My original idea for making this game came to me when I was studying abroad in Japan. In the rural prefecture of Akita, I studied at Akita International University. This gathering of international minds gave me an brief and simple idea of how the international community was operated, how so many people from different places around the world could actually communicate and share connections. It was for this audience that my future would unfold as a Game Designer. Time to get the imagination to work!
Working with the local scenery, the game's original inspiration was the deep and serene japanese forests along with AIU's lovable mascot, One. My childhood returned to me, as I imagined exploring the woods with this giant green dog. To develop this fantasy as a game design concept, I envisioned obstacles, an overall goal, and a cast of imaginary friends to enact a story. This creative process is where the fun really got started!
After spending some time with Game Maker, I began to understand how the implementation of these core concepts could be possible. I used object oriented programming to make One, his friend Kappa, the villian Zero, and all the other NPC. They had simple actions and movement, and the core play mechanic was simply movement, collision detection, and dialogue.
Once I got started programming, I was able to construct the game relatively easy. Even still, I have to overcome a few hurdles. Using variables was difficult for me at first, but I eventually able to implement them correctly with Game Maker's tool-set. My graphics were difficult to import without the strange border, which shows up for the Trees. The most difficult challenge I overcame was a simple and overlooked issue; walls were animating too rapidly, and the player would get stuck in them.
Overall, I feel the game was a great first success. It plays simply so a casual or first time gamer could pick it up and finish it without excessive retries. The forest look and exploratory feel complement the intensity of dodging traps and finding the sushi in each level.
If I were to improve upon this game more, I would add more levels, add a few some extra items to interact with (a power-up item to defeat the Swamp Monsters?), and clean up the audio and visuals.
Playable link here:
Akita Adventure (need a Windows PC to play)
Feedback here or on the Game Maker site would be fantastic!
Also, check out Kim Gregson's blog. Our professor posted all the other cool games submitted by our Game Design and Development class.
integralgamer
Sunday, December 13, 2009
Thursday, November 12, 2009
Plants Vs. Zombies: Review
Plants Vs. Zombies is a casual game with simple but fun mechanics (plays like a tower defense or RTS game). A horde of zombies attack horizontally across the level. You utilize different plants to combat the advancing threat, including a peashooter, sunflowers, and a potato mine.
Adventure mode unlocks mini-games, puzzle mode, and survival mode. Each mode offers challenges that are different from the Adventure mode. There are also unlockable plants and other items for you to use against the invading zombie horde.
The prolific distribution that defines casual games is . Plants Vs. Zombies is available to try for free on any Mac/PC. It can be purchased for $20 from their website, and also on Xbox Live Arcade and Steam. It's a great pick-up and put-down game, and it has zombies!
Adventure mode unlocks mini-games, puzzle mode, and survival mode. Each mode offers challenges that are different from the Adventure mode. There are also unlockable plants and other items for you to use against the invading zombie horde.
The prolific distribution that defines casual games is . Plants Vs. Zombies is available to try for free on any Mac/PC. It can be purchased for $20 from their website, and also on Xbox Live Arcade and Steam. It's a great pick-up and put-down game, and it has zombies!
Thursday, November 5, 2009
Age of Empires 2: Review
Age of Empires 2 is a Real Time Strategy game by Microsoft and Ensamble Studios. You play as one of 15+ civilizations competing for supremacy on the field. Each civilization has its own advantages and disadvantages in the production and unique creation of combat units. After setting the computer difficulty and other battle settings, the player enters the playing field to begin play.
The progression of play begins by harvesting resources (wood, food, gold, stone), constructing buildings (to produce more and varied units), and exploring territory (if Fog of War is on). Units have attack and armor stats, and can be commanded as groups to relocate and attack. After fulfilling certain requirements (collect enough resouces and construct certain buildings), players advance an Age. Each Age progression unlocks more specialized buildings and units, helping you quickly overpower an adversarial civilization. Strategy comes in to play by building specific attack forces from buffed up units, upgrading the units to their maximum potential, ralling and commanding units to attack from different formations, and bolstering your defenses with castles, city walls and lookout towers.
The graphics and sound are good quality, considering the time it was made. The isometric point of view suits the RTS style of this game well, and I'm sure it helped the artists standardize how they produced each piece of art into square panels. The graphics are low resolution animations, but that completely suits the strategy-focused game. When characters are behind buildings, their outlines are shown to let the player see that their units do in fact exist. Sounds get annoying and repetitive during intense battle, with multiple reminders flaring up one second after each other. However, the soundtrack is quite epic and engaging.
There are three win conditions for this game.
1) Destory your opponents outright and you win.
2) Capture 5 relics, then the enemy has 200 years to destroy your monastery or you win.
3) Build a Wonder, which is costly in both resources and time, but secures instant victory.
The progression of play begins by harvesting resources (wood, food, gold, stone), constructing buildings (to produce more and varied units), and exploring territory (if Fog of War is on). Units have attack and armor stats, and can be commanded as groups to relocate and attack. After fulfilling certain requirements (collect enough resouces and construct certain buildings), players advance an Age. Each Age progression unlocks more specialized buildings and units, helping you quickly overpower an adversarial civilization. Strategy comes in to play by building specific attack forces from buffed up units, upgrading the units to their maximum potential, ralling and commanding units to attack from different formations, and bolstering your defenses with castles, city walls and lookout towers.
The graphics and sound are good quality, considering the time it was made. The isometric point of view suits the RTS style of this game well, and I'm sure it helped the artists standardize how they produced each piece of art into square panels. The graphics are low resolution animations, but that completely suits the strategy-focused game. When characters are behind buildings, their outlines are shown to let the player see that their units do in fact exist. Sounds get annoying and repetitive during intense battle, with multiple reminders flaring up one second after each other. However, the soundtrack is quite epic and engaging.
There are three win conditions for this game.
1) Destory your opponents outright and you win.
2) Capture 5 relics, then the enemy has 200 years to destroy your monastery or you win.
3) Build a Wonder, which is costly in both resources and time, but secures instant victory.
Thursday, October 29, 2009
Bad Company: Review
Bad Company for Xbox 360 is a standard shooter, with a destructive twist. The controls and mechanics are similar to most other shooting games, and the enemy AI is moderately challenging. A 3D map in the pause menu is helpful to get perspective on the land and stay immersed in the battlefield. Along with the variey of weapons you will collect along the way, the player can cut through doors and barbed wire with a knife.
This game's main feature: environmental destruction. The ground, trees, buildings are realistically affected by varying intensities of explosion.
The one noticeable weakness is the game's health management system. The player always has an Adrenaline Injector, an auto-refilling item that heals your character. This means the you have infinite health when out of combat
The witty and cheesy banter among the soldiers of Bad Company feels more like a ragtag adventure, rather than a serious war setting. It is a niche in the shooter market, in both its options for destructibility as well as light humor. If I had to fight in a war, I can only hope I'd end up in B Company.
This game's main feature: environmental destruction. The ground, trees, buildings are realistically affected by varying intensities of explosion.
The one noticeable weakness is the game's health management system. The player always has an Adrenaline Injector, an auto-refilling item that heals your character. This means the you have infinite health when out of combat
The witty and cheesy banter among the soldiers of Bad Company feels more like a ragtag adventure, rather than a serious war setting. It is a niche in the shooter market, in both its options for destructibility as well as light humor. If I had to fight in a war, I can only hope I'd end up in B Company.
Thursday, October 22, 2009
Midevil 2: Total War: Presentation Review
Midevil 2: Total War is a real time strategy game for the computer. It's main objectives include managing resources (income, public order, religion, population growth) and constructing buildings (barracks, roads, grainery, church). Your family members are Generals (they have their own traits like chivalry, piety, loyalty) who must be carefully managed through marriages and diplomatic action. Losing them costs you loyalty, and there can be civil unrest.
Currency is necessary to produce everything in the game. Allies, enemies, and vassals are all managed through diplomacy offers with other countries. Allies can allow trade rights and access to map information.
If the player belongs to the Catholic regions, he/she can accept missions (join the Crusades) from the Pope to gain his favor. With enough of the Pope's favor granted, the Papal States can band together in allegiance to the player. The player's Cardinals can graduate from college and possibly become the next Pope. Depending how pious your General is, the current Pope will find favor with you.
Battle Deployment is a different game dynamic. Before the battle starts, a famous General can give a rousing battle speech to increase the troops' morale. There is real time environmental damage, and much more camera control. You can strategize attacks based on your units, weaponry, and the environment available. There are various actions available in battle (withdraw, run, guard, formations, fire bows, use swords, special ability). If a General is captured in battle, they can be ransomed/executed/released.
Midevil 2: Total War is a mammoth game with engaging music, a massive interface, unique animations, varied character models, good quality graphics, and multiplayer options. In the end, it makes Age of Empires look like a baby's toy.
My Question: When do you beat this game? How long do you spend playing until you actually finish a campaign?
My Answer: There is WAY too much to learn about this game because of its enormous scale.
Currency is necessary to produce everything in the game. Allies, enemies, and vassals are all managed through diplomacy offers with other countries. Allies can allow trade rights and access to map information.
If the player belongs to the Catholic regions, he/she can accept missions (join the Crusades) from the Pope to gain his favor. With enough of the Pope's favor granted, the Papal States can band together in allegiance to the player. The player's Cardinals can graduate from college and possibly become the next Pope. Depending how pious your General is, the current Pope will find favor with you.
Battle Deployment is a different game dynamic. Before the battle starts, a famous General can give a rousing battle speech to increase the troops' morale. There is real time environmental damage, and much more camera control. You can strategize attacks based on your units, weaponry, and the environment available. There are various actions available in battle (withdraw, run, guard, formations, fire bows, use swords, special ability). If a General is captured in battle, they can be ransomed/executed/released.
Midevil 2: Total War is a mammoth game with engaging music, a massive interface, unique animations, varied character models, good quality graphics, and multiplayer options. In the end, it makes Age of Empires look like a baby's toy.
My Question: When do you beat this game? How long do you spend playing until you actually finish a campaign?
My Answer: There is WAY too much to learn about this game because of its enormous scale.
Friday, October 2, 2009
Shadow of the Colossus: Review
SOTC is a platforming action game for the PS2. It contains many elements that make it stand out from most high-intensity action games. It offers simple controls, high quality graphics (for its time), and a grand scale; all of the monsters you face are gigantic bosses, found in a world of vast and beautiful scenery. Epic orchestral music sets the mood for these legendary encounters.
SOTC is definitely minimalist in its execution. There is a limited HUD; only in a battle situation does it display your health, weapon, the collussus' health, and the power you place into stab. Otherwise, the screen remains a picture frame to capture the player character's picturesque journey.
The presentation in class had a definite bias; he really didn't like this game, and offered much negative feedback about things he did not like. The game is admittedly repetitive: the player must find a colossus by using their sword's divine Light to narrow down a location, then ride horse there.
Then que the epic battle with the colossus. Though slightly varied in presentation for each of the unique 16 colossi, the process remains the same; hold on to the boss' fur, climb to the top, and stab the weak point (a glowing glyph on their head). Do this enough times and the mammoth will collapse. Their soul will violently penetrate the player, and then you appear back at the abandoned temple to challenge the next boss.
Map has no direct reference on where to go, and it only reveals areas that you have explored. This makes finding your destination somewhat tricky. Also, your health will automatically regenerate over time, so if you are getting destroyed in a fight, simply run away for a few minutes and you will recover.
I find that, despite the simplicity of the game, SOTC offers players a more zen experience than most games. There is a balance between the two extremes; the calm, contemplative search for your objective, then the majestic, emotional struggle to defeat an enemy which seems overwhelming at first sight. I wouldn't pay full price for a such a short game, but I appreciate the brevity it offers. Definitely a bargain bin deal worth snagging!
Shadow of the Colossus- Wiki
Gameplay Video
SOTC is definitely minimalist in its execution. There is a limited HUD; only in a battle situation does it display your health, weapon, the collussus' health, and the power you place into stab. Otherwise, the screen remains a picture frame to capture the player character's picturesque journey.
The presentation in class had a definite bias; he really didn't like this game, and offered much negative feedback about things he did not like. The game is admittedly repetitive: the player must find a colossus by using their sword's divine Light to narrow down a location, then ride horse there.
Then que the epic battle with the colossus. Though slightly varied in presentation for each of the unique 16 colossi, the process remains the same; hold on to the boss' fur, climb to the top, and stab the weak point (a glowing glyph on their head). Do this enough times and the mammoth will collapse. Their soul will violently penetrate the player, and then you appear back at the abandoned temple to challenge the next boss.
Map has no direct reference on where to go, and it only reveals areas that you have explored. This makes finding your destination somewhat tricky. Also, your health will automatically regenerate over time, so if you are getting destroyed in a fight, simply run away for a few minutes and you will recover.
I find that, despite the simplicity of the game, SOTC offers players a more zen experience than most games. There is a balance between the two extremes; the calm, contemplative search for your objective, then the majestic, emotional struggle to defeat an enemy which seems overwhelming at first sight. I wouldn't pay full price for a such a short game, but I appreciate the brevity it offers. Definitely a bargain bin deal worth snagging!
Shadow of the Colossus- Wiki
Gameplay Video
Friday, September 25, 2009
Batman: Arkham Assylum
Publisher: Rocksteady
Producers: Edios, Warner Brothers Interactive
Game engines: Havok, Unreal
Mechanics and Gameplay:
Freeflow combat system, used to engage grouped enemies.
Main moves-attack, counter, evade, vault enemy, stun, ground finish, batarang, specials (throw, takedown)
Moves flow together amazingly well, makes it fun yet challenging to control large groups of enemies
Enemies: fists, pipes, knives (block all attacks, must stun), stun guns (must vault, then attack from behind), tvs and boxes, gun lockers
Special enemies: zombies drain health, venom mutants are very large and powerful, venom plants shoot spores
Stealth room infiltrations- isolate armed enemies and take them down quietly, then dissappear
Multitude of ways to take down enemies- use technologies, hiding, and descending from above
If you are seen, enemies open fire and kill you QUICKLY
Joker is on the intercom, jeering the whole time; enemies comment on the situation
Detective Situations- use the scanner to reveal clues, follow the clues to next objective
General Exploration- platforming, solving spacial puzzles
Modes of play: Story Mode and Challenge Mode
Collectables and power-ups:
Riddler Trophies to unlock extra content (character bios, character trophies)
Gain EXP and level up--> choose uprgrades to health, combos, and “bat technologies”
Scoring: multipliers for; no damage taken, successful string of combos, critical strikes
New player experience: varying difficulties (easy, medium, hard), entry tutorials for all levels, voiceover/map cues for what to do/where to go next
Batman: Arkham Assylum- Wiki
Villians Trailer
Producers: Edios, Warner Brothers Interactive
Game engines: Havok, Unreal
Mechanics and Gameplay:
Freeflow combat system, used to engage grouped enemies.
Main moves-attack, counter, evade, vault enemy, stun, ground finish, batarang, specials (throw, takedown)
Moves flow together amazingly well, makes it fun yet challenging to control large groups of enemies
Enemies: fists, pipes, knives (block all attacks, must stun), stun guns (must vault, then attack from behind), tvs and boxes, gun lockers
Special enemies: zombies drain health, venom mutants are very large and powerful, venom plants shoot spores
Stealth room infiltrations- isolate armed enemies and take them down quietly, then dissappear
Multitude of ways to take down enemies- use technologies, hiding, and descending from above
If you are seen, enemies open fire and kill you QUICKLY
Joker is on the intercom, jeering the whole time; enemies comment on the situation
Detective Situations- use the scanner to reveal clues, follow the clues to next objective
General Exploration- platforming, solving spacial puzzles
Modes of play: Story Mode and Challenge Mode
Collectables and power-ups:
Riddler Trophies to unlock extra content (character bios, character trophies)
Gain EXP and level up--> choose uprgrades to health, combos, and “bat technologies”
Scoring: multipliers for; no damage taken, successful string of combos, critical strikes
New player experience: varying difficulties (easy, medium, hard), entry tutorials for all levels, voiceover/map cues for what to do/where to go next
Batman: Arkham Assylum- Wiki
Villians Trailer
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