Diegetic sound is sound whose source is visible on screen. Like talking characters, music and sound effects. Non-diegetic is sound who’s source is not visible on screen. Like a narrators voice, or sound effects added for dramatic effect.
Establishing shots are used to set the location and feel of a scene. As an example, i took a storyboard from the movie Jurassic Park. The first shot, the establishing shot sets the scene, and helps to create a derelict feel as the characters crawl through the roof and vents.
Over the last few weeks i have not posted much of my work, as I have been working on my portfolio. However now that I have presented my portfolio and it is out of the way, I can start working on posting more work to my blog. But not before i reflect on my portfolio. I believe it went well, better than I ever expected. I ended up getting a merit. The work I had presented was high quality, however I was told that I needed to spread my time around my work more. I had mainly focused on 3D modelling and hardly did enough work on other subjects. However that is what I will need to do in my second year, so I will need to continue to do what I am doing.
Animal crossing is a well known game series published by Nintendo. Players move into a town filled with cartoonish animal characters and buy a house, then work, trade, and personalize their environment.
The game was first released on the Nintendo 6, but was initially meant to be released on the N64DD and was going to take advantage of the systems built in clock. However due to the systems delays the the game was moved to the N64 and a real time clock was integrated into the game cartridge. 8 months after the release of the original game animal crossing+ was brought to the Nintendo game cube. Animal crossing+ also used the built in clock in the game cube, allowing events and the passing of time to occur between game sessions.
When Nintendo began localizing Animal Forest+ for release in North America, just as animal crossing, the game had to undergo a major translation process. The American version of the game ended up with more text than the Japanese version. Not only did thousands of lines of text have to be translated, but new items and holidays within the game had to be created.
Originally the game series animal crossing was intended to be for the Japanese public, including all ages. It was mainly intended for family members that want to play games together. The game was taken this direction due to the work of Katsuya Eguchi. “Another thing is that I’d always get home really late. And my family plays games, and would sometimes be playing when I got home. And I thought to myself – they’re playing games, and I’m playing games, but we’re not really doing it together. It’d be nice to have a play experience where even though we’re not playing at the same time, we’re still sharing things together.
However, in 2002 animal crossing was being localized for America, the audiences stayed the same, family members of all ages. However, the game itself had to chance majorly, new holidays items and other parts of the games had to be changed or added. 16 new holidays had to be added for the american audience, including valentines day, April fools and Halloween.
Continuing on from last week I have created sprites for the enemy AI. I have added scripts that move the enemy around 3 waypoints. A death controller for the player, and a next level controller.
Here is the enemy AI, I like this sprite. However I am going to change the look of both the enemy and player sprites to look more top down.
Here is the code from moodle, for the waypoints on the enemy, and a GIF of what it does.
This is the temporary sprite for the level objective, hitting this sprite with the player sprite will load the next scene.
Here is the code that makes this work and a GIF showing exactly what it does
This code is exactly the same as the death controller, other than the Tag name. In death controller the tag name is ‘Enemy’ in this it is ‘Nextlvl’. Also, instead of reloading the scene, it loads the next one when hitting the object.
We were asked to created a 2D top down game in preparation for the Jam. I decided to create a stealth game, as that is the theme for the programming exam. The idea of the game is that the player much reach the end of the level without being seen by the enemy, just your generic stealth game. The player can hide behind things like grass and boxs to avoid being seen.
I started by getting the played movement code from previous games I have made, and also comparing it against the code Ant has on the moodle to see which one works better. The one ant has uploaded works better and is less lines of code.
I also created a few spirited for players and grass tufts, the tufts of grass are one of the obstacles the player can hide behind.
I am not very happy with the quality of the player sprite, and I am going to redo it in the next session with ant. I do not think it was very good as I did not use a drawing tablet. I did not have access to them that lesson, and my own tablet is acting weird so I could use that. The grass spire I am currently using is a free base sprite from the unity asset list.
In the upcoming lesson with Ant, I will redo the player sprite, apply the movement code to the player and create a sprite for the enemy and the projectile they will fire, along with everything else I am expected to do in that time.
Art deco: The predominant decorative art style of the 1920s and 1930s, characterised by precise and boldly geometric shapes and strong colours and used most notably in household objects and in architecture.
Many building designs incorporate this style, with its simple colours and simple geometric shapes. Because of its simple style, it can be found in various video game.
Some examples of buildings that use this style are: BBC broadcasting house in London and the palace of nations in Geneva.
These simple geometric shapes are easily transferred over to the digital world in games such as Bioshock, mostly 1 and 2.
These images from bioshock clearly show the art deco style being used in games. The buildings have the simple geometric shapes and the simple light colours.
During the lesson i started to research different Idents from nickelodeon and BBC to gain inspiration for my own Ident ideas.
I have thought of my own ident scenes and have created a synopsis, Treatment and storyboard.
Here is a power point with my Treatment and sysnopsis. ident-research
My storyboard i did by hand:
The NextGen course has been tasked with making the 2016 Christmas game. I have researched several games, including the game created last year by the course.
and other games, such as motherload and Jetpack joyride.
Although these games arent Christmas themed they are made in Flash, which will help me see what i can achieve and what i cant achieve.
I have made several character designs and have started to make a moving background.
The first character idea was a snowball, however we improved the idea by adding Christmas lights to the snowball.
The first design looked terrible, so I improved the design by not making the snowball a perfect circle and added some shading
I also thought of using a bauble instead.
I am currently working on the moving background for the game, which should go for an infinite amount of time. However i am struggling to make the loop between the stars not look jumpy.
It currently looks like this.