Sunday, 16 December 2012

Game Engines






Game engines are used to develop and create video games. Game engines provide developers with core coding and rendering tools like:

- Graphics Rendering engine
- Physics engine
- Collision Detection engine
- Artificial Intelligence engine
- Sound engine



2D Game Engines


Adventure Game studio
Box 2D
Enigma
Exult
JGame
Allegro Library
Cocos2D
Flare
Flash Punk

2D game engines are popular and were once the only game engines used. Initially, Games were created with lines of code in the beginning. I cannot find any sources describing the creation and release of the first 2D game engines, so I have to assume that the reasoning behind using these first engines was purely experimental. 

3D Game Engines

Unity
Frostbite
Source
Cry Engine
Infinity ward
RPG engines
Cube 2
Delta 3D
Jake 2
Ardor 3D
Flixel
3D Rad

3D game engines come packaged with an assortment of tools that developers can use to create an environment. 3D game engines tend to come with more realistic effects and physics then 2D game engines. Developers can use weather conditions, they can alter the terrain and they can apply 3D models of objects in the environment.

Game Mods

Sandbox Elevator Source
Flood Mod
Gary's Mod
Spac Build
Perp

Mods are modifications that the general public can create and apply to a game that they have purchased. These Mods however are not stand alone pieces of software, so a person must be in possession of the game they wish to mod in order to change it. These changes can be subtle like applying different textures to the environment, or they can be quite large packages like changing the entire game all together.


Graphics Rendering
Game engines apply graphics rendering whilst the player navigates the game's map. The entire map isn't generated when the player loads the game on the system, instead a small fraction of the world is generated around them.

Sometimes in games you will be able to notice the graphics rendering process. Recently whilst playing Borderlands 2 I saw the environment being built around my character and then the graphics being applied in steps depending on detail. First of all the environment was blurry and it's texture contained of only one colour, soon another layer was added over the basic layer and it became more detailed but it was still wasn't a good quality of detail eventually the game applied another layer and the environment was done generating in the vicinity of my character.





Collision Detection

Video games have to split their very limited computing time between several tasks. Despite this resource limit, and the use of relatively primitive collision detection algorithms, programmers have been able to create believable, if inexact, systems for use in games.

Game engines have the ability to calculate large amounts of equations in specific orders. However, the amount of equations it can handle varies depending on the game engine itself. If you have a very up to date, high priced and well reviewed game engine, it'll probably be able to handle immense amounts of calculations during collisions between objects in a game environment. During games, players may come across anomalies in the game environment, such as floating characters, frozen animations, rendered graphics etc. This is all because somewhere in the environment the game engine is trying to calculate complicated equations.


Artificial Intelligence
Artificial intelligence is the replication of human behavior in the game's environment. Game developers can make this as detailed as possible in order to create a realistic feeling whilst playing the game, or they can make it simple so that normal none playable characters can perform normal tasks that help the player progress.
Depending on the size of the game and the amount of money that developers have at their disposal, game characters behavior can be tailored to accurately replicate the emotional state of human beings. 'The Witcher
 2' is an interesting example of AI in none playable characters. The player is exposed to many gatherings of characters in this game. They gather is places like a market place. And you can see them trade with shop keepers and tradesmen. But the player will notice that the weather conditions effect how the charcters behave in the environment. A striking example of this realistic behavior is that characters will avoid open spaces during rainfall.



Physics 
Physics in  games have become very detailed recently. Things like gravity, cloth and water physics are what makes games even more realistic. And these effects can have an impact on the gameplay as well, games like 'Fluidity' revolve their game around physics and the flow of water when gravity has been applied.



http://media.giantbomb.com/uploads/16/167526/2390675-slender_2.jpgSound
Game engines come packaged with different soundbites that can be used in different games. Because sound is such an expansive media, Game engines have to come prepared with a large amount of sounds that tailor to the game developers needs. Different sounds like ambiance sounds and environment sounds are incorporated into this software. This way developers can make their games more entertaining and realistic. A small game that uses these sounds to their full advantage is Slender. There are lots of different sounds that are emitted to create suspense and realism. Such as walking in grass and turning your flash light on and off with a 'click' sound, plus faint music slowly players in the background the more the player advances.




Tuesday, 4 December 2012

Art in video games analysis



Write characteristics of styles.
How they link to an artistic movement.
Show examples of games.

Photorealism
Photorealism is a style of art that reflects an image of objects from any given environment. The artist who is trying to create something in the style of photrealism will try to make their work look as realistic as possible. In a sense the best way to test if you have acheived this is when the viewer has no idea wether or not they are looking at a photographic image or a painting.
I find that when the artist pays paticular attention to reflections and colour in their pieces they paint their image so there is no distint difference to real life.

Art deco incorperates grand and linier curves into forms and images from real life. Photorealism and art deco arn't necessary the same thing but I find that art deco takes characteristics from photorealism, such as forms like the human body, and adds simplistic (or complicated) designs to the form. So whilst it's changing the forms exterior motives it's staying true to the shape that it has evolved from.
 


 Bioshock seems as though it would be the most obvious game to link photorealism and art deco, and it is. The environment is covered with posters, wallpaper and clothing that all spawn from the syle of art deco. And the deveopers present this art movement to the player in the most realistic way possible. The attention to detail is perfect and is always a strong factor when the player traverses the city of Rapture. The colours of the environment always stay true to the movement. Such as the tiles in the image to the right. Look at how a large portion of a square tile is covered with dull brown and the centre is coloured with a lush emerald. And to top it off, the tiles edges are lined off with a grand gold colour. The game portrays a sort of majesty, and at the same time creates a dark and gritty feeling.

Black and White

The style of black and white art is often quite a mesterious and simplistic design. It's usually used to create fear and sorrow whilst the viewer inspects the image. Creating these feelings can be quite a challenge however. To strike fear into the viewer it is often best to apply the style of black and white to images that create questions of the unknown. Take the feeling that a person will undergo when they're in the dark and they hear something outside or downstairs. Logically it could be something simple and harmless but during the night whilst the person is in the dark it stirs questions and creates fear of the unknown. I believe this is the correct use of the style.

I  feel as though the art movement of surrealism can be linked to the psychological mind games that the style of black and white imagry brings to the table. Most of the time surrealism is based off of the random dreams that artists have experienced. This can easily be applied to the style of black and white, what better way to experience someones subconcious then to be fearing every step of the way through the environment. Both the style and the artistic movement have something to do with the subconcious of the players mind. The art form being a manifestation of the developers unconcious messages, and the style swaying the emotions of the players fears.


Limbo utalises both the style and art movement exceptionally. Although the stlye of black and white is more dominant, and sometimes overpowers the surreal aspect of the game, they both go hand in hand when they are equally used. The game's environment is set in a forest and emits an erie unknown atmosphere. The creatures in this environment are large and boney. What I find interesting about the creatures in this game is that the player will feel scared of their power and form, yet they cannot see their detail.  All the player has is a silloette to go from. This is again the fear of the unknown generating the player's caution.

Pixel

Pixel designs are combinations of pixels that are visible to the naked eye, this can be used to draw objects, shade them or be used to create drawings with shaded effects. The pixel style is simplistic but can be used effectivly to create vibrant designs that aren't to complicated to analyse. Shading is a very flexible technique that can be used in pixel art. It's tonal changes can be as gradual or as bold as the artist desires.


Pixel art can be linked to a style of art known as 'popular art'. I main reason I'm making this connection is because of the way the image to the left has been filled. The skin of the subject has been coloured with small circles the the view can see. although it isn't exactly the same concept and design as pixel art, you can clearly see where each segment of colour is placed. Tonal work is very bold and explicit. Instead of gradual tonal work, the artist has either just used one basic colour with a black outline. But when the artist has tried to create shadows he has used black, again the artist chose to not use gradual tonal work.

 



Megaman X is a perfect example of pixel art being used effectively. In the image to the right, the environment is designed to look futuristic and developed, ofcourse this isn't something that can be designed in a simlistic mannor, machinery demands detail to look mechanical.But on close inspection the player can see the pixels that make up the environment and the sprites. Unlike the artwork above, Megaman X has more flow when it comes to colour. The player can still see large contrasts in colour, but there are more tonal shades compared to the pop art above.

Tuesday, 6 November 2012

Evaluation Of Prototype Inventory



Feedback Interface
Health Wheel
The health wheel is included so that it can display the player’s health. I didn't want to use a health bar as I wanted to keep the interface compact.
When the health wheel is full, the entire wheel is green, this is because green is a cool and calm colour. I want to let the player feel relaxed when their health is full. However when their health wheel reaches fifty percent, all the pieces of the wheel turn orange. Orange is a neutral colour which should alert the player that something is wrong. When the wheel reaches twenty five percent it will turn red and glow. Because red is a colour that represents danger, the player will become alerted and will seek out refuge so that they can figure out how to recuperate.
Experience Ring
Around the health wheel is the experience ring. I included this so that the player can view their progress. It also gives the player a sort of sub mission, something to work towards whilst they work through to the actual goal in the game. Experience is represented by the colour blue. Blue is a relaxing, cool and calm colour. The colour in this doesn't change as the players experience grows; the reason I've designed it like this is so that psychology of the ring is just constant. It brings the player on edge when they are about to reach a new level, and they crave it when they don't quite make it.
Equipped Item
I decided to use this in the feedback interface so that it would keep the user informed as to what item is equipped at all times. I wanted to design it so that the user didn't have an excuse if they didn't know what inventory item was equipped. It contains information that is relative to the user.
Resource Meter
I included this feature so that the player has a clear and consistent view of the amount of resources they can use. I didn't include a number system as I thought it would distract the player from the game.
Once the resource meter lowers to twenty five percent the meter begins to glow red. This is to indicate to the player that they have low resources. I chose red because humans unconsciously refer the colour red to an emergency or danger.
Map and Compass
I included this so that the player had a clear view of their situation, where they are and what their goal is.
I grouped the map and compass together in the bottom left of the feedback interface instead of placing it around the players status wheels and bars so that the screen didn't become over complicated. The player will be less distracted this way.
The map is blandly coloured (blacks, greys) ant the objective and player cursors are displayed as red and the route (if the player decides to use this) is yellow. Against the black and grey tones of the map, red and yellow will really stand out in the player’s peripheral vision.
Inventory/Menu
Avatar
I included this so that the user can see their equipped apparel and the effects that have been implemented by them. I included this instead of just highlighting equipped items so that it would be more pleasing to use and look at.
The player can click on the avatar to open a window full of apparel that they have recovered. They can equip and can also throw these items away if they wish. When the player clicks the item, the game will automatically equip the item to the player’s avatar. I didn't want to implement a feature where the menu asks if the player is sure, as I thought this would be frustrating for the player, if they wish to un-equip the item they have to just simply click it again, or equip another piece of apparel that registers to the same body part.
The player can also see the items they have equipped and the enhancements around the avatar. So that the player doesn't have to question what effects are active.
Players Status Wheels and Bars
I have kept the inventory compact and within it, the player can view everything that can be seen on the feedback interface. I included this so that the player could view their status in a calm and quiet environment. This way they can grasp an understanding on what they need to do in order to progress in the game.
Inventory
This window will show the inventory items that the player has collected so that they can view their progress and see what item they can use depending on their situation.
I split the inventory and quest window apart because the inventory would have become cluttered and frustrating to navigate. Separating the items obtained from the progression that the player has made seemed like the logical decision.
When the player equips an item by accident they can immediately un-equip it by clicking it again. The menu doesn't ask questions to prevent an error that the player might have made because I decided that this would become too tedious.
Items equipped will be highlighted to let the viewer understand that they have the item equipped. The game responds with a 'click' sound when the item has been activated.
Quest Log
The quest log displays the 'quest' items that the player has collected, and the progress that they have made. This is a compact system that the user can turn to when they haven't played the game for a while. If they cannot remember what point they were up to, they can recollect what they did last in the quest window and figure out their next move.
I grouped these items together for the fact that the player doesn't use 'quest' items freely. The quest items are objects that the player can't progress in the game without.

Tuesday, 25 September 2012

Homework Task 21/9: Inventory Item Evaluation.




Homework Task 21/9: Inventory Item Evaluation.

The inventory item I have chosen to evaluate is the 'Gravity Gun' from Half-Life 2.

The functionality of the Gravity Gun allows the player to pull objects that are out of reach towards the player. It can be used for solving puzzles, deconstructing an item to help you escape a room or it can be used for combat. It doesn't just pull things towards you, it can also launch things away from you. So essentially it can be used as a weapon if the player is struggling to find ammunition. The item has been rendered in 3D and it appears to be in the style of sci-fi realism/cyberpunk.

The item is suited to the style of the game world, considering the environment is both realism and cyberpunk. The device fits well into the idea of evolved earth technology. The materials that it is made up of do not relate to the materials that the antagonists (the 'Combines') use, as their technology is much darker and alien. The Gravity Gun looks like it was designed by humans out of materials familiar to earths resources.

Personally I think that the Gravity Gun looks fine the way it is. How ever, if I had to change something it would be the colour scheme. I am quite partial to changing the metal exoskeleton to purple-black. And the lights that run up the barrel to a neon blue. This is just down to personal preference.

Thursday, 13 September 2012

Minecraft Inventory Evaluation

Minecraft Inventory Evaluation

Minecraft uses a utility belt inventory which means that the game world continues to run whilst your inventory is open.


The controls can be changed in minecraft, meaning that the inventory can be opened up using the settings that the player finds most comfortable, but when the player first spawns in a new world the control button for the inventory is set to 'E'. Once the player has access to his/her inventory, they can search though their items by using the mouse cursor. To use items the player must click and drag to select an item to a hotbar sectioned off from their inventory. They can store up to nine items in this hotbar and can switch to different items by rolling the mouse wheel or pressing a number on the key board that the item coresponds with, for example if I wanted to select the torches (the items on the far right of the hotbar) I would press 8. The user can also craft minor items in the crafting grid on the right from their avatar, such as torches, crafting tables, wooden planks etc. If the player has a piece of armor in their inventory, they have the ability to equip that piece by dragging it to the correct slot next to their avatar. (e.g if you have a helmet you drag it to the top square).

File:2012-01-23 16.42.57.png
The player only has thirty six slots in their inventory (including the hotbar). However if the player fills all the slots they do not become overencumbered but crafting and mining becomes obsolete. The player can stack items however, most items stack up to sixty four, however snowball buckets and enderpearls can only stack up to sixteen, also tools, clocks and compasses cannot be stacked. The player can split a stack in half by right clicking an item and you can organize your craft items by holding 'left shift' and right clicking. A handy feature includes the ability to auto store items whilst you have a chest open, this is done by holding 'left shift' and left clicking an item in your inventory, the item will automatically be sent to a slot that is free in your chest, and vise versa if you want to automatically assign an item from your chest into a empty slot in your inventory.

I think that the inventory can be frustrating sometimes.Especially if I am being chased by a creeper and I don't have anything to defend myself with in my hotbar. But I can understand why the developers made it this way, it helps the player improve in preparing themselves. You can't blame the developers because it's your fault you got killed.



Wednesday, 12 September 2012

The Elder Scrolls: Skyrim Inventory Evaluation

The Elder Scrolls: Skyrim (PS3 Controls)

The Elder Scrolls: Skyrim utilises a weight based inventory which you can interact with by pressing the circle button whilst on the game screen. The player is given four catagories in which then can:

-Check their skill progress
-Equip magic abilities/shouts/powers and check their active effects
-Check a map to see their current location or set quest markers
-Equip/drop/favourite items

Once the player has chosen a catagory, they can navigate using these controls:

Skills

The skills page is home to all the catagories and abilities that the player can gain experience in utlising. They can navigate through these different catagories by using the left annalouge stick (L3 stick) and then zoom into a specific catagory so that they can view skills that they can unlock.

Map

The player can view their location/quest markers in Skyrim by using the map. The L3 stick allows the player to scroll throughout the map of Skyrim. If the player is inside a building they can view their exact location by pressing the square button but they can use the triangle button to find their current location (if the player is in the building the triangle button will only show them where they are on the map, a map of the building will not be shown). The player can view their quest log and change quest markers by pressing the 'Start' button. You can also zoom in and out of the map by using the L2 button the zoom out and the R2 button to zoom in. If the player feels as though it is nessecary they can place their own destination marker by pressing the cross button. You can also pan the camera using the R3 annalouge stick.


Items

The player can use the L3 stick/D-Pad to navigate through the different catagories on the items window. After selecting a catagory by using the cross button/the right D-Pad button/moving the L3 stick to the right, the player can now see a list of items. He/she can scroll through these items by pressing up or down on the L3 stick/D-Pad and can return to the catagoric list by pressing the left button on the D-Pad/moving the L3 stick left.You can equip an item using R1/L1/cross button. If you are equiping weapons you can use R1 to equip a weapon the your characters right hand and L1 to equip another weapon to your characters left. Pressing the cross button to equip a weapon will automatically assaign it to your character's right hand, which I found unessecary. You can drop items using the square button and you can also favorite items using the triangle button.

The inventory controls a couple of aspects within Skyrim.

Skills

The more the player uses different skills the more his/her sttributes level up. The Skill window records all the expierience the player gains from using these attribuutes. I found this a much easier way of managing my goals and preferences instead of having to choose a limited ammount of skills like in Oblivion. Skills gain their own levels but cannot reach over level 100, I believe this is to help the player explore different types of skills and have more variety in their skill tree.

Items

The player cannot hold an unlimited ammount of items. The player will become over encumbered when he/she reaches the maximum capacity of weight. The amount of weight your character can hold will increase the more you level up your stamina.

The player can access their inventory by pressing the circle button whilst on the game screen and can use the L3/D-Pad to navigate inbetween Skills, Items, Map and Magic.

I like to use the inventory to gather my thoughts during the game. It's a place where I can relax and plan out my next attack on the enemy. But sometimes, It feels abrupt and it cuts me from the game world, perhaps this is because the game becomes so intense that when I press the inventory button, I fall back into reality. However, I think the layout is organized, and I like the option that I can catagorize the items that I use frequently into my 'Favorites' menu.

The Legend of Zelda: Wind Waker Inventory Evaluation.

Unit 5: Inventory Evaluation
http://www.zeldawiki.org/images/d/d7/TWWItemNav.png
The Legend Of Zelda: Wind Waker.

Wind Waker uses a menu based inventory which stores key items that the player collects after exploring dungeons and completing quests.



 The player can navigate though the inventory by controlling the cursor with the analogue stick. And assigning the selected item to the action buttons 'X,Y, R and Z'.

There are two windows of inventory. The first window is where the player can select items that they have found and use them whether they be for combat, solving puzzles or catching fairies in empty bottles. The second window navigates the players progression throughout the game. Items that are activated by the game cannot be used whenever the player feels like. This window also logs all of the songs and heart pieces that the player collects.

The inventory controls what items can be used and what items can't. Because of this the player cannot use random items from his environment to complete puzzles and defeat enemies. The player is forced to explore the game and fight to claim an important item, that way they can make progress in puzzles and combat sequences.

The player is able to activate the inventory by pressing the 'Start' button. The player can then use the analogue stick  to select the item that he/she wants to use and uses the action buttons to assign them to the action buttons 'X, Y, R and Z'. They can use the 'R' trigger button to switch to the second inventory window to evaluate how much progress they have made by checking their heart pieces or how many melodies they have learned. They can then use the 'L' button to switch back to the key item inventory. To return to the game screen they can press the start button.

The inventory is laid out into sections for the player to choose from;
-Items used at sea
-Misc items
-Storage for potions, fairies etc.
-Bags
-Projectile Weapons
-Items you can use to find hidden secrets (They may also be used in combat)
This way the player can pause in between game play and focus on their next move in a calm and quiet environment.

Personally I like the inventory. I believe it forces the player to explore, which is fundamentally the Zelda franchises strongest point. Exploration gives the game it's feel of adventure and excitment, and the results of this exploration element can often become a hunt for a treasure map or even a heart piece, which also makes the player want more!