Sunday, April 6, 2014

"Shattered" Post 20

Considering the fact that there are so many gaming systems available for purchase today, I could interpret that as the fact that there are so many different ways to go throughout life. Whether you play an Xbox 360, Xbox 1, PS3, PS4, Wii, Wii U, NES, N64, it doesn't matter. All that does matter is how you play. People might tease you for the system you play on, but their opinions don't matter when we are talking about how you want to live and play. It also doesn't matter what kind of games you play either. Whether you are interested in sports, adventures, or puzzle games, it is all down to your decision, and nobody else can make that decision for you.

At least, they shouldn't.

Mom, stop saying I can't have a Wii U! I need it for the new Smash Bros.!

And Rayman Legends.

Ray-man. Ahhhaahhhhh..........

Friday, March 21, 2014

"Shattered" Post 19

I have been contemplating what my game is going to look like on an actual gameplay perspective, and I think that I have come up with a proper POV for the gameplay. It will be a third person camera angle, just above the head and a bit back, like Naughty Dog's The Last of Us. It may seem like a generic POV, but it is the only one in my head that seems to feel correct. As for the environment, it will change dramatically as the story goes on, from Dennis's apartment to the headquarters of GAIA. I might even incorporate some outdoor scenes, to really sell the feel of an adventure. Even some levels inside a futuristic base with tight corners and blind spots will force a player to really pay attention to their environment so that they don't miss anything. 

Since I am this late in my project timeline, I am really considering that this game might not exist by the time I am done with this, partly due to me running around in circles with an idea I didn't even like for the first few months. However, on the brighter side, that taught me a valuable lesson: never dedicate yourself to something that does not matter to you. If you do that, then nothing is ever going to end well. I guess that has been the message for me this entire time, while I was sitting in class and pretending to get something done. I really like my idea of video game philosophy, where I can apply what I do in video games to my life. When I do my Ted Talk, I am probably going to talk about the focus of my project, but I have realized that the real education from this project for me is not in any finished product, but in the entire process.

I have learned the following lessons during this project:
Never dedicate yourself to something you don't care about. 
It's ok to ask for help. Other people exist for a reason. 
Be sociable. You may meet somebody that can change your life. 
Hold on to friends. They are more valuable than you realize.
Listen to your parents (I know that sounds annoying, but it is true). They know a lot more than you do. 

And these are some rules I have now set for myself for living a happier life:
If you feel depressed or helpless, get a friend and listen to some catchy music. Then talk about the problem. 
Eat when you're hungry. Sleep when you're tired (and ONLY when you're tired). If you are not tired, you are wasting valuable time you could spend solving a problem. Or having fun. 
Surround yourself with friends that you can insult and not worry about hurt feelings. Because they will have good humor about it and insult you right back. 
Have a pet/object/little brother or sister that you take real good care of, especially when you are young. 
Always always take time to consider what you will do in the next few hours. Then when something changes, you have a reason to complain about what would have been. Nobody likes to listen somebody complain without reason. 

Monday, March 10, 2014

"Shattered" Post 18

Once I figure how to upload screen shots from my computer, I will post the pics I have created of what I want my game to look like in the lovable game of minecraft. Just for legal purposes, I do not own minecraft, it belongs to Mojang. I am glad that I could make part of all of this work a thing to enjoy. It was very difficult to convince my mom to let me use a video game for educational purposes, using a video game to design a video game. 

Friday, February 28, 2014

"Shattered" Post 17

Having been playing video games for many years, I am surprised that this never occurred to me. Our teacher has been showing my class multiple Tedx talks, and one thing I noticed is that they take some lessons or philosophy from their 20-time projects and apply them to their lives. With this is mind, I have noticed that a lot of games I play include lessons I could apply to my life.
Minecraft for example: If there is some mountain I don't like, I could blow it up and build something else. I can create whatever I want, it can GO wherever I want, and there are no limits to what I can accomplish if I try.
Pokemon X: Spending time with friends, be they creature or human, is one of the greatest experiences you can ever have. And if you grow together and push for one goal, you can become the Champions. Also, there is never only one way to win. Do it your way, and try to be the very best, like no one ever was. 
Mariokart 7: Even when you seem to be in last place, never give up. It isn't over until the checkered flag drops, and until that moment, as long as you try, you can still succeed.

Looking back on this whole 20-Time project thing, I realize that ip could have put myself in a much better position to begin with if I had picked something that I was actually enthusiastic about. When I was writing the supposed book for this project, I spent every Friday in class goofing around and making no progress. This is a very interesting program, and I hop that I can still get something out of this project. 

Friday, February 14, 2014

"Shattered" Post 16

I wanna come out and say that I absolutely adore minecraft. I got it for my thirteenth birthday, and it is one of my favorite computer games. Looking back at the task I have set myself to, I now realize that I could utilize elements and gameplay mechanics from other games. In the case of the game I just mentioned, the main element of that game (crafting) is something I would like to include in this game. 

When I mentioned that this game will not be some game that requires memorization of combos or pure fighting skill, I assumed I would have to come up with some non-lethal methods of dealing with enemies, and some clever ways of dealing with puzzles. These methods will requires tools of some kind, which will be my current focus. The bottom line is that I simply cannot create any levels or gameplay without identifying the elements or building blocks for the game itself. 
Some ideas I have had about these include a hacking device of sorts, and environmental analysis tools. 
Another idea was the usage of multiple characters to accomplish a single goal. In "The Legend of Zelda:  Four Swords" you control 2-4 characters, working in tandem to push multiple switches, take out many enemies, and solve puzzles that couldn't be handled solo. In my game, certain characters would have certain skills, like stealth, hacking, engineering, and even combat prowess. 

On to specific items and skills needed: The Xeron Hack Feed, a small handheld device that can access small databases and hack into radio channels, but is not powerful enough to break high-level codes. Will be obtainable from the beginning of the game.

Interruption, not all of these tools will be top of the line gadgets and gizmos. Consider the following:
 The Pow! Ware Slingshot: Happened to be in the pocket of Dennis when Abigail helped him escape from assassins. Has practical use as a distraction tool and as a light weapon in a pinch. 
Camera: It's a camera. It takes pictures. Could be important. 
Robot drones: Tiny robots that can scout and analyze situations from a distance. They are here because they are freakin awesome robots. Could fly or roll. 
Eavesdropping devices: Could be useful in many situations.
Digital storage device, or advanced iPhone thingy: Basically the menu from 007 Goldeneye 64. Stores all of the players missions and objectives, as well as current status and bios. 

That is all for now, and I have been thinking of creating scenes from my game in minecraft...

Sunday, February 9, 2014

"Shattered" Post 15

The picture is some sketches I attempted of Dennis's apartment, but my artistic ability is lacking.
The text says: Dennis and his dad live in an apartment off an alleyway in the side of a building. I don't have plans for the inside, but that will come. 

In addition to this sketch, I have been thinking about some basic elements that will be needed as the building blocks for every level. These would include items, enemies, puzzle types, and environmental elements. Specifics will come next week, when I have more time to think about it.

Monday, February 3, 2014

"Shattered" Post 15

I have begun to start the thought process for my first level cut scene, which is basically the same as the cut scene I started when I was writing the book. We will start off with Dennis getting home from school, flopping down on his bed, with some of his back story being told in the background. We then will have the player control Dennis around the house, fulfilling a few minor objectives before starting the biggest mission of the first level: retrieve the file from the attic. The "minor objectives" would involve orienting the player about how to access inventory, maneuver the character, and basically all of the normal controls for the game. Upon returning to his father's study, the sniper takes the shot, and the rest of this exciting cut scene will unfold into a car-chasing bullet-shooting getaway race. If I can get excited over just this one cut scene, then I can't wait to work on the other levels.