Showing posts with label Week 3. Show all posts
Showing posts with label Week 3. Show all posts

Friday, 12 October 2018

Game Idea Research

Conclusion:


I've decided to pursuit the idea of a tower defense game. I reckon most other people will pick first person shooters or adventures but I want to create something in the same category I grew up loving and that is strategy/tower defense/building game. They basic mechanics I will include is as follows; 

These are the mechanics I will like to interconnect with my game. Off course they will be manipulated to suit my end goal. 

My influence of style will be "Plants vs Zombies" in terms of look/aesthetic. It will be animated/cartoon based and off course that will be the only influence for that game. 

I would like to set a plain field of that you can place your towers anywhere and upgrade them to best suit your approach of play and the detail will be high on the attackers in terms of style and information. 

I will be following "Brackeys" youtube tutorial as off late and will try to introduce other tutorials of different perspectives on tower defense. 

That is all I have this weekend. 

Tuesday, 9 October 2018

Games Elements and Discussions

Opinion on the reading this week:


I thought that read was always necessary in my opinion. Having the world around the character seem involving and engaging and having an higher purpose is a good approach to have. I've definitely gave that some thought when I come to terms with me creating it. I don't just want to do it for visual elements but to be also interactive, to have motion and meaning to help evolve and tell that story also that I am trying to tell.

Ingredients like weather change or map movement can give emphasis on that at least, depending on your idea of the game narrows it down to your possibilities and imaginative creation. Knowing to take a step back and give everything a think of having a purpose I will note on it for further projects.


Other Articles where I found interest:






First link brought information regarding how developers remain consistency with MMO games with their methods of math and peer to peer data information. I didn't comprehend how dependent a multiplayer server can rely on an individual player's computer or device. Multiplayer games having worrying data usage and the factors that hinder the performance determines on the players based on a peer to peer server. This information can be helpful in the future if Game Development is the move forward. 

Second link brought the attention to detail about mental mind mapping for the player, What does each place contribute to your journey and how ground based the idea is. The example "Breath Of The Wild" was used and was convincingly shown how mind mapping occurs with simplicity. Placing significant structures close to towns and having biomes splitting the districts is a unique approach to have. 

Third link brings understanding on a subjective manner using an example like Assassin's Creed. Controlling the player's movements in a open world game but not limiting their options of progression onwards in the game. They'd highlight crucial places to go and kept on track with some cutscenes to provide flow and movement in 1 direction when chosen. The developer of the game gave an example of emphasis on this subject with giving the players the iconic action now of a "Leap of Faith" to gain access suddenly on a lower level on the map for fluency. 

Source
 

It's an consideration to have for sure.