Friday, October 23, 2015

Homework 6: Analyze two games

Portal

1.      The Tetrad:

o   Aesthetics – I think the aesthetics of this game are really incredible. The attention to detail really makes sure that you are immersed in the game world. The sound design is also a large part of it; the buzzes of the lasers and the thumps of boxes falling on the floor seem appropriate and realistic enough.

o   Story – The storyline of portal is really interesting because it takes place in a dystopian earth future where you are basically a lab rat who is supposed to complete challenges and solve puzzles. When you accomplish these things, you are never rewarded but are always promised cake. The character you play as – Chell – never speaks but is always reprimanded by the A.I. robot that controls everything, GLaDOS. She tries to kill you many times and says mean things constantly but you still grow to love her as a character.

o   Mechanics – The mechanics in the game are interesting because the game is mostly physics based. If you jump off of a platform into a portal, then you will come out of the other portal going the same speed and distance that you jumped in from. This can be used to travel great distances and fly through the air if you have placed your portals in the correct areas.

o   Technology – The technology you have in this game is the portal gun, which can construct two portals at a time. You also have metal attachments to your legs that don’t do anything, but the developers put them there because during testing, people didn’t understand why there wasn’t fall damage. There are also lasers that you can sometimes change the direction of or turn on and off.

2.     Balance

o   The puzzles are balanced albeit sometimes difficult. As the game goes on, they become harder to complete as they should. The game seems so simple until it seems impossible, but there’s always a solution to each puzzle. The game is pretty short but the difficulty progression seems natural.

3.      Emergent properties

o   In this game, there is most of a full button layout as each portal can be shot distinct buttons, there is a jumping mechanism, the ability to pick up/hold items, and a jumping mechanism. As the game goes on, a few of these are unlocked and there are more and different things to interact with. This allows for more complex puzzles to be used in future puzzles.

4.     Interest curves

o   I think this game has a relatively standard interest curve. You start out in this chamber with a toilet and a bed and then you get released so immediately your interest is piqued. Then you run through the first few easy puzzles until you get the portal gun, which lets you do something amazing. Since your robot overlord seems mean, you are compelled to try to escape the facility. The game only ever seems to get boring when you get stuck for hours, which is understandable or if you just don’t understand the concept but that is a different issue. When you finally get to the boss fight, you are so pumped because there’s a timer and you have to defeat the almighty GLaDOS. The game ends after this fight because you are both killed in a giant explosion. (This ending was later changed so there could be a second portal game.)

5.      Explain the reasons you like or dislike the game and relate this to Game Design issues. 

o   This is definitely one of my favorite games. Even though it’s relatively simple and once you solve the puzzles, you know how the work, I have come back to replay this game and its sequel multiple times. It provides a lot of nostalgia and the game holds up well even though it’s been a few years since it was produced. The story is fun and develops well; you never know what the next thing GLaDOS will say is and you want to hear it because it’s fun to get yelled at by a robot. The art is simplistic and bleak, but that’s part of the appeal. After all, it is a testing facility.


Candy Crush

1.      The Tetrad

o   Aesthetics – The aesthetics of the game are colorful and they immediately get your attention with all of the flashy combos and things flying across the screen, but they are repetitive and annoying after a while. I guess this could also be described as a puzzle game, but it is just like Bejeweled and is comprised of switching one tile with the one next to it and causing a set of three to disappear.

o   Story – There is no clear story line to my knowledge. I think you are just trying to clear these boards and get to the next level…forever.

o   Mechanics – The mechanics are very simple and have been done before. If a set of three or more is matched, then those blocks disappear and the ones above take their places. This can be done strategically but there is also a large amount of luck in this game.

o   Technology – Since I can’t identify the story, I also can’t really identify when or where this game takes place or what technology there is. I do know that there is chocolate that can bud out of another piece of chocolate and jelly that can entrap pieces of candy.

2.     Balance

o   This game halfway balanced; sometimes the levels seam to clearly become steadily slightly harder over time but then I hear about people being stuck on levels for weeks or months before completing them, which is ridiculous.

3.      Emergent properties

o   There are no apparent problems with emergent properties because what the game does, it does well and people seem to like it. I think all emergent properties are done intentionally and there are no bugs that I know of that haven’t already been patched.

4.     Interest curves

o   This is where the game really lacks for me; I can play a couple levels but then get bored because it’s the same thing over and over and over hundreds of times and that just isn’t fun to me. The repetition and lack of story line are the reason there is no interest curve for me.

5.      Explain the reasons you like or dislike the game and relate this to Game Design issues. 

o   Initially, this game is interesting and you pick it up because it is so popular and everyone has it but being a real gamer, this game just didn’t make the cut for me. I found it boring relatively quickly.

Thursday, October 8, 2015

I made a Blueprint in Unreal!


So this is my blueprint that allows an object to rotate. This is my first attempt at making any kind of blueprint in Unreal because I am not the mechanics person on the team so I really had no knowledge of how it worked. When the object actually started to rotate, it was an amazing feeling because I felt like all of the gibberish and buttons I threw together not only made something happen, but they did what I wanted them to do so that was pretty cool. Below is proof that my blueprint actually worked and made this oval shape rotate while the game was being played.

 
I made this by following tutorials on youtube and I'm not exactly sure what each of the pills is responsible for individually (like the make rot pill) but it all worked out in the end.