Do I want to define the victory conditions in such a way that not all means are acceptable? No, you’re just trying to get back to your mama, that’s all that matters.
Are any other ethical questions present in my game world? Can my player lie, cheat, steal, break promises, or double-cross anyone? Can she abuse, torture, or enslave anyone? Are there positive or negative consequences for these actions? N/A
Does my world contain any ethical ambiguities or moral dilemmas? How does making one choice over another affect the player, the plot, and the gameplay? N/A
How realistic is my portrayal of violence? Does the realism appropriately serve the entertainment value of the game? As realistic as I can within my limitations. The game is supposed to be gritty and not shy away from the violence that happens in war zones.
Opdracht 3
Maak een Pinterest board van omgevingen voor je platformer. https://nl.pinterest.com/hulsjob/omgeving-agd-platformer/
Maak een Pinterest board voor je main character voor je platformer. https://nl.pinterest.com/hulsjob/main-character-moodboard/
Maak een Moodboard van de omgeving met het karakter (photoshop collage)
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