It’s the beginning of the final semester, so that means publication of Zodiac and an internship as well. Busy!
Here are the final things that I’m in charge of for the publication of Zodiac:
-Final placement of level obstacles and collectibles. Currently, all of these are placed, but due to perception issues when placing within Unity, some coins are higher than others or halfway into the ground. The same goes for the rocks and logs. I think the best way to tackle this is to take it a small section bit by bit rather than go for the whole map at once, which can be overwhelming and unbearable in approach.
-Pose GUI- This is more in the hands of the artist and engineering side right now, but we definitely need a GUI that informs the player what poses to do. It could be a singular GUI, but I like the idea of a GUI for each animal that appears when the player is doing the correct pose.
-Publication: I’m hoping that after we finish the game for Kinect and publish it to Desura that we can think about redesigning the game for mobile and maybe pushing it out to China on Android and iOS. Currently, our biggest challenge is the fact that our poly count right now is 500K! The max that an iOS product can typically handles is maybe 15K. We definitely have some cutting to do. Redesigning the level for a low poly count is both a challenge for the engineers and artist and could drastically alter the amount of work for a mobile version of the game. In addition to the art, we are thinking about how it would look as an endless runner on mobile, and that poses another challenge for engineering. I think our engineers could do it, and I would love to have the opportunity to design an endless runner.
Those are three things that are on my mind for the game this final semester, along with my thesis paper and internship, which leads me into the next section.
Charlie, Troy, Christine, and Wong (Cohort 3) are working in conjunction with Roger on a game for the Leonardo museum. It has been a whirlwind of a process. We’ve been chatting about the project for about three weeks now and each time it seems to transform.
At first we discussed ownership and copyright law of the 1970s. When we look at ownership today, the copyright laws of days gone by don’t work in our rapidly changing digital landscape. So how do we create a piece about such an issue? At first we took the notion of a virtual pet petting zoo in which players could go to the museum, take the animals onto their digital devices and choose to keep or distribute them to other players. While we had a lot of ideas on things that could be fun, we didn’t have much of a game. In the next meetings, we discussed a race game with infographics where players could take the avatars to their devices and place them back in the game, but we couldn’t find a compelling reason or pros/cons for the players to participate in this game. This led us to thinking about a match 3 game where players could play it in the museum, but then players with smart phones could play the same game on their device and have an advantage by seeing hidden information that the museum player can’t see. A fun game design indeed, but it still didn’t smell quite right.
In our most recent meetings we’ve talked about another idea that seems to be a step in a more definite direction. We’ve foregone the idea of copyright and ownership and have approached the idea instead of emergent gameplay. Back in the 1970s, the Magnavox Odyssey had players place static cling overlays on their televisions to play the system’s games – which were pretty much electronic boardgames. In good faith, players moved their onscreen pixels along a race track in a race game, or they might have placed the pixel on the appropriate dinosaur in a match game. Roger felt that these types of technology allow for emergent gameplay – that is, what if we took these overlays and juxtaposed them with another game like pong. Below is a picture of what that might look like.
So, I think we’re on the right track because now our game idea looks more like an art game, but I think the game bit is still very nebulous. Do we create digital overlays and program rules for them that players can choose to turn on or off and see how they affect the play area? Or do we use physical ones and let players wreck havoc with them as they see fit? I don’t know if we’ll nail down the game idea this week, but I think it will come together in the next few weeks.













