I ended up deciding that cleaning up the repository and making sure my teammates would know how to use it were my top priorities. Unfortunately, my progress was largely halted once I realized that I needed to make sure that no one was modifying any of our files while I deleted and moved things. The commit in which I perform this cleanup will have to wait until everyone else has completed homework 7, just to be safe.
Once I finish tidying up, my focus will shift to our character's attacks. As stated last time, the attacks do not currently have the capacity to interact with anything.
Friday, October 30, 2015
Sunday, October 25, 2015
Homework 6 - Progress Report
My recent contributions to my group's game all have to do with source control. I set up a repository, pushed my local Unreal project, and made sure that my teammates could access and add to the repository.
This week, I might clean up unused files in our repository and improve the organization of the project's assets. However, the real focus will be on getting our character to affect enemies with his attacks. This will include setting up collision volumes and dealing damage.
This week, I might clean up unused files in our repository and improve the organization of the project's assets. However, the real focus will be on getting our character to affect enemies with his attacks. This will include setting up collision volumes and dealing damage.
Homework 6 - Game Analysis
Rocket Knight Adventures
The Tetrad
Technology
Rocket Knight Adventures is a game for the Sega Genesis, meant to be played with a standard Sega Genesis controller. The Genesis is not powerful enough to display detailed 3D graphics, so Rocket Knight Adventures uses 2D sprites to represent its characters and environments. Sound samples were used sparingly in games from this generation, since they took up precious space on the cartridge, so most of the sound effects and instruments in Rocket Knight Adventures are created by the console's sound chip, which is capable of generating sounds via the process of frequency modulation (FM) synthesis.Story
Sparkster, the protagonist, is a member of the Rocket Knights, an elite group of warriors who fight with rocket packs. The Kingdom of Zephyrus, inhabited by anthropomorphic opossums, has just come under attack by the pig-populated Devotindos Empire. Sparkster sets out to rescue Princess Sherry; bring the traitorous Rocket Knight, Axel Gear, to justice; and stop the conquest of his homeland. (There's apparently more backstory, but that's not important right now.)Mechanics
Rocket Knight Adventures is a 2D platforming game. Sparkster can move left and right, jump, hang from certain objects with his tail, and attack with his sword, which damages enemies in front of him and also sends out a fast-moving projectile. If an attack button is held by the player, a power gauge at the top of the screen will begin to fill. Once it is full, the player can release the button to have Sparkster perform a stationary spin attack or rocket off in one of eight directions, bouncing off of any walls encountered in the process. Until they end, these two maneuvers deal damage to enemies and grant Sparkster invincibility.From time to time, Sparkster will take to the skies and the gameplay will briefly change to become a horizontal scrolling shooter. When this happens, Sparkster can move freely in all eight directions. Players can still utilize Sparkster's basic sword attack, which works identically to the grounded version.
The game has four difficulty settings: Children, Easy, Normal, and Hard. Increasing the difficulty level will not affect level structure or enemy behavior, but it will increase the amount of damage dealt to the player and decrease the numbers of extra lives and continues granted at the start of the game.
Aesthetics
Rocket Knight Adventures features a crisp, colorful art style and is filled with cartoon-like characters and varied environments. The game frequently makes use of parallax scrolling and multi-sprite objects. Most entities will either flicker or rapidly change colors when they take damage.The sound design is effective, with a variety of sound effects that are satisfying and generally easy on the ears. The game's collection of music is particularly noteworthy, as it is filled with memorable tracks and features clever usage of the console's limited sound channels. The amount of variety within this soundtrack is stunning--while there are several pieces that obviously try for an electronic feel, the others manage to suggest a wide swath of musical genres that are typically created with acoustic instruments, including traditional marches, big band jazz, and flamenco.
Balance
Challenge vs. Success
In general, the difficulty of Rocket Knight Adventures increases as the player progresses through it; the first level presents enemies that pose little threat and simple, forgiving stage hazards, while the later levels contain enemies with more health and more vicious attacks, as well as numerous deadly traps.Additionally, players can change the difficulty level before starting the game, allowing them to set a level of challenge that they find comfortable. However, since these settings change so few of the game's elements, they may not satisfy players looking for a greater challenge.
Skill vs. Chance
Platforming games often leave little to chance, and Rocket Knight Adventures is no exception. The layout of level geometry, power-ups, obstacles, and enemies is the same every time the game is played. Each boss has a relatively simple pattern that, for the most part, does not seem to include random elements. This all stems, I assume, from the desire of the developers to deliver a carefully crafted experience.Emergent Properties
Sparkster's ability to briefly defy gravity with his rocket pack has obvious platforming applications, which the developers explicitly point out in the first level via arrows drawn on a wall. In fact, using the rocket pack is the only way to overcome a number of obstacles in Rocket Knight Adventures. However, since this maneuver moves the player so quickly, it can also be used to rush through sections of levels that do not require its use. Skilled players who are familiar with the layout of the game's levels can boost their way through the game with exhilarating speed.Another way that players can speed up their progress is by learning how to defeat bosses as quickly as possible. The fashion in which bosses attack often depends upon factors like the amount of damage they have sustained and Sparkster's position on the screen. If a player can figure out how best to manipulate the behavior of a boss, the battle will become easier and shorter.
Interest Curves
As stated before, this game features a steady increase in overall difficulty as players advance through its levels. This results in an interest curve that trends upwards. In general, the upwards spikes in the curve will be created by boss fights and flying sections, while the low points will be created by auto-scrolling sections and small bits of levels in which no danger is present.My Opinion
I respect Rocket Knight Adventures for many reasons: the satisfying way that Sparkster moves around the game world, the varied and well-designed levels, the superb soundtrack. In class, we've gone over the concept of "juiciness," and Rocket Knight Adventures is a very juicy game. This can be seen in the game's remarkably smooth animation, the myriad graphical effects that appear throughout, the pause as Sparkster's sword comes into contact with an enemy, and many more things. Perhaps my only complaint is that some of the "low points" in the game's interest curve last for too long, but, where I see an annoying break in flow, other players may see an opportunity to take a quick break from the otherwise constant action.Sparkster
The Tetrad
Technology
Sparkster utilizes the same hardware as Rocket Knight Adventures.Story
Sparkster is the sequel to Rocket Knight Adventures. (For some reason, only the Japanese version includes the subtitle Rocket Knight Adventures 2, however.) This time, Zephyrus is attacked by the lizard-like legions of the Gedol Empire. Axel Gear makes off with another hostage, but, instead of Princess Sherry, this time it's her cousin, Princess Cherry. Sparkster sets off to protect the Kingdom of Zephyrus once again.Mechanics
Sparkster shares many basic mechanics with its predecessor, but there are several significant changes: the player is given a separate "rocket" button used to activate Sparkster's rocket pack, the rocket pack charges automatically, Sparkster's sword no longer generates projectiles, the collectible gems that previously awarded points are now used to activate a roulette that grants random items, setting the difficulty level low enough will remove certain portions of the levels, and there are no horizontal scrolling shooter sections (although one level sees Sparkster piloting a giant robot made in his image).Players can opt to search for a set of seven magic swords that can be found throughout the game. If all of the swords are collected, Sparkster will be powered up during the final boss battle.
Aesthetics
The graphical style of Sparkster is slightly more plain than that of Rocket Knight Adventures, but it still has plenty of charm. Parallax and multi-sprite techniques are still out in force. Unfortunately, animations are typically less fluid and objects are seen exhibiting linear motion more often than before.Sound effects are generally more harsh and less tonal in this game. The soundtrack is undeniably solid, but it lacks the sheer variety that is present in Rocket Knight Adventures, sticking largely to rock-inspired tracks.
Balance
Challenge vs. Success
Sparkster features both a steady increase in intensity and multiple difficulty levels, just like its predecessor. However, the number of game elements affected by the chosen difficulty level is greater than before--the frequency of certain items in the item roulette will differ between difficulty levels and setting the difficulty low enough will remove certain areas from the game, shortening its length.Skill vs. Chance
The balance between skill and chance is almost identical to that of Rocket Knight Adventures. The main difference is the item roulette, which can drop a number of different items for the player to collect. However, selecting the hardest difficulty level will remove the randomness that the roulette usually provides, since this ensures that harmful bombs are the only things that are dropped on Sparkster's head. (Don't worry, they can be avoided or destroyed.)Emergent Properties
Not much to report, here--these two games offer similar basic actions that encourage players to come up with similar types of strategies.Interest Curves
The low points in Sparkster's interest curve are less dramatic than those found in Rocket Knight Adventures, since Sparkster contains only a single auto-scrolling segment. Sparkster creates its most intense moments by providing boss battles that tend to be a little more difficult than the battles in the previous game.My Opinion
While I believe Sparkster to have slightly better pacing than Rocket Knight Adventures, Sparkster doesn't have quite the level of polish that its predecessor does. Luckily, this is mostly due to the game's aesthetics and not its gameplay. Sparkster is filled with interesting levels, obstacles, and boss battles. If my discussion of Sparkster seemed a little negative, it's not because I dislike the game--that couldn't be farther from the truth! The game just had very big shoes (or boots, rather) to fill, since it followed in the footsteps of Rocket Knight Adventures.Monday, October 12, 2015
Class Participation 4 - HUD
This HUD was made with Kelly's Greek wind god story in mind.
- health -- The health gauge is a series of columns that crumble and reform to represent the player's current health. I drew them as Dorian columns (sort of) because they are Greek in origin and, apparently, can represent masculinity, because of their strength and simplicity. (The protagonist is probably a guy, right?)
- weapon -- I assumed that a game based on this story would involve some sort of combat, so, if we decide to have the character use multiple weapons, a picture of the current weapon would show up here.
- wind power/spell -- The protagonist will "earn the favor of the winds," which could mean being granted special abilities or spells. An icon denoting the currently selected ability would go here.
- map -- The map is contained on a piece of parchment. The player's location and orientation will be represented by an arrow. Objectives could be marked on the map with special icons.
- captive/freed crewmates -- If our game ends up being split into relatively small levels, displaying the status of the crewmates in the current area would be very helpful. Additionally, if the player must obtain certain supplies in the area, those could be displayed here, too.
Friday, October 9, 2015
Homework 5
My blueprint is a sphere that floats behind the player character. It could potentially be used when dialogue is played during gameplay, acting as the medium through which Mother Nature communicates with our protagonist. The spherical static mesh may be replaced by particle effects later, but it's a fine placeholder at the moment.
The blueprint tracks a point behind the character's back and uses linear interpolation to smoothly translate to that point. On top of that, two Timelines are used to facilitate the sphere's extra bobbing motions.
The blueprint tracks a point behind the character's back and uses linear interpolation to smoothly translate to that point. On top of that, two Timelines are used to facilitate the sphere's extra bobbing motions.
Monday, October 5, 2015
Team Homework 1 progress report
Last week's contributions:
Arthur: AI-controlled characters, one that follows a set path, one that chases the playerItiel: a basic terrain asset accompanied by a Material Blueprint
Michael: several WIP pieces of music
me: basic combo system using Anim Notifies
Plans for this week:
Since the combo system I came up with is far from perfect, I plan to improve and expand upon it. At the very least, I will limit the player's mobility while in the middle of attacking. I will also start implementing our character's four "stances." Since these stances will change the way the character attacks, I may need to make accommodations in the existing combo system.
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