Friday, 3 November 2017

Reflection

General Feedback:

Sooooo, I received feedback from five peoples #itwasgreatlyappreciated. And from this feedback the most common problems they ran in to were; that they had no idea where they were going, they couldn't understand the plot, the character ran too slow and finally there were multiple platforms they found inside of the game that had no purpose whatsoever.

To begin with, the gamefroot site was pretty difficult to use at first so I had to adapt many aspects of my original concept to fit this site. The major changes I implicated (lol) included:
Removing horror as a genre: This was because, the animation/art style did not appear in any sort of way scary sooooooo because of this it was removed. The art style appeared too childish for a horror genre to be taken seriously.
In order to make up for this I attempted to make the other genres such as fantasy, puzzle, adventure and action stand out more. The game has a weak education genre aspect included as well, which is the part where ze character has to answer riddles. I also had to adapt the weapons the protagonist used (from a sword to a gun) as well as my previous ideas for her appearance due to the limited selection from gamefroot.

Target Audience: four out of five students that feedback on my game were girls . Their feedback was useful as females were my original target audience (hence why I tried to make levels that incorporated outside of the box thinking and action). As said previously all three members were lost in each world for a while. So to fix this I used story points to try and make things easier. However because they cleared my game much slower than the guy student the length of my game may depend on who plays it.

Techniques and Conventions: This game includes the typical conventions of a 2D platformer game. Such as arrows going up and down. The spacebar to shoot, the up arrow to jump and the down arrow to crouch. Copyright issues may include that this type of platform game might be similar to Mario Brothers, to address this I created a final boss and enemies that only die when they are shot. I introduced new characters and I introduced new obstacles in each level. Other copyright issues may be how I use the riddles for the seven deadly sins. There may be some ethical issues regarding the use of this greek myth. So in order to minimize this I only used the sins as riddles in order for the player to learn a little bit about humanity. This game involved guiding the protagonist to jump between suspended platforms and/or over obstacles to traverse through the environment.

Gamefroot Production technology: Gamefroot basically provided us with everything we needed. The scripts, the characters and even video tutorials on how to create sections of our game. The videos and instructions made everything easier to understand. Although it took a while to get used to the system after a while, I got used to it eventually.

Target Audience feedback for each level: All feedback is anonymous btw
Level 1: "everything moves so slowly and I don't know where to go"
               "The zombie can't run" and
                " You need to tell people about that teleporter thingy and the army guy"
Level 2: "You could just jump over and reach the checkpoint, easy"
               "Too many blocks in here, I cant move around much"
Level 3: "This is alright, just tell people about the ninjas, the plants and I still got lost"
Level 4: "Still don't understand where I'm supposed to be going"
              "You need to tell people about these guardians before, wI keep shooting them"
Level 5: "I don't know where I am supposed to go"
              " I cant jump through this space and I still can't fit around here"

Character Design: So all of the bad guys I used are from the gamefroot website #thanksgamefroot. But when I figured out how to create a character, I created both the "guardians" and my protagonist myself. I also adjusted parts of the "bad guys"-Shaun, so that they could meet the protagonist with challenges that were not too hard or too easy for each level. My target audience reaction was positive towards the characters I had created and especially liked how each character had a riddle script I had included. However there were errors with some of the "bad guys" with the majority of the comments being that they didn't die when they were shot and that they moved too slow. So to fix this, I adapted part of the script to meet these requirements.

Copyright thoughts: Because all the bad guys belong to gamefroot, but the protagonist and the
"guardians" is mine so to avoid confusion I added a note towards the end of the game stating that the bad guys, background and scene belonged to gamefroot.

Level Design: This part of the game received pretty much the same feedback from everyone
          "This layout is too confusing" etc. So to fix this I included story points in order to help the audience move about better.


"I don't know where I am going"





There were issues with gamefroot shutting down and being really slow so the publishing/making of the game took a while. 
Copyright Thoughts: "This Platform Game could be sold to the Adventure Time franchise as the creation of the characters and the diegesis of the game were all inspired by the Adventure Time concept in a way. Pandora’s Box however would not be appropriate for the young disney audience as the game may contain levels that are either too hard or intense for younger consumers under the age of 12." This is from my high concept document. I still think that the disney franchise might be a good idea if I just lower the violence levels and included an animal sidekick. However, the world does not seem to be as comical as adventure time. By trying to create order while making the layout random it just became confusing for my audience.

This is the link to my game peoples :)

http://gamefroot.com/game/pandor/





Monday, 17 July 2017

Ethics

I have been thinking and I wonder if the name for my game Pandora's Box may be plagiarizing or even insensitive to the Greek legend and so I will change the name to Pandora's Pride. In which I will also change the name of Princess Chardonnay's Kingdom to Pandora in order for the name to make sense.

So the legend of Pandora does not belong to me and in no way are the characters in the game from the Greek tale. I also think that because my target audience will be teen girls, parents may be concerned as to the levels of violence that are portrayed in the game and so I will tone down the violence to the point where the only display of blood will be when the princess finally defeats the villain during the "final boss battle". The villains will be a tad bit intimidating but will retain quirky features that will make them appear less terrifying.

Friday, 14 July 2017

Pre Production Calendar

Pre Production Calendar level 3 Media Studies Game Development
MAY/JUNE/JULY 2017
Monday
Tuesday
Wednesday
Thursday
Friday
Sat
Sun
1 Review Blogs. Prepare for interview
2 Codes and conventions
3 Codes and conventions
4 Narrative Structure in Media
5 Genre in Gaming
6
Computer Room open
7
Computer Room open
8 Genre in Gaming
9 Genre Gaming blog
10 Gaming powerpoint
11 Finish Flow and Genre blog
12 Finish Flow, Genre, and Scary girl blogs
13
Computer Room open
Finish Scary Girl Blog
14
Computer Room open
15 Game play The End
16 Game play The End
17 Interview game developer
18 Interviewer blog
19 The End/ Interview blog
20
Computer Room open
21
Computer Room open
22  The End interview blog
23 The End & Interview blog
24 The End & Interview blog
25 Gamefroot – play & review
26 Gamefroot – play & review
27
28
29 Gamefroot
30
Gamefroot
31
Gamefroot
1 JUNE
FUNDRAISER
2   
SPORTS DAY
3
4
Computer Room Open 12-4
5
QUEENS
BIRTHDAY
6
300 word summary
CHECKPOINT
7
100 word blurb
CHECKPOINT
300 words-100 word blurb
8
LEARNING
CONVERSATION
9
Pitch statement (tweetable) Peer feedback 3 blogs
10
Computer Room open
Change to Pitch statement
11
12
Level 1 description
13
Level 2 description
Change to Level 1
14
Level 3 description
Change to level 2
15
Level 4 description
Level 3
16
Level 5 description
Level 4/5
17
18
Computer Room open
19
Peer feedback on 3 blogs
20
Peer Feedback
Character Profile
21
Character profile
CHECKPOINT
22
Character profile

CHECKPOINT
23
Game Development Schedule
Change to game purpose
24
Computer Room open
Unable to come in
25
Computer Room open
Unable to come in
26 Game Development Schedule
Change to game purpose
27 Game Development Schedule
Game Purpose
28 Game Development Schedule
29 Design and Plan due today
Game Development Schedule
Game design doc
30 Game Design Document
Game Development
Game design doc
1 JULY
2
3 Game Design Document
(Ms A in NZ)
Game Development Schedule/ start on ze document
Game design doc
4 Game Design Document
(Ms A in NZ)
5 Game Design Document
(Ms A in NZ)
6 Game Design Document
(Ms A in NZ)
7
ARIKI DAY
8
9
10
Game Design Document (Media text)
Due today
Date extended
11
Game Design Document
12
Game Design Document
13
Game Design Document
14
Game Design Document
15
16




17 Game Document due at 4pm

Wednesday, 12 July 2017

Game Thoughts

I am thinking that instead of designing a specific character for Princess Chardonnay, I will let the consumers create her themselves as this would allow my game to compete with games such as dress up games which may be a competitor for my game.

Wednesday, 28 June 2017

Game Development Schedule 1st draft

Level 1:
World Building- 3.5 hours
Character Development- 3 hours
Game-Play Build- 4 hours
Story Point Dialogue- 2 hours
Play Test- 10 minutes
Debug- 15 minutes

Level 2:
World Building- 4 hours
Character Development- 2 hours (just the demon and minions needed)
Game-Play Build- 2 hours
Story Point Dialogue- 1 hour
Play Test- 10 minutes
Debug/Final editing- 15 minutes

Level 3:
World Building- 3 hours
Character Development- 2 hours (demon and minions)
Game-Play Build- 1 hour
Story Point Dialogue- 20 minutes
Play Test- 10 minutes
Debug- 15 minutes

Level 4:
World Building- 2.5 hours
Character Development- 2 hours
Game-Play Build- 1 hour
Story Point Dialogue- 30 minutes
Play Test- 10 minutes
Debug- 10 minutes

Level 5:
World Building- 3 hours
Character Development- 2 hours
Game-Play Build- 10 minutes
Story Point Dialogue- 10 minutes
Play Test- 10 minutes
Debug- 10 minutes

This plan is just temporary and may change if complications arise with either the technology or developing certain things will take longer. I will change the plan later if need be.

Monday, 26 June 2017

On second thoughts I also need to introduce the consumer into how to play the game so that will add an extra minute to the game.

Game Thoughts

I reckon that I will name my game Pandora's Box following the Greek legend when a girl mistakenly releases a whole bunch of evil into the world.

I am also considering the time for play in each level. So the intro will probably imitate that of Scary Girl's intro a.k.a. a short approx 1 minute of a video that shows the corruption of the kingdom first through Princess Chardonnay's eyes, just so the player can understand her grief and horror as they are put in the eyes of the princess and are forced to watch their world collapse before their own eyes. I will also show the abuse that the princess takes from Duke Nyfitsa so that the consumer will feel both more involved in the destruction of the kingdom and take the banishment of Princess Chardonnay a bit personally as they feel that they are the princess. It will then show a full body shot of the princess watching her kingdom fall apart with innocent eyes, this is to ignite some sort of heroic instinct from the consumer.

Each level will then take 4 minutes of game play per level except for level 1 in the forest as this is the beginning level and so it will take the shortest time to complete so it will be 3 minutes.
That's it for now.

Game Purpose

I think she brings up good points such as if reality applied gaming conventions such as leveling up/giving the person tasks that are within their capabilities. This is so the consumer feels more positive towards their achievements or actually interested in new challenges as they believe that these challenges are within their reach. If reality just applied things like awarding a person for doing well or acknowledging a person for achieving some sort of level up, this society that retains a strong gaming ethic may become more motivated to apply these new skills and positive thinking towards challenges in reality. Her interesting message was that you create bonds when you play games with people as even though someone has beaten you really badly in a game you still create a sort of friendship or bond with each other. I agree as when playing a game with another person you actually get to learn some of their habits, traits and some of their quirks during the game play leading to the creation of trust as you continue to learn more about the other player. You learn things that you generally wouldn't even notice about a person. Games also don't give the player challenges that they can't achieve, as they are always training for these hard stages as they progress through the game. She thinks that games can change the world because of these good points however, reality is never as easy to be in control of as a game. In the gaming environment you know your role in life and you are placed into a controlled environment. It is controlled because even though there may be bombs going off or chaos erupting every where the gamer is at least expecting some of these things to happen.

This is where I think her theory is flawed as you can't control reality like you do in a game. Real life is messy, unfair and can be hard. There are no restart buttons, no guardian/map/oracle/event that is meant to guide you on your quest as in real life you don't get the luxury of straight up knowing what you have to do/what your mission is. You are not given a goal and it is unknown whether or not you get help along the way. And at least in games you can choose your purpose in life and are given tools to achieve it along the way you are not restricted by money, education or race as in a game they provide you with a multitude of possibilities for the player to earn money. In reality accessing resources is not this easy for some people due to the differences in power and society. And in reality you also have more commitments and there may not be a lot of chances to better yourself as some might not even notice such opportunities as in reality they are not as obvious.


Thursday, 22 June 2017

Brief Requirements

I was going to make my game previously 7 levels in correspondence to the seven deadly sins however, I have decided to shorten it to 5 levels that are about 3-4 minutes each in order to create around 20 minutes of game-play. As 7 levels would have taken too long to complete and other than meeting the brief requirements I fear the player getting bored and including an introduction will chew up some time as well which would go past 20 minutes. So by making 5 levels I will also shorten the introduction video to 1 minutes.

Character Development

Character Profiles:

Protagonist: Princess Chardonnay
The rightful heir and princess of the Kingdom of Elphilia. She was banished from the kingdom and is left to live her life as prey for the notorious Lord Nyfitsa. A headstrong princess with pride and although she has lived her life sheltered from all the hardships of the world refuses to live her life as a weak damsel, so she vows to do what she must in order to take back her kingdom. Full of honor and integrity she is not the princess she used to be and she is definitely not naive anymore.

I wanted a female character as I also wanted more female players to be interested in the game and although my target audience is teenagers I want to introduce more girl's into gaming as well. I want Princess Chardonnay to serve as a sort of female role model in gaming if I can portray her right.

Special Ability: Every one in the Kingdom of Elphilia has the ability to separate their souls from their body but they cannot touch anything. But the members of the royal family are able to completely clone themselves and create a shield out of pure energy

Antagonist: Lord Nyfitsa
Also known as the weasel, Nyfitsa despises the crown and although he used to serve as the Princess's loyal pet he plotted his revenge everyday, waiting for the moment their beloved King would be weak enough for Nyfitsa to strike. A despicable creature who receives pleasure from the cruelty he brings upon others he wants everyone in the kingdom to be ashamed of the humble lives they lead. He is also bent on hunting down Princess Chardonnay as he wants to snuff out any source of rebellion, although he would rather end the princess himself in the most humiliating way possible.

Special Ability: He has an IQ of 160, basically meaning that he is super smart

Fun Fact: He granted himself with his own title, Lord Nyfitsa and he is also on the hunt for the artifacts


Demons:
Acedia: He doesn't care about anything and would much rather spend his days sleeping in a meadow somewhere rather than guarding this troublesome olive branch and gateway. I mean no one is ever going to come here right?

Appearance: Half man half satyr with small horns and brown skin

Image result for satyrs
Special Ability: He has a flute in which he uses to put anything, even flowers to sleep.

Lady Avaritia: She is the queen of the sea, or so she says and she swims around the ocean trying to charm whatever or whoever she can so that they can come close enough for her to eat their soul.

Appearance: Half woman and half fish #amermaid, with hair flowing around her pretty face you will find it hard to believe that she is so dangerous.

Image result for sirens images

Killing Technique: She engages her victim with a task so they don't realize her true intent creeping up to them.

Luxuria:
Appearance: A normal looking man that wonders the dark, creepy forests of the Kingdom of Lagneia. Turns into a wolf at will.

Special Ability: Strength and can voluntarily transform into a wolf.

Related image

Duke Superbia:
Appearence: Large and Wealthy. Duke Superbia considers himself both more sophisticated and high class than his demon siblings and can be found always looking down on people. The jeweler, the bank owner, the lady who makes the bread and yes even you, it's his favorite hobby.

Image result for fat man in suit cartoon with money
Special Ability: Reflective Escape. Is able to create illusions to deceive any that may oppose him. This is why he created the labyrinth where all threats to him are lost.

Minor characters:
Guards: Sent by Duke Nyfitsa to hunt down Princess Chardonnay and search for the artifacts

Bugs: Random little insects or pests that attack the Princess and cause her to lose life points.

Monday, 19 June 2017

Audience Part 2: Music thoughts

I want my video game to provide a chance to escape for my audience and so I am also looking at importing engaging, mystical and almost fictional music and sounds into the game in order to contribute towards this purpose and to help the player forget where they are. I am not sure if I will be able to add music that contributes to the sin of the level but I will look into it after, as the music would also help to incorporate the type of genre I want to be felt in each level. Dark, slow and eerie for horror, fast paced, jumpy and alive for action/adventure, soft, flexible and hopeful for fantasy and so forth.