Thursday 26 February 2009

Abs-orbing...



Yays, dissertation finished! now back to final major. I have been experimenting with different fun ways to collect the types of orbs within the game. Here is a demonstration of the character harvesting orbs by holding down a key, but to make it more of a challenge within itself, the orbs will move at different speeds as the and the player can't attack while absorbing the orbs. It works similar to Resident Evil's 'Run and Gun' feature that only lets the player do one or the other, the player can start to absorb but they will be vulnerable to attacks if they are. Orbs such as the ones that recharge magic and health will move slower, but experience orbs will absorb a lot faster.

There will be some enemies that require you to block or evade their attacks while you absorb, but when the orbs are dropped they will disappear if they are not collected in time, which will create some challenge for players not to lose any of the orbs gained. From the clip the orbs are collected and presented in the HUD, when enough orbs are collected to fill the circle guages(types of orbs are differentiated by colour, the player will be notified on what they are at the start of the game), they will be able to execute more powerful attacks or level up if their experience gauge is filled. so yeahh, I hope this game mechanic will make the game more of a crazy-ass fun experience.



I have created the animations for the red, green and blue orbs in ParticlesIllusion 3. The orb is exported as PNGs and imported into flash. I've only included a small amount of frames to be exported as PNGs because pngs are more performance intensive if they all the frames have alphas. The frames will be placed in sequence of the animation within a movieclip. I was having problems with looping a seemless particles effect in ParticlesIllusion, I have found it easier to make a looping animation for the orbs by reversing the sequence of pngs in the movie clip but not to include the 1st and last frames of animation when reversing back the animation.

Tuesday 24 February 2009

Some design re-thinks...

I've been wondering where I'm going with this game, more than half way through and it seems to not do the things in the proposal design document. I think it doesn't do these things because I care too much about it. It sounds wierd, but I think that the less you care about the game, the more awesome it becomes because you're not afraid of failing, it you do its easy just to start again. It is also good for the type of game I want to make, which introduces one new concept to the world of gaming as fast and as clear as possible, but doing this requires a lot of experimenting and iterations on game prototypes.

At the moment my game is going the epic route, which just isn't practical with the time constraints I have. The game needs to have a low barrier of entry, having 1 concept will be most effective in designing new gameplay mechanics. I also want the player to experience or feel something entirly different and make it about other thanwhat it looks like it is about. I guess its a balancing act to make things work in harmony, but achieving it economically could create a deep experience as well. argh audio, haven't really thought about this yet in the game and its half of the experience! All I know is that it has to inspire the game's emotional target that reacts insome way that connects with the gameplay and environment. So a lot to rethink about.