Sunday, November 24, 2013

Homework 11

What is the relationship between the main character and the goal? Why does the character care about it? 
The relationship between leg10ne and his goal is rooted in both personal property and revenge. He's gone to infiltrate the enemy territory primarily because they have taken something important from him and he wants it back, but also because he is enraged that they have wronged him and wants to show them what for.

What are the obstacles between the character and the goal? 
The obstacles are a series of typing challenged, time limits, and fps challenges.

Do the obstacles gradually increase in difficulty? If yes, how? 
I expect the obstacles to become more difficult as the typing demand becomes more complex, the enemies increase, and the time available become tighter.

Great stories often involve the protagonist transforming to overcome the obstacle. Does your protagonist transform? 
He does not; this game is really more of a get-in-and-get-out scenario.

How is the game world simpler than the real world?
There are no external factors in this game, such as police, random interference, or enemy back-stories/families. Also, the "hacking" does not actually require any knowledge of computer science.

What kind of transcendent power do you give to the player?
The character, in addition to having knowledge of how to hack into high security computer systems through fairly high-language methods, is also able to survive a number of bullet wounds and may even heal from them over time.

What is the weirdest element in the game story? 
I'd have to say the weirdest thing is that leg10ne, a genius computer scientist who lives alone in a little house working on his computer with the lights off, is also a skilled, pistol-whipping, espionage-committing marksman.

How do you ensure that the weirdest thing does not confuse or alienate the player? 
It's not really all that strange or startling, I don't think, if you go into the game knowing that it's an FPS. It doesn't really affect the game play.

Will the players be interested in the game story? Why? 
I hope so. There isn't a ton of story, but we've provided an intro/tutorial in the game that allows the player to see the motivation behind the character's actions.

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In what sense does the player have freedom of action? Does the player "feel" free at these times? 
The player is free to move about the space provided to him in the amount of time available. Hopefully, this will provide enough freedom that the game play doesn't feel particularly linear, and free to explore under the pressure of the countdown.

What are the constraints imposed on the players? Do they feel constrained?
The player is unable to leave the provided level environment. He can't leave the level he is currently on, or go back or forwards to places he has already been or has not already earned access to. The player may feel constrained, but not in overwhelming ways.

Ideally, what would you like your players to do (lens #72)
Players should push through the enemies and puzzles to find leg10ne's property at the end and defeat all enemies along the way. Also, for inexperienced typers, gain some practice.

Can you set constraints to "kind of" force the player to do it? 
Players can't progress without completing typing tasks and maneuvering around or defeating enemy AI, which will help to make players practice typing as well as "defeat all enemies." Additionally, players can't back track to previous levels, which will help to push them forwards towards the end goal.

Can you design your interface to "force" the player to do what you (the designer) wish him/her to do? 
Not more, I think, than is already the case.

Monday, November 11, 2013

Homework 12

My tasks contributing to the team recently and in the near future have been/will be:

  • Completing the creation of a list of object models needed in the game
  • Collecting a library of needed textures
  • Texturing every item in that list
    • Shortly after debugging all the unforeseen problems that arose with object creation and UV mapping
  • Checking behind the first created level, tweaking and correcting small issues with the level
  • Designing the title/start screen
    • Turning the title screen and its functioning pieces into planes inside of Blender, cut into the necessary pieces.
  • Designing the heads-up display, including...
    • health bar
    • ammo bar
    • time display
    • action/task/weapon display
    • Turning the display and all of its pieces into planes in blender