After being thoroughly reemed out by my professor during my CSG 110 class I decided that i needed to reflect on all of the things that went wrong this semester. One of the biggest fuckups that happened this semester was that our group did not kick people out who were dragging down the motivation of the rest of the group. This was definetly the root of all the problems in the group. Most of my team wasnt motivated to make cuddle bloodies. and that consequently brought down the moral of the people who had been keeping moral. People wouldnt do the things they were told to do and many people stopped showing all together. I learned that i need learn how to let people know they suck because im awful at that. If a person is sucking ass they deserve to know it. I learned this semester that the buisness end of game development is by far the most important because at the end of the day the guy with the most money will be able to do more cooler stuff than anyone else. Even if i am not going to be working with the buisness side very often i still need to learn all the buisness stuff because I need to know how and why the industry runs. It is also very important for me to learn agile which i felt that i should have taken it more seriously. If i could redo this semester I would definetly start out more enthusiastic than i did this semester. I would do this in the hopes that it would inspire other to work hard and care more about what we were working on. Also I think that if more people cared they wouldnt be so layed back about people not working and they would work harder to get rid of them. I look forward to working with Raid+ on Lucidity this summer and next semester. It appears that their team functions much better than Firehelm did.
Wednesday, May 22, 2013
Tuesday, May 21, 2013
Wow! Leadership Is Important
Walking into matc as a noob to video game development I thought that much of my education would be focused on actually making the games but as it turns out the most difficult part of making games isnt actually building the games. One of the harshest lessons I learned was that in game development leadership is key. Right from the start I realized that we didnt have any born leaders on team firehelm. At first an awkward lad named Kevin took up the lead position just because he thought it would be funny, but he was dreadful. I decided to take up Kevins position and pretty much became leader. I was the CEO of my csg 110 group. I was team lead of my 115 group. At first I started off strong. I researched a few things about being a good leader and i was enthusiastic to start creating new ideas for games we could make. About half way through semester I saw that moral was dropping fast. This was where I made a fatal mistake. I lost moral too. I was only going to class for the grade and so were my classmates. If I could go back and do things differently i would definetly be more enthusiastic. Another way that I failed as a leader was that nobody feared me which ment that nobody respected me either. I wish that I had fired all the people that fucked up and didnt deliver work consistently I wish that as a leader I had been more organized and kept track of peoples absences. At the time though I didnt realize that things were so bad. It was only after seeing how our opposing team Raid+ functions did i see how screwed up my team was. Raid+ had been structured just like an actual company. And they got rid of people that didnt work. I am disapointed that my team fell apart but im excited to work with all these hardworking people next semester.
Wednesday, May 15, 2013
The Evolution of Cuddle Bloodies
My group project for my Vicom 110 class is that me and my group have to design a game that will make more money than the opposing team that shares the class with me. Our Idea was that we could market a free to play first person shooter where you play cute cuddly teddy bears. The characters you were playing were really cute but did terribly violent things. This idea was sort of inspired by the show happy tree friends because we needed a theme that was likable but memorable. The gameplay hook of the game would be a destructible limb system where a players would be penalized if if they lost a limb. For example if one of the bears lost his arm the players accuracy would decrease. The way that this game was to generate revenue was that we would charge for cosmetic upgrades similar to League of Legends. Me and our one artist did some concept work for what a bears would look like and the rest of the group discussed what classes we would have in the game.
We eventually realized that this game was best played in a third person perspective so that the player can see their character constantly and be more encouraged to upgrade their characters appearance. We eventually decided on 6 classes. The soldier( basic class), the cyborg(The heavy), The sniper, The ninja(stealthclass), The seamstress(medic class), The scientist(the engineer class). Each of these classes has a differing play and visual style.
Thursday, May 9, 2013
WID Journal 4
Its been a few weeks since my last blog post and the deadline for Wait Im Dead? is drawing closer. The 16th of may is portfolio night and the night that we will be showcasing WID. I feel that in terms of art we are still very much behind. I havnt seen any models for ground or flying enemies and there is still no background image just a solid blue color. There is also no model for the skeletons boomerang attack and I hope that the designers will come up with much of this stuff when i go to class today.
I myself have been working on the ground enemies because it seemed that the previous enemy scripts had been lost somwhere or had been deemed unacceptable for some reason. I based the scripts of the normal enemies on the timer type scripts of the main boss. The designers will place enemies down in an area and then adjust the timer so that the enemy wont ever move out of bounds. If this game were larger I would have written a script that detects if there is an object in front of the enemy and that will turn it around but seeing as this game is so small i figured that manually setting each enemies timer wouldnt be such a hassle.
I also finished the boss about a week ago i couldnt get him to ever jump so the designers said it was ok to just have the boss move back and forth in the arena and then damage the player on contact. I really wish i could have gotten the boss to jump but we are running out of time.
~Jon
I myself have been working on the ground enemies because it seemed that the previous enemy scripts had been lost somwhere or had been deemed unacceptable for some reason. I based the scripts of the normal enemies on the timer type scripts of the main boss. The designers will place enemies down in an area and then adjust the timer so that the enemy wont ever move out of bounds. If this game were larger I would have written a script that detects if there is an object in front of the enemy and that will turn it around but seeing as this game is so small i figured that manually setting each enemies timer wouldnt be such a hassle.
I also finished the boss about a week ago i couldnt get him to ever jump so the designers said it was ok to just have the boss move back and forth in the arena and then damage the player on contact. I really wish i could have gotten the boss to jump but we are running out of time.
~Jon
Tuesday, April 16, 2013
WID Journal 3
Ive completed the the projectile script that I talked about in journal 2. I changed it however so that the projectile works like a boomerang to be more consistent with the weapon that the designers had in mind. The way that the boomerang works is that when the boomerang is instantiated a timer is set and when that timer hits zero the direction reverses. My new task is to program the boss for level 1. Like the projectile the boss is also going to be timer based. At this rate however this is going to be the only boss in the game. I've worked on programming bosses before in works that I've made in game maker and even with a drag and drop interface it still takes some time to program. Right now ive got the boss to walk left and right on a timer, ive programmed the game object that triggers the battle, and ive added the colliders to the boss as shone below.
I still have to add the beserk mode where the boss follows the player. Im not sure how well this is going to work with the timer system or if i have time to even add beserk mode at all. After having a meeting with the designers i realize that many of them are working very hard actually. Though i still wish they knew the difficulty to code some of the things they design.
~Jon
Monday, April 8, 2013
Wait I'm Dead? Journal 2
I am just getting done with my spring break and it was nice to finally have a little time to relax and reflect on progress for Wait I'm Dead? Over the Break I completed work on the script that allows the skeleton to launch projectiles. At first the skeletons attack looked like he would toss crazy ass boomerang pancakes all around the world. however after a little tweaking i was able to get him to throw pancakes like a normal human being.
I also begun thinking about the script for the AOE attack and I realized it would be very similiar to the melee system that I have already written.
With only six weeks left in the semester I am a little concerned that the groups designers have just sort been relaxing when the build is no where near being completed. It would be nice to see them actually paying attention to whats currently in the build and managing the trello board. I also feel that we should have more than one level model created. I also think that a lot of them dont take into account the fact that we need to be testing this game long before the semesters end.
~Jon
Wednesday, March 27, 2013
Wait Im Dead? Journal 1
Wait Im Dead is the game that me and my team are currently working on in CSG Production. It is a 2D platformer about a skeleton who seeks to avenge his own death.
I am a programmer on the project one of the things that I have been working on recently was programming the melee combat. The way that Ive been implementing the combat is that i create a hit box on one side of the skeleton and then upon hitting the melee button if an enemy is in the hit box they are killed or they take damage. I made it this way because if i just did a check to see if an enemy is at a certain point and if there was some sort of bug i would be able to see if the hit box is making contact with somhting or not. The below picture shows the skeletons hit box and the attack hit boxes. For right now there are two attack boxes because we are still working on getting the player to turn.
I am a programmer on the project one of the things that I have been working on recently was programming the melee combat. The way that Ive been implementing the combat is that i create a hit box on one side of the skeleton and then upon hitting the melee button if an enemy is in the hit box they are killed or they take damage. I made it this way because if i just did a check to see if an enemy is at a certain point and if there was some sort of bug i would be able to see if the hit box is making contact with somhting or not. The below picture shows the skeletons hit box and the attack hit boxes. For right now there are two attack boxes because we are still working on getting the player to turn.
Together they form together to create a penis looking hitbox.
Tuesday, March 19, 2013
My Thoughts on Free to Play
In recent years the free to play business model has amassed popularity between devs and players. Popular to players because it is a free game, Developers like it because it opens your game up to a larger audience so that you can hit the smaller audience that you are trying to sell in game items to. In theory this seems like an ingenious concept however I worry about the kinds of experiences both players have. I worry that the players who dont like to spend any money are turned off by the unfairness of being able to buy overpowered items that are never available to you unless you pay. I worry that players that like to pay for items simply buy all the cool weapons and armor and then the game is too easy for them and they lose interest. As a player that doesnt like to spend money on these sort of things I typically will play a free to play game for a couple of days before i quit and never pick it up again. Games like this that ive played include Vindictus and Microvolts. I enjoyed these games for the two days i played them but i quit because i knew that there was no way i could be as cool as somebody who had spent loads of money. There are a few exceptions to this. One game that i enjoy once in a while is called Realm of the Mad God. it is a MMO bullet hell shooter with a fantasy theme. I like this game because you dont need to spend loads of money to build your character when it is fun and addiction just to level up. the option to buy weapons and armor are not even available. Instead you can buy encounters with high level bosses that will gain you lots of xp and some rare loot. you are not garunteed the loot though and it is not garunteed what the loot will be. I like this model because although it is technically unfair the player must still work and have fun defeating the boss to get the awesome loot. I think in order to create a successful free to play game, you have to essentially design two different games. one game that is fun for the player that isnt paying, and a game that is fun for the player that is paying. I also think that if players knew that they would be playing for a long. the will be more likely to invest in micro transactions.
these have been my thoughts on free to play.
Jon out.
these have been my thoughts on free to play.
Jon out.
Friday, March 15, 2013
Why DRMs are BS.
If you want to read about my personal experience with stupid DRMs see my Freaking Spore. blog post. Digital Rights Management has been in the spotlight recently because of EA and their DRM system for Sim City 4. This system is used to confirm that the game was purchased legitimately. The save system also depends on the servers because it is entirely cloud based. In order to play Sim City 4 you need to connect to the EA servers. this is immediately a turn off for me because sometimes I dont have access to the internet and like to be able to play them without internet access. It is also inconvevient that you can only save using the cloud system. I prefer to have local saves because i hate the idea that my saves are being managed by somone else. On top of that when the game was released the game had server problems out the shizzle wizzle resulting in crashes and saves being wiped. These are all examples of why DRMs are not going to be popular in the future because they make the game to inconvenient to play. I know that because of this system i am probaly never going to buy Sim city 4. I think that preventing privacy is a matter of making the product or service better than the free illegal alternative. I dont pirate those games for that exact reason.
Jon out.
Jon out.
Freaking Spore.
Digital rights management is BS. Before I delve into why DRM doesnt work and only encourages pirating. Im going to tell you the tale of my experience with the EA game Spore. When I was around 13 years old I received the game Spore for christmas. I was really excited to play it. The idea of being able to create your own microscopic creature and evolve it to a galactic superpower was an awesome concept. I recieved the galactic edition(essentially the special edition) which included an art book and a behind the scenes dvd.
I looked through the little white book as the game installed on my computer. Before the game installed i was prompted to type in the key code located on the back of the instruction manual This was the first time i had seen a game with this system. I typed in the code unbeknownst to me that five years later that prompt would be the bane of my existence. In 2013 I found my game of spore in my basement and decided to pop the disc into my laptop to relive the nostalgia of my younger years. Just like before I recieved the prompt to enter the security code. I looked through the cool white galactic edition box to discover that i no longer had the code. I turned my whole basement upside down looking for the manual. I tried using keygens to no avail. I wanted to avoid downloading a cracked copy since the install alone had taken 2 hours. In a state of rage I drove to walmart and purchased a new copy of the game for 20 dollars . I used the code from that game to unlock my installed game. I played for 2 hours. Anger had sullied any hopes i had of feeling nostalgia. It just blew my mind that i couldnt use somthing that i had owned for years because i didnt have some stupid code that supposedly prevents piracy. Looking online i could see that that other people have had this problem and that the DRM does not work. In fact spore is actually the most pirated game ever made because the DRM is so flawed. From then on I swore a hiatus from EA games until further notice.
Jon out.
I looked through the little white book as the game installed on my computer. Before the game installed i was prompted to type in the key code located on the back of the instruction manual This was the first time i had seen a game with this system. I typed in the code unbeknownst to me that five years later that prompt would be the bane of my existence. In 2013 I found my game of spore in my basement and decided to pop the disc into my laptop to relive the nostalgia of my younger years. Just like before I recieved the prompt to enter the security code. I looked through the cool white galactic edition box to discover that i no longer had the code. I turned my whole basement upside down looking for the manual. I tried using keygens to no avail. I wanted to avoid downloading a cracked copy since the install alone had taken 2 hours. In a state of rage I drove to walmart and purchased a new copy of the game for 20 dollars . I used the code from that game to unlock my installed game. I played for 2 hours. Anger had sullied any hopes i had of feeling nostalgia. It just blew my mind that i couldnt use somthing that i had owned for years because i didnt have some stupid code that supposedly prevents piracy. Looking online i could see that that other people have had this problem and that the DRM does not work. In fact spore is actually the most pirated game ever made because the DRM is so flawed. From then on I swore a hiatus from EA games until further notice.
Jon out.
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