Tag Archive for Relaxing

Holiday To-Do List

We’re done for the year at Uni! I thought it would be an idea to do a list of everything I want to accomplish (or at least try my hand at) over the break. Next week we have a hilarious meeting over some design choices (or at least that’s what they’re telling us) we made for our GTA in a Week project, the college wasn’t super thrilled that at one point you can pick up hookers in the game, but we’re almost certain that’s not what its about. We’ll see how that goes.

So in the mean time waiting for that meeting, here’s what I plan to do on the break and why.

-Read up on architectural design theory, particularly looking at commercial retailers and how they push customers around.
Why: We had a project this tri to design a level which we tried to build as an open world. We wanted to not have in any arbitrary barriers to path the player, but we had an order of how the path needed to play out, and objectives that the player needed to hit. We tried a whole bunch of interesting cool stuff, how we used lighting in the level to high light paths and then upon hitting objectives, gave the player information that would allow them to disregard the information of light paths. However, while it got the results we wanted, it wasn’t consistent or constant. For a lot of players this whole system was invisible to them. There needs to be better ways to do this.

-Learn how to build games in data, not the renderer.
Why: So much of what I’ve done this tri worked solely in the renderer with game objects. Even stuff like GTA in a Week and Portal in a Week was all about objects hitting other objects. This is a terrible system, performance impact is huge, it’s unreliable especially for a consistent results, and it’s inaccurate. I first learned this with a tower building game that relied on collisions, you needed to be able to neatly slot blocks into gaps and around each other. All it took was a slight error for the block to not slot in. Instead what needs to happen is a way of tracking these blocks inside data, the visual representation should just be UI. That way there is absolute yes or no as to whether a block is going to slot in. In something like GTA, this expands out to everything from traffic, to mission markers, pedestrians, whatever. Having a reliable system for all of that is an exciting thought.

-Prototype ‘Jump Pursuit’
Why: One thing I forever love in GTA4 is running, jumping over fences, and using the environment in interesting ways to get away from police without ever using a car. Along with that, games like Crackdown and Prototype seem to miss a huge opportunity in that (at least from memory) so much of the game play is getting to the objective point and beating the shit out everyone. I’d like to do something that uses those super hero environment navigation as part of objectives rather than just how you get to them. Police pursuit is the angle I’m tackling this from. Our GTA in a Week project has helped a lot in how we can de-link player action to reaction, in the sense of things not happening the moment player meets the conditions for the event, and instead letting things unfold in an aesthetically pleasing way.

-Make the Tower Building game from earlier this year as a proper game.
Why: The prototype itself didn’t work right but what did work proved manically fun. I’d like to do this Sim Tower meets Tetris game up in Unity, perhaps ship it. If nothing else this would link in to learning how to work in data.

-Research MDA Design
Why: Mechanics, Dynamics, Aesthetics. Wiki stuff here.  This is new-ish stuff which on the surface has made a lot of sense for me as far as how I like to design my games and what I like the gameplay outcomes to be about. I’m not going to comment beyond that because honestly at this point I don’t know enough, but often I will be trying to achieve a specific emotional aesthetic through the gameplay. Most of my favourite games are ones that, no matter how intentional or unintentional, do the same. Dead Rising is a good example, its rule set is really pretty straight forward, but it’s the dynamics that come out of it that lead to this pressure filled panicky emotional aesthetic. That’s very cool.

-Learn Some C++
Why: Mostly I’ll be in C# over the break but it’s C# in Unity, which tripped me up when going to something that wasn’t Unity, or anything for that matter. I have no idea about classes or pointers or anything like that, but I’d like to know.

 -Learn some useful design art stuff
Why: I don’t even know what this really means but I have to do a drawing subject over the break. I’m still not super interested in drawing for drawings sake, but something I’ve found quite useful is being able to quickly sketch out an idea and pass it to someone who can actually do something useful with it. I want to get better at that, what makes or breaks that sort of thing as a tool rather than an art.

Okay cool, that should fill up two months nicely. Wheee!

San Andreas Relaxation

 

 

I remember being completely blown away by one of the early Grand Theft Auto San Andreas’ screenshots when the game got announced. It’s not the one above, I couldn’t find it, but it was CJ barreling down a hill on a bike in the middle of the country side, back wheel off the ground, orange sunset silhouetting him. I think it must have been the organicness of the situation that had taken me. The country side was obviously the big show here, first time the series had got off the road so to speak. But I think the action played a big part, this little nimble bike clearly not glued the ground, in an environment that wasn’t predictable. That opportunity for things to go so wrong, but right there and then they were going right, that was cool. It was exhilarating even in concept, an emotion high of thought.

I’ve been feeling a bit anxious the past day or so. The two major projects on my hands is a multiplayer Portal clone made in Dark Basic, and a UDK level design. Neither of these are going poorly at the moment, they’re certainly not up to scratch yet, but things are moving in the right direction. What has me worried though is that like that moment in the San Andreas screenshot, the snapshot that is now is looking pretty good, but maybe a few seconds after it was taken CJ came off the bike. However, the schedule is looking good for the UDK level, and all the frame work tech for Dark Basic Portal is coming up solid, so rather than let me little moment of anxiety roll over other people with useless panicking, I decided to take an hour out of this evening to go driving.

Driving in San Andreas that is.
I like to go for walks a lot, with no objective in mind, no point to reach. Typically I will pick a direction, and walk. Simple as that. I will continue to walk until it gets boring. More and more I’m finding entertainment value in similar activities in the game worlds. Tonight on my San Andreas I mimicked the real world behavior in a lot of ways, I picked a direction, and started driving until the drive got boring. San Andreas and GTAIV for me share a similar design of having all this open world that exists to provide land marks and backdrops for a driving experience. You can explore them of course, these rolling green country sides or docklands or whatever takes your fancy, but the value in them for me in this scenario is that they exist. It’s like playspaces whose sole purpose is to back up the active play space. Vice City and even more so GTA3 don’t feature that, every mile in those games is used very well, but it means there is no dead space, no relaxation zone, no neutral horizon. And this isn’t anything to do with size, this is space use. San Andreas on the other hand has a lot of visually complex wasted space, cool things you see that at best come into mission play once or twice, if at all. This is what made the journey worth while tonight, being on the road and admiring all these complex spaces, but not having to engage with them, potentially with lack luster gameplay. Along with that is choice, this isn’t circuit driving. If I enjoyed that I would walk around my house 30 times instead of walking under the freeway into the industrial and port lands. It’s choosing which way you want to go, taking a gamble on what sights you see. It’s that little bit input into how the scenario plays out.
So from this I wonder, is there a possible interest out there in ‘relaxation’ games. Games that sit somewhere between making glowly lights by waving your hands in front of a webcam, and a full blown challenging gameplay experience. Say we took San Andreas, stripped out everything aside from the world and the driving, would it be as relaxing? Or is that part that makes it relaxing the act of me walking away from my gangster life, if only for 30 minutes, to cruise in visually stimulating country side. After all, isn’t that what I do when I go for my walks? Take the action of walking away from my computer and coding, if only for 30 minutes?