Monday 2 November 2009

Characters




Again regarding relations to games and experiences there was 1 particular link that stood out to me regarding characters. From Bruce Lee, we then have Marshal/Forest Law from the Tekken game series and also the fil KillBill, in which ALL wear a yellow jumpsuit, whilst in action.

Game Relations


For me personally, certain games that I have played, especially the earlier time, when I begin to think about them immediately my mind associates it with a particular experience, like music.
For example Double Dragon and Battletoads on the NES system, was a game I played during the times I used to stay in Swindon at my Godmothers house about 12 years ago. Fifa 99 reminds me of a time when I was still in school and it always reminds me of my Geography teacher, who also loved that particullar game.

Knowns, Known Unknowns and the Unknowns in Gaming - Week 3

Were were peresented with a range of subject areas regarding games. They were...

  • Gaming experience is seamless
  • Games and spaces
  • Game time vs GMT
  • History and memory gaming
  • Gaming syntax
  • Adversity in games
  • Real world movement

Week 2 Workshop

During the week 2 workshop, we wer instructed to play about with the Processing software. This is something that I have used before and I am very familiar with so it was more just refreshing my Processing mind!

Our lecture showed gave us a simple code which was:
void setup(){
size(500,500);
frameRate(5);
println("helloworld");
}
void draw(){
background(255);
fill(0);
ellipse(mouseX,mouseY);
}

This gave us a box with a white background, that had a black circle positioned wherever the mouse was positioned.

We were also instructed to create our own environment, using lines to bring to the next lecture. Here's what I was able to come up with...


There wasnt any major difficulties, only the fact that you have to manually work out where exactly you want your lines to be placed as four X,Y points need to be declared (start and finish of line) and if you want to ensure the image is symmetrical you then have to do a bit of maths

Michael Chang - Manifest


Another resource introduced to us during the lecture. I had a chance to play around with the online version. its quite interesting, but at the same time simple. Her's some useful information...

Notes: The original project was intended to be used with the tablet. However the downloadable and online versions do not have this feature enabled.

Abstract: Drawing toy that produces parameterized organisms. Procedural animation allows the organisms to swim around in a virtual fluid environment interacting with each other.

Documentation: After a good critique from Golan Levin and Casey Reas, I've toned down my project to something more accomplishable within the three week period I was given.

The project now interprets strokes made from a tablet pen. When a stroke is completed (or closed into a loop) it manifests an organism based on stroke length, speed, and pressure. While not exactly gesture recognition, it was a quick and dirty solution to what otherwise might have been a nightmare to develop (gesture recognition).

Procedural animation drives all of the creatures, including the physics and kinematics. At the lowest level, physics runs everything from the fluid simulation, masses, and springs. One level higher and you get the autonomous motions of a creature such as articulation (moving the tail in opposition of the head).

At the highest structure you get the behavior level, the "AI" of the creature that drives them to go in particular directions, follow certain targets, and do certain things with their bodies. Everything is clamped down into a point of "interest", and the organism simply follows that. The behavior routine simply directs this "interest", and the rest of the body articulates itself. In addition, behaviors can change due to their orientation or distance between themselves and other organisms. I'll let you discover these behaviors yourself, since that's half the fun of this project.

Each creature is custom-built, meaning art and programming for each creature had to be construted individually.

The graphics are SVGs imported via a custom-built SVG importer I wrote for this project. It really sucks, so I didn't release it. You wouldn't want to use it anyway, it's really buggy. However, SVGs allowed me to draw interesting shapes that can connect to other shapes with code. Also, SVGs are a vector format so it allows me to zoom as far in or out as I want without losing resolution, keep file sizes down to a minimum, and it also allows me to do transforms and scales to them on the fly.

The art style drew inspiration from submerged microorganisms and presstube.

Future: Some things that I could improve include actually using gesture recognition to develop even more interesting shapes (try drawing a few loops to see what I mean). Writing a system that could morph in-between SVG would also be very awesome, as well as importing SVG with mutiple layers, or colors. I also learned a lot about behavior programming from this project. Writing behavior directly into the creature class became prohibitively difficult, so I should really think about a new way to do behavior programming seperate from creature articulation. Finally, I want to come up with a way to recycle the art more efficiently, so as to build a large library of creatures really quickly. Perhaps a creature-constructor interface? ...

Evolva - (Wiliam Latham)


Evolva is a third-person action game, released in 2000. The player leads a team of 4 "GenoHunters" exploring a planet; each of the GenoHunters can develop new abilities by incorporating and altering the DNA they've absorbed from the creatures they have killed. The GenoHunters will change their physical appearance (change colors, develop spikes or horns) based on the DNA they've used to mutate themselves. Your Genohunters can punch, jump, super jump, breath fire, vomit flammable liquids, shoot explosives, scramble enemies brains and spawn small alien offspring that injure enemies.

The game has 12 large, linear levels populated with alien insect-like creatures known as the "parasite guardians". There are different types of these alien creatures. In some of the levels there are "Bosses" at the end which your team of genohunters must defeat.

The game was praised by critics as very innovative, without any major criticisms, other than the high hardware requirements (for the time) and weak multiplayer support.