Archive for the ‘MGS’ Category

Zodiac Racers Sprint 2!

Posted: April 2, 2012 in Kinect, MGS
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Here’s a link to the Zodiac Race Development blog: Origamers Blog

In other news here is the In Progress Design Doc that I made for the engineers. This covers obstacles and powerups.

Last week I sat with Anurag, one of our developers, to learn about how he’s creating the menu system. Since my programming skills are non-existent, I helped by lending my body to the kinect as he figured out the mathematics to creating a menu in which you can use a single hand to manipulate a cursor across the entire screen.

This week, I hope to get with Jorge, our other developer, to get the poses into the game. Kevin and Pace are working on implementing the track into Unity so that we can place some of the character models that Ashley and Misha have created and begin building a test run of the track!

We’re changing the pace of the game so that players must pose more often. Think Temple Run if it was a Kinect game. Instead of swiping to move left or right, you will need to pose in the correct animal form or receive a time penalty (instead of being eaten by monkeys like in Temple Run).

Zodiac and a rant about Kinect.

Posted: March 25, 2012 in Kinect, MGS

A few weeks back, my cohort’s thesis games were chosen. I was picked as lead designer for our kinect game, The Zodiac Race. It has an art style based off of origami and will be a self contained episode based off a portion of the zodiac legend. For research, I’ve drawn upon my movement background and looking at animals within nature. Also, I’ve been playing different Kinect games at the studio.

Kinect games have a tendency to haves good UI for players getting into the game or a really bad UI. Kinect Adventures and Sports have great UIs that allow the player to easily start their adventure or sport session. dance central plays well, but it’s menus are better managed through a controller. By far the worst game that I’ve played on kinect is Hole in the Wall. The graphics are abysmal, the gameplay stale, and the menus incorrigible. Off the top of my head, here are a few observations that I think make for a successful Kinect game:

1) Make it easy for the players to jump into the game!
It’s incredibly frustrating for a player when they can’t manage menus effectively. Kinect Adventures & Sports creates an easy, intuitive menu for players. The menus feature large icons for players that are easily accessible – using the right hand moves the on-screen cursor and when the player hovers on that icon a circle loads to visually indicate to the player that they are choosing this icon. Hole In the Wall has its menu options bunched together closely, which doesn’t translate to a quick menu experience. If the player moves their hand just a little, another menu icon is highlighted. While part of this may be due to the Kinect technology, the designers placed icons too close together with a result in which the wrong selection gets highlighted.

2) Avatars – To be or not to be?
There is feeling most satisfying when your real life movements are reflected by your cartoon self on the Xbox 360. It’s a special sci-fi moment to wave hello at the screen and see your avatar wave back at you. Also, it’s just really fun to mess around with those avatars and see what goofy stuff you can make them do. However, they serve an important purpose – they teach the player the extent of what the Kinect can recognize and how fast it processes their movement. Knowing their avatar’s limitations helps make the player a better Kinect gamer, and hopefully, have a richer experience. In games like Dance Central, the avatars are pre-generated and their movements fully choreographed and the player is given visual feedback via colors and messaging that let them know if they were flawless, ok, or just bad. The avatars don’t reflect the player’s movement, but within this context they serve as a teacher to the player: “Do these moves and you’ll be a fly, groovy dude. Follow my movements and you’ll get that high score and unlockables.” So the question of whether or not to use an Xbox avatar rests within what type of game it exists in. Games that require precise movements require a choreographed avatar. Games in which there is exists a simple set of movement phrases (such as ducking, dodging, moving side-to-side, etc), tend to have an avatar that mirror the player’s movement.

I’ve got other ideas, but I’ll post those at a later day. It’ll be about The Gunstringer and how it hurts your arm. 🙂

Project SHADE

Posted: January 25, 2012 in MGS, Prototypes

I’m currently working on producing a prototype that is in the running for the thesis game. Six other games are being made and the professors will choose the top two for our thesis project. You can follow it at Shade’s blog.

Project Impulse!

Posted: November 30, 2011 in MGS, Prototypes

I am currently producing our newest and final prototype, ImPulse, which is being designed for a new haptic device developed by one of the U’s professors. We are developing prototypes that showcase the technology. You can follow the blog at Project Impulse.

It’s only a few weeks left til the end of the semester, and I cannot wait!

Oops

Posted: November 14, 2011 in MGS, Prototypes

I have completely forgotten to update this blog in ages. Things have been good- we’re currently finishing up our third prototype and begin our new and final one for the semester next week. It’s been a good semester – just gotta keep up with the end of semester readings and assignments. I’ve enjoyed it, but I’m definitely looking forward to the break and opportunity to play all those games that’ve come out this past month!

Week 2 of Bomb Busters

Posted: October 3, 2011 in MGS, Prototypes

This past week was spent focusing on the first sprint of Bomb Busters which you can see on its respective blog. I’d say that the project is coming along- my engineers are quick and able to program the art assets as they come in.

This week I’ll be presenting in Game Design on Warren Robinett’s Adventure and on game systems (states of being, not consoles) from Tracey Fullerton’s book. I’m looking forward to a chance at teaching my peers and having this project be done soon. 🙂

Last but not least, I’ll be going to Alaska this Thursday for fall break! I’m way pumped. I’ll be working on homework over the break, but from my favorite Alaska coffee shop, Kaladi Brothers!

Prototype 2!

Posted: September 26, 2011 in MGS, Prototypes
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Whoo, it’s been awhile since I last updated the blog. Whoops!

Currently, this MGS Cohort is working for the Mechanical Engineering Freshman class in developing a game that teaches physics concepts. The game that I’m working on is Bomb Buster which is a working title. Follow that link to the production blog.

I’m also happy to report that this time as scrum master, I am using a sticky note method for myself and my team to track our progress and translating the data into a google doc. So far it’s working and it feels far better and easier than on the last prototype.

What was before an unmanageable mess for myself has turned into something much more simple and easy for me and my team:
Sprint Week 1

The data involving the burndown charts isn’t accurate but rather filler. The charts are to demonstrate how I’ll approach my burndown charts now. I’ll also post my high-tech sticky notes later in a gallery. 😉

Also in other news, I’ve ordered myself this book, Beginning C++ Through Game Programing, to start learning the basics of programming after so many designer interviews I read mention the importance of learning to program. It can only help me, right?

In the studio…

Posted: September 10, 2011 in MGS, Prototypes
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I’ve worked on Hazmat Harry’s prototype for a few hours today. I added the menu, as well as more player character animations and sound to the game. I made a youtube promo video, which is embedded at the end of the post.

Lots of reading got done this week, but still more for the rest of this weekend and some production charts! Ack. It never ends, but that’s alright.

MGS: Week of Aug 29th-Sept 2nd

Posted: September 7, 2011 in MGS, Prototypes

This past week saw me completing many readings, as well as continuing work on the Hazmat Harry production with my team. We’ve got a large amount of the NPC and background assets done, and we are focusing on making sure the things are working so that we have a playable game for next week. It’s coming up so soon!

A big challenge for me in this process has been learning how to utilize excel efficiently in creating spreadsheets, sprint charts, and burndown charts. Luckily, the other producers in the program have been helpful in assisting me as they can.

Have you checked out the Hazmat Harry production diary yet?

If not, make like a checker board and check it!