Wednesday, 11 September 2013
Base overview- CCDN231
My experiment included having a clear area where they make the Milo to give a sparse base. From
there the individual, Liam, had to scrape the Milo out of a bag, with hardly any granules left and he had to
also boil the water on an element instead of simply using a jug or microwave. I also had Liam use watered
down milk and sweetener instead of whole milk and sugar as an aspect of the ingredients, which was limited.
The taste aspect is clearly affected this way and obviously taste is a major part of someone’s experience and
therefore heavily influences the mood and the feeling of austerity.
CCDN231
Experiment One- Basic set out
This experiment encompassed altering the context in which the participants made the Milo.
Included within this I cleared the bench completely of anything that was not essential to their
milo. This related heavily to austerity as it took away all comfort, which optimises an austere
situation. The bench itself also reinforced this mood because it was metal, which is often related
to an industrial feel, completely opposite to a homely feel.
Experiment Two- Back to Basics
My chosen experiment was based on taking away the ease which in turn takes away the luxuries
which optimises austerity. So, in this experiment the participant had to boil the water and
scrape the Milo from the bag. I further discusss this experiment and its success’ in my rationale.
Experiment Three- Limited Ingredients
Here I limited the amount of ingredients that the participant was allowed to use as it removed
any sense of control in the situation and any abundance. This reinforces the austere nature as
austerity is focused on taking away anything luxurious.
Wednesday, 21 August 2013
Assignment 2 video
This shows the basic outline of how my game will work and the aesthetic I am looking into. It also explores the basic mechanics of the game.
Monday, 19 August 2013
Change of renewable energy
Looking at my current symbols for oil and renewable they are far too similar and this means they are likely to either be confused with each other or will both be grouped together in the players mind.
Therefore I've changed the symbol for renewable energy to be represented by a windmill type image.
Chasms
Since my lo-fi critique I've changed various aspects of the game. One of these is the fact that the player is trying to traverse a chasm instead of walking along the seabed.
This change was made so that there was an added element to the game and an added incentive to choosing the specific energy. The player needs to have enough energy to make it across the whole space instead of just walking along the seabed.
Sunday, 18 August 2013
Level design
The levels in my game were originally made from seaweed or kelp of some sort. However there was little reasoning behind this that made sense enough to keep them that way.
So I have decided to change the levels to be fish which will be able to move. This way the levels are more interactive and can be made more difficult if necessary.
Wednesday, 14 August 2013
Lo-fi
These are a few images of how my lo-fi came out and how the game at this stage will look.
Main character
End of the level.
The timer and energy bar
Oil energy
Renewable energy. Also shows how the lo-fi was moveable to show different aspects of gameplay
The red button the main character is standing next to would trigger growth of the flat green line also shown, to let the player cross. This is indicative of some of the puzzles that could be within the game.
It also shows the fish which would be one of the games characters. These fish would be peaceful if you used the renewable energy but would attack if you used oil.
Lo-fi
This is the base overview of my lo-fi presentation. I have also put photos onto my blog showing the physical product which I presented.
Thursday, 8 August 2013
Time incentive
To make the decision of choosing between the renewable energy and oil is to have a points reward system, such as stars or tokens or medals.
This will give a goal or incentive to make sure that they get through the level in a competitive manner.
I can either just have a goal time and if they don't get there in that time then they fail or there could be a grading system. Both of these options are shown below.
Glowing from pollution
Within the idea of pollution making the character glow, I may look into the aesthetic of making the plants and creatures glow to allow a tiny bit more light.
Lighting such as this would allow the environment to be aesthetically interesting and the environment would also aid the player slightly, allowing the challenges to be doable. It would also highlight the fact that pollution will not only affect the player because of the water, but will also change the creatures within it as well.
Level continuation
Ideas on whether their energy choices will continue to affect the game:
Should your choice carry on into the next level? Or
should it reset?
There's the realistic aspect of pollution carrying on, no
reset button in real life.
However is it better to let them reset for the sake
of each level?
Maybe have it that it slowly disperses the pollution if you use
renewable so it goes back to being clear.
Oil and renewable energy
Some ideas of how the energy can be represented.
The two types of energy that I will use are oil/petrol and renewable energy.
Real life:
I have chosen these because petrol and oil spills are often main contributors to pollution in the ocean and so choosing this energy comes with consequences.
I chose renewable energy because it is such a big contributor to NZ's energy and represents positive energy choices, unlike so many other sources. It also relates as there is renewable energy in relation to water.
Within the game:
Within the game:
Renewable energy is slow but clean. You can do the
level, but some of the puzzles are not as easy at that speed.
Oil energy is fast and gives heaps of energy but
pollutes the water around you. This makes the space darker and harder to see
things. If you use this energy the character will start to glow, giving you a
little light.
Puzzle aspect
I want to incorporate simple puzzles into my game as this will add another aspect to why pollution negatively affects the ocean. At this point there is only partial negativity because the only difference is the water getting darker and this is only a slight disadvantage as the light from the glow would allow the player to still navigate.
By adding the mechanic of solving, not being able to see will disadvantage the player a lot and will mean the puzzles will be slightly hidden in the dark too.
Games like these are ones with simplistic elements to their puzzles which is the type I want.
The puzzles within this should be simple so that they are able to be done within speed, but sholud also be made more difficult in the dark. For instance, if the player had to push the button, opening a door for a limited amount of time, this would be simplistic but would also mean that doing this in the dark is a massive disadvantage to those who have caused pollution.
Possibilities:
These puzzle
solutions may be guarded by different sea creatures which won't attack if
you're using renewable energy, but will if you've used oil. But it will be a
lot faster.
Wednesday, 7 August 2013
Underwater game inspiration
This precedent highlights the idea of a side on, 2D background with 2D characters as well. This would present a clear type of game play and I feel as though it will give the player straight forward goals- getting from the left to the right side of the screen.
I also have the option of making parts of the 2D background layered as to give a little more depth. I think this will work best if I want a deeper aesthetic and maybe for an older demographic as it is more complex. If I were going for a young audience I will keep it flattened I think.
This game shows the type of aesthetic I will try to emulate if I go for a younger audience. The background is interesting enough to keep the player from getting bored, while still being distinctly distant. The bold front characters define themselves as being the main focus which I think makes the game a little easier to follow. However I think I will try and keep it a little more cohesive as the background is artistic, while the characters are quite cartoonish.
This is another view for me to consider. Instead of looking from a side view, this demonstrates a POV. This could be useful as the user would feel more involved, instead of just seeing their character. This could be more personal and may create more personal responsibility, but may not be as straight forward as being able to see the whole screen.
Monday, 5 August 2013
Concept extension
This shows different creatures which I'm looking at incorporating within the game
This shows how I want the character to move. The first shows the basic walking and the second shows the jump function.
This is the girl who would be one of the options for the characters that kids could play.
It also shows pollution that I could put into the game, but am unlikely to because it may make it too complicated.
This is the main character and more creatures and showing how to start with they would be placid but would change to being aggressive if they chose the oil energy option.
It also shows options for how the energy symbols could be represented
Sunday, 4 August 2013
Concept One
An underwater environment where the player must try and get as far as possible, handling pollution and energy sources as they go.
The player will have the option to use either solar or nuclear energy to power their breathing apparatus and this will effect the environment.
If they choose the nuclear then the water will become darker and more polluted, making it harder for the player to see. The creatures will also react when there is pollution and will begin attacking the character as the water darkens.
The only light left if the character does continue using nuclear power will be the green glow which begins to come from the player.
Saturday, 3 August 2013
Concepts
This concept involves the player choosing between either being an industrial or environmental player.
If they choose to be the industrial player they have powers such as diggers and machines and their goal is to use up the entire tree which dictates most of the screen and do this as fast as possible.
As the environmentalist they would have powers such as being able to direct animals to attack the industrial players and their aim would be to save and nurture the tree. Getting the tree to a certain strength means the roots of the tree will eventually kill the industrialists space.
Both playing options are based around doing each goal in the fastest amount of time while earning points. The catch is that although it is easier to destroy the tree, you gain more points being the environmentalist.
This concept is based on solar energy. It is a basic tower defence game in the first instance, where you can lay down solar panels to create more sun which gives you power ups and such to try and defeat the enemy. This might lead to saving money etc etc.
In second version of this game laying down solar panels helps to keep the water from rising, linking the use of good power to slowing/ stopping global warming. You would have to constantly be repairing your panels and upgrading them to win.
Wednesday, 31 July 2013
Auto-Ethnography 3
Walking to uni and home with my canvas bag I've realised that I unknowingly hold the side of the bag even though it is safe and secure without me holding it.
The bag also holds a distinct feel of rough canvas which becomes noticeably specific and I would notice if it were different. With this in mind the sense of touch dominates this experience, making my fingers constantly reassure me that the bag is secure and safe.
Subscribe to:
Posts (Atom)