Sunday, March 4, 2012
Agile Methods used in Project Hestia
The way we've employed agile methods in the production of our game is mostly in the way we re-iterate some of the product phases. After we came up with a game pitch and requirements we started working on the design. While designing the game we kept revisiting and editing the requirements so it would match the design. We did the same thing again in the implement phase where we adjusted the design towards what we deemed to be possible and better in the game itself. In that way we keep the work we have done in previous phases up to date with the product we have each time and avoid contradictions and mismatches.
We also do this within the implementation phase. Before entering that phase we made an implementation plan which we try to follow the best we can but obviously it is impossible to do it exactly like it says. In our case, fortunately, we have managed to be ahead of schedule which gives us space to implement more things and/or have more time for things we are supposed to do later. So the implementation plan also has to be up to date with the current product.
Our use of Agile Methods
For instance the decision on upon wether coming in to contact with an enemy in the game makes you restart a level, or blows out the players current match has changed numerous times and I suspect will do so until we have played the game enough to work out which idea works best. Also, if we previously planned to implement something much later on in the project's lifespan but for some reason we feel that implementing it early will help the development process and likewise there is something due to be completed that isn't necessary at the given time we simply change the plan.
Most of our communication is done during group meetings. We normally have two a week that range from around 3-6 hours each. We find it is much more effective to discuss and compare opinions in a group face to face setting. During these meetings we decide what we want to do over the next few days and how we feel about where the game is going. We also get a fair amount of our implementation done in the meetings often using pair programming.
This readiness and ability to adapt to change, a strong emphasis on working software and strong interaction certainly embody the main aspects of the agile manifesto.
Friday, March 2, 2012
The Team in Relation to the Agile Manifesto
Agile Methods for Project Hestia
Late Homework 3 Entry: How our team is using Agile methods this term
We also have broken down our schedule into small manageable steps, where we allot different amounts of days to different tasks based on perceived difficulty in order to finish them in a more timely manner. However, much like Agile developmental methods, if the task requires more time than usual, we may put it off to work on another task and return to it later. In our case for the Alpha build, we actually managed to finish some tasks early such as the lighting mechanic that changes the game environment's wall layout, giving us precious time to work on other new features.
In essence, since we are using a very flexible developmental schedule, with smaller tasks to complete in set amounts of time, our team is using Agile processes. The additional use of frequent weekly meetings, email correspondence, occasional pair programming, client (TA) meetings and other Agile techniques has thus far been very useful in our game's development.
Hw #3 : Agile Methods
In other aspects of agile methodology we are going through the phases of talking to each other and making new changes on the spot. So for example when we found out that scripts for disappearing walls can work on other objects and character, we started to apply to different things in the game to make it more interesting.
Some of the risks we associated with agile methods is that it is very hard to kind of estimate the time when the the project will be done. Sometimes we are done early and we don't know if we should expand it to more quality or complete the functionality in the next iteration of our build.
The trade offs of using agile is that we can adapt easily to changes and at the same time always see how our game progresses. With other methodologies like waterfall we would not have a working build till the end as everybody would be working on different stuff and just integrating a finished product at the end. Thinking about using waterfall method for this type of project would actually be difficult to see...
Thursday, March 1, 2012
General Update
- Characters:
- Protagonist and Ghoul enemy Art and objects done
- Scripts for Enemies and ghoul Protagnist done
- Camera Done
- Level
- Objects for patient rooms done
- Lighting and background Done
- Walls/shell all set up
- Collectibles
- Match/ Lantern/ Flashlight art objects done
- Scripts for the lighting done
- Sound
- Background music done
- Sound Effects for matches done
- Controls
- mouse/ keyboard keys script working
- Mechanics
- Walking/running done
- collidibles done
- AI for ghoul done
- Filters done
- hiding partially complete
- collectible mechanics done
Although the essentials of our game are in place, we still need a good deal of polish to the final product. For example, we are still in need of more art assets, such as more enemy types, and objects to fill up the overall environment. Music variety also falls in line with this, where different sound effects to enhance the atmosphere also needs to be created.
On the more technical side, having a GUI to display the character's light status, number of matches to use, etc, will also be needed, in addition to a pause menu and title screen. We still need to work on the hiding game mechanic, as currently it is only partially complete.
Other nice things to be added include, "story" vignettes, where we get glimpses of our protagonist's past happier times, which of course would require more art assets as well.
Updates to Design Document and Implementation Plan
Thursday, February 2, 2012
Tuesday, January 31, 2012
Civilization IV Mechanics
Friday, January 27, 2012
Battlefield 3
Practice Introspection: Saint's Row: The Third
Afterwards, I finally began to start doing some simple missions, as this is a open world action game essentially. The first mission was relatively simple, just a driving mission to practice driving skills, and although it was a tutorial level, the game quickly introduced you to how to drift, use nitrous speed boosts and fully customize the car to be a moving death machine... all within 5 minutes. I really appreciated having all this freedom and options right away.
I also enjoyed the character interactions quite a bit, the dialogue between all the characters are sharply written and quite often 4th wall breaking, another aspect that I found enjoyable, which added to the sense of insanity that the game always pushes.
Yes... there are hover bikes in the game! |
And that's what I enjoy most about this game, the constant sense of freedom that is facilitated by a sense of insanity... that somehow works!
Lugaru
Lugaru is a third-person action game available for Mac, Windows, and Linux. The main character, Turner, is a rabbit with impressive combat skills. In his quest to find those responsible for slaughtering his village, he uncovers a far-reaching conspiracy involving the corrupt leaders of the rabbit republic and the starving wolves from a nearby den. Turner takes it upon himself to fight against their plot and save his fellow rabbits from slavery.
Hand-to-hand combat comprises most of Lugaru's gameplay, although the game rewards stealthy approaches. The fighting system is based largely around close combat and in many cases incorporates knives, swords, and staves. The player can also perform disarms, reversals, and counter-reversals.
Weapons are essential to fighting in this game and each have particular advantages and disadvantages. The knife can be thrown and a character can carry two of them, but it is the weakest weapon of the three. The sword is very powerful and fast, but it is hard to find and easy to disarm. The staff is the strongest of the three, and can easily kill an enemy when it is down. However, the staff can break and can easily be reversed.
There is no interface on screen, so the player must rely on visual cues to determine the protagonists health; most notably the character's posture and if his version is dark or blurred vision. The combat control is original as well, since there are only three context sensitive action buttons, which puts emphasis on fast-paced action rather than complicated button combos: one attack button, a jump button, and a more general crouch-reverse button.
Thursday, January 26, 2012
Practice introspection: VVVVVV
Bit.Trip Runner
Primarily, the game is designed around rhythm. The player must use the arrow keys and spacebar to make Commander Video jump, duck, kick, spring off special coloured tiles, and block incoming projectiles in rhythm with the game's soundtrack. The game world is filled with overly colourful beings that stand in stark contrast to the flat, dark shape that is Commander Video. As the player progresses further in the level, various complex patterns emerge, increasing the tension. If the player misses a single jump or hits a single enemy, s/he must restart that level. This greatly adds to the fun of the game. Upon failure, the game quickly rewinds to the beginning and restarts. There are no game over or failure screens to disrupt the flow of the game. Furthermore, the music in the game increases in volume and intensity as the level progresses. This also serves to up the tension of the game.
Thursday, January 19, 2012
Sketches & Mockups
Creative Brief
Lenore - The protagonist (a young girl)
The Doctor - The largest and most powerful enemy in the game. He wanders the halls of the hospital at random and is the ultimate symbol of death for Lenore
Story:
Project Hestia is the story of a young girl’s first experiences with death. While trying to escape this intense reality she finds herself on a quest to restore light to a darkened world. The playable character (Lenore) inhabits an abandoned world bathed in darkness. Luckily she has a single packet of matches to light her way through the demonic world, so that she can eventually escape and restore light to the world.
Genre:
Psychological survival horror
Platform:
PC (Windows and Mac)
Creative brief:
What is the desired skill or quality that this game would like to cultivate or portray?
- The game will require a medium skill and logic type
What is the goal of the player?
- The goal is to survive and escape from the world/level filled with soulless creatures.
What are the obstacles for the player to overcome?
-Player must carefully navigate through a dark maze-like world
-Enemies will chase after you at every turn
What are the tools the player can use to accomplish this goal?
- The main tools, and pretty much the only ones, are matches that the player can lit up and lanterns. The lightning is both the main mechanic of the game and the main thing that the player can use to get through the game.
How does the game provide feedback?
-Since there is a lack of combat, the player character will be very fragile and will either be attacked and die, or be able to flee. This will mean that a minimal amount of feedback is required when interacting with enemies
-It will be fairly obvious when monsters can see you and when they can’t
Why is it fun?
-Mystery is a great way to draw the player in
-The fear and challenge will keep them coming back for more
Tuesday, January 10, 2012
The Binding of Isaac
The first thing that one is confronted with when the game is loaded, is a cutscene that serves as the only direct exposition for the game. Isaac is a little boy whose mother is a devout (and as it turns out crazy) religious woman who eventually comes to believe that Isaac must be killed. After this cut scene is over, the story does not stop entirely, despite the fact that we are not directly told any more. The Binding of Isaac contains an excellent story of the darkness inherent in religions, the trials of a child, and the danger of becoming what you wish to destroy. This is all told through the mechanics of the game and the snippets of story that occur surrounding the end of each level.
Another major point in the game's favour is its easy to learn controls. There are 10 keys that are used and these control only 4 different types of action. The game presents a very simple guide to how to play at the start of each game and does not waste time getting you into the fray.
A third element that contributes to the game is the sheer depth of what can be unlocked. You are awarded different items for all sorts of different achievements. TBOI does not simply give you a achievement without a secondary, much more tangible reward. This makes the game very replayable, without making it tedious.
One major problem the game has, however, is the difficulty. Despite very simple controls, the game has a very steep learning curve. It is initially very difficult to get past the first level, let alone the other 5. Furthermore, to beat the final section of the game is nigh impossible. I have only managed to do it twice, even though I've played probably upwards of 100 hours of the game.
MULTIPLAYERS Changes Everything!!!
Monday, January 9, 2012
Video Game Development vs. Regular Software Development
A "Fun" Game: Saints Row: The Third (no really!)
This game has its own energy drink. INSANITY!!! |
So, it was a great surprise to check out, the latest Saints Row game over the holiday break, and honestly... I was expecting a lot of crass poor taste pop culture jokes, and lame gameplay mechanics to go along with it. But defying all expectations, what I got to play instead were the blend of solid gameplay mechanics that managed to always elevate a level of insanity, that really catered to the crazy scenarios and the freedom that open world games are supposed to encourage rather than inhibit (GTA IV being an obvious example). My favourite level from the game, pretty much emulated the feeling of Tron, right down to the visual aesthetic, and of course, paid great homage to old pc games of the past and the frustrations of pc game lag... by simulating it!
And that's what I really look for in games, being able to craft scenarios that somehow sound crazy on paper... but is playable and creates that sensation of "fun"!
Sunday, January 8, 2012
Super Meat Boy
Final Fantasy VII
Even though I haven't played a video game properly for a good five years now, there was once a time in my life where quite frankly, they were my life. And the game that made that life most complete was Final Fantasy VII.
Now, I know that graphically games are now incomparable to the blocky form of Cloud unconvincingly navigating his way around static barely 3D backgrounds but to me none of that matters. The world of FF7 sucked me in and kept me immersed in it's plot twists, puzzles and drama until I eventually gave up on trying to beat the Sephiroth (the big bad guy) in the last epic battle (I didn't said I was any good at it!).
So, why was FF7 so great? It was the story and the characters that gripped me in the way a good book or film does. Except in FF7 I felt that I could change the outcome, this was my story. I cared deeply for each member of my team and I bore a true hatred for Sephiroth. Maybe it was my young and easily manipulated mind that allowed this game to have such a power over me but no other game, before or since, ever managed to do the same.
However, there isn't really much skill involved in playing this game, the puzzles require a bit of logical thinking but there is no call for quick or accurate use of the controller. It also is slow game, a positive for me as it helped give the plot line more depth but a major turn off those seeking thrills. All in all though, if you are willing to put in the time then FF7 rewards you with a world that you will want to save.