Monday, March 23, 2009

project turned out pretty well, as it achieved 99% of what I wanted to accomplish.
After it was finished I went back and changed the moving viewfinder image so it would move with the mouse. So you wouldn't have to drag the spotlight, just move the mouse.
It worked, but flash cannot change the position of the mouse (because of security measures), so it could only work for one level. Because it needed to change the position to restart the game.

Tuesday, March 10, 2009

wednesday

-fixed river
-added questions at the end of map #3 to entice the user to play again
-completed model signage last night

===

Final comments:
"Keep off the grass"

My project explores the factors that determine the chosen paths of players. With completely free movement the player can go wherever they choose in the three different levels.
I explored player paths with different routes, dead ends, loops, obstacles, and perceived danger elements, and tried to design the paths so the user would run into as many dead ends as possible by constantly changing these systems.
The landscape was modelled in 3Ds max and the rest was drawn and coded in Macromedia Flash.

Monday, March 9, 2009

tuesday

done:
-Enlarged to bigger resolution
-added more graphics
-made all the buttons work
-fixed background
-decided not to have sound

still have to do:
-add more layers to river
-"keep off the grass" signage (print + create + finish today)
-writeup (for end of 3rd level)
-writeup (summary of project)

Sunday, March 8, 2009

monday, last week

I did some further testing with the navigation, and found that it is easy enough to navigate without using the centre. This means I can add some functionality like buttons which users can interact with. One example is if the user comes to a dead end, they can now have the option to click in the centre view and restart.

I'll have to make everything bigger to fit the bigger resolution (as I had to make it in 1280x800).
Buttons functions must be done of the bigger version.

1) 1280x800 > 1600x1200
2) add extra graphics (extra trees/shadows/etc)
3) button functionality
4) replace 3ds max bg with one of more quality
5) tidy up
6) signage ("Keep off the grass")

success sound on point B + moves to next maze/puzzle
dead ends go back to start (+ change path slightly to confuse)

Tuesday, March 3, 2009

3ds max build + systems > networks + level cration tips

Constructed the landscape in 3ds max, turned out well.
Not sure how to texture/shade/export it though.


So now I'm drawing up the bridges/trees/rocks/etc






systems > networks
-The system of paths start to intertwine creating a network of paths.
-The user is now handling multiple decisions.
Which way do I go at the fork?
Do the decorative objects hint at the right path?
Is there are a pattern in which paths are the right one?
Do I click the dead end to restart, or do I "cheat" by backtracking? Is it cheating?
Is this a maze or puzzle? Is backtracking allowed?
Should I navigate away from the path to explore further?
Is there anything beyond the path?
Does the path change during play?
Is the "fog" or "darkness" make the actually path any harder, or is it just simulated danger?

Level creation Tips
From source:
"Weenies" - Disney term.
Landmarks that help the player navigate + give the player an indication of places they will be going.
ex. Castle in Disneyland
Make sure they are unique landmarks, use shape, colour, lighting, texture/etc to make them stand out.
Two of mine would be the starting arrow and the shrine at point B. Both on the top layer.

Variety is good
Mixing up the "correct" path to take.

Perceived danger is more fun than real
My fog and darkness is an example of perceived danger.

Monday, March 2, 2009

project flash test

- coded via mouse controls, as it feels more natural movement (rather than only isometric)
- maximum possible dimensions in flash are (2880 x 2880 px)
- maximum dimensions to fit to the screen for display(1600 x 1200) (maximised screen)
- view finder MC needs to be 4 times the size as the background
- finish point needs to be visible to give user motivation
- is it possible to click buttons in the inside view finder (not atm because centre is alpha = 0%)
I still want the user to drag by the centre, but make it possible option to click 'signage' in map. But I doubt I need to implement it. As it is possible to zoom in/out via right click, and since it is vector, will retain quality.

I have a test completed, but I can't get blogger to upload the swf file.
I will upload elsewhere and link it when I get time.

buttons needed:
- return view finder to start point (the following buttons will also have this functionality)
- show background 1 (pathways)
- show background 2 (obstacles)
- show background 3 (signage)
- show background 4 (colours)
- show background 5 (combination)
I will aim for three backgrounds (same setting (but different paths)) and if time permits draw up more backgrounds. Will evaluate after 3D model, and after 1 background has been completed.
Put these along the top left as that is where most western menus are situated.

For backgrounds:
pathways, trees/bushes, rocks, bridges, rivers/streams, different textures (grass/dirt/etc), lights, mountains/hills, tree stump, buildings, building remnants, tree logs, gates, caves, ladders, stepping stones, torches, wharf, ruins...
Will need to draw the paths free hand, it would be time consuming to build in 3ds max. Can enlarge/shrink the other obstacles to simulate perspective.

Need a simple visual hint to user that x point is "bad" and cannot continue.
Red gradients, lack of continuing path, skull/bones.

Sunday, March 1, 2009

draft project

3D landscape mock up with several 2D overlays showing different pathways/obstacles/signage/colours/etc

1) Sketch some 3D landscape plans.
2) When finalised, produce some elevations and plan views to speed up 3D modeling.
3) Export images of final model.
4) Use one or more as a base layer, and add new layers with paths/obstacles/etc
5) Final project produced on screen at the moment.

Which view of the default model will be the base?
plan view (with contours)
+ Alternate routes (forks/choices) easily viewed
- less interesting visually
elevation
+
- less interesting visually
- hard to see different paths, would have to be similar to LBP with "layers" of depth
- more trial and error via mechanics of user movement
3D
+ Can easily view the majority of the design. (perhaps skew the overall design for this purpose)
- Layout would need to show point A and B clearly in view. Isometric perspective with point B on the right.
- Views of alternate routes might be blocked by obstacles. Obstacles could be flat (water/lava/etc)

I think 3D is the right way to go, with a high point B in clear view. Possibly with contour lines. More interesting visually, and fits the requirements of the brief better than 2D views. And more enjoyable for me to create.

Not sure about adding music/sound effects, it might modify the speed a user would move through the setting. For example scary music/atmosphere, a user would move slower and be more careful. Upbeat music would make the user progress faster.

board games = moving through a 2D map/space
Research some!

What are more things that effect a players path?
(pathways, obstacles, signage, colours...)

stuff to do:
- flash coding, moving MC via mouse
- 3D model basic landscape
- reset button for flash MC/view
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