Wednesday, 22 August 2012

Need sleep

Setting:

Heliopolis is a vast futuristic mega city, it stretches from shore to shore covering the entire continent but the pinnacle of human engineering has fallen far from what it once was. The recent surge in crime has made it unsafe for unmodified humans to venture outside, even other cyborgs begun to be targeted for their healthy organs. Now the once great city has begun to inch its way into Chaos. Can Hasmik put an end to the major black market and neo mafia syndicates before its too late?

Back-story:

In the future the technology that gifted human’s prolonged life has had adverse effects on society. Many people became cyborgs when the technology became available to the masses. All cyborgs have a longer lifespan but cancers and the deterioration of vital organs that cannot be replicated with technology (Brain Tissue, Spine etc.)  has made organs a valuable commodity on the black market. The neo-mafia syndicates in conjunction with some political parties have caused a crime wave that the once proud Heliopolis has been unable to recover from.

Characters:

Avil Hasmik:

Age:    45
Sex:    M
Occupation: Agent 1st Class (Vice/Homicide)
Bio: 
Born in Heliopolis lowers, quadrant 118. Orphaned at seven years old parents killed in Magtrain bombing. Raised with by lower district gangs, at 18 he joined the Heliopolis law enforcement agency.

 



( more information soon )

Sunday, 5 August 2012

Q2, Q3

Q2.Play three games—one from the 1980s, one from the 1990s, and one 
released after 2004. Compare and contrast how levels and environments are 
designed in all three games.

Q3.How does a game’s genre affect the way its levels and environments are 
designed? Choose one level from three different games—each from a distinct 
primary genre—and compare how these levels are designed with regard to 
setting, goals, puzzles, and risk–reward system.



Golden Axe, released on the Sega Mega Drive in 1989. 

Golden Axes level design draws strongly from the fantasy genre and its story. The story is conveyed with short cut-scenes in between levels and via the level design itself.  Level progression is very linear, moving from left to right to complete levels.

(opening story cut-scene)

(Flying across the ocean on the back of an eagle,
 this is a part of the story that is designed into an entire level)


Silent Hill, released on the PSX in 1999.

Silent Hill is from the survival horror genre, it's levels are a mix of spacial design and hub-and-spoke design. Silent hill offers town to explore but each of the stories key plot points take place in a specific land mark (the elementary school, the Hospital etc.).  So we can see the hub is the town and the spokes are the lesser landmarks which make up entire levels. 

Spacial design and fog used to emphasize the unknown.

The Silent Hill Hub


Town Map (Left)


Town Map (Right)

Silent Hill did not allow the player to control the camera instead using stationary
 camera angles that limit vision. This accompanied with sound and foreshadowing on
 the level make for some very interesting game play.

Stalker: Shadow of Chernobyl, released on PC in 2007. 

Stalker: Shadow of Chernobyl is a first person shooter survival game its level design is a mix of spatial and hub-and-spoke design. Stalker takes place in the Chernobyl Exclusion zone after another fictitious explosion at the reactor. Because Chernobyl is a real place real landmarks have been added from Chernobyl to add to the games consistency.

Real reactor. 
In game reactor.
Chernobyl Ferris wheel, (Real life, In game)

Comparison:


The level design and environments in each of these games draw their inspiration from the same key points: Narrative, Setting and Genre. These key points are different in each of the games so we have a lot of diversity between the three.

Golden Axes is a hack-and-slash its puzzles come in the form of understanding how to deal with different groups of enemies. Silent Hills puzzles where fractured all over the map, the player had to navigate with poor vision through the streets and dark corridors finding clues and referring to notes in order to solve puzzles. You could always use your gun to kill enemies but if you didn't have enough ammunition when the boss came around, sucks to be you. Stalkers puzzles come from navigating anomalies and finding stashes scattered throughout the zone.

The goal in each of the games are simple:

Kill the warlord, Find your daughter, Find and kill the Strelok (Name of another person in the Zone).