Monday, 14 November 2016

Game development Week 2

In my second week of making the game I have made my main character jumping.
First of all I added the gravitation in the game and followed the sonic game and how I made sonic jump.I applied the same rules for my boy character.In that moment I met a problem,I was not happy how the character is jumping and ask for teacher how I could do it better.He explained that I have to do different from sonic.In sonic I used the change attribute rule while in my own game I created a new attribute-jumping and created a rule which says that then the up keyboard is down it will change attribute linear velocity y to 850 and in the same time it will constrain an attribute self.jumping to true otherwise the change attribute self.jumping is false. And also for jump rule I have made a new rule which changes the image when the character jumps.
I think that now the character is jumping very well.
I attached below he coding that I used for my main character when jumps:


The second thing that I made in game was creating the 'hearts' that the boy will collect.I researched an animated red heart, converted in png and applied in the game. At this point I have created a new rule -the score.That will display text in terms of how many hearts the boy is collecting.
For the heart I created a new attribute that counts and also when the boy collides with the heart ,it is  is destroyed. The hearts appear in the scene randomly.I am pleased with the way I have created the hearts .

I did not find any difficulties when creating the coding for the score and the actor''red heart':

1.My first rule consist of the actually animation that is going to be displayed in the scene.
2.The second rule represents the movement of the heart and its role in the game.For this rule I used the y and x position.
3.I used the spawn behavior, the actor is spawning randomly-for that I applied the timer.
4.Next rule represents interacting with the main character.It is playing a sound and it is destroyed when is colliding with ''boy''.
5.The last rule consists of the score. The counter is working and is counting the number of hearts that the boy is collecting.So, when the score is 10=the scene is changing to the next one.




Bellow is attached a video of how the boy is collecting the hearts and how well does the score works:





Now, I am confident in trying different rules,For example how I tried with the jump rule. I know that one rule can be made in different ways. I also improved my Photoshop Skills-I designed the animated red heart in it and also converted it in png.

For my next weak I am planning to create platforms and different obstacles.



Monday, 7 November 2016

Game Development Week 1

The first week of my game ''Adventurous Date'' consisted of creating the scrolling background.The scrolling background will help my game be more vibrant and alive.
For  the scrolling background  I created the main scene,which is level one  and an actor named background.For this actor I added the behavior move and changed the direction 180-means that the actor will move to the left.The next step was creating a new attribute (boolean) scroll.Then this attribute helped me to create a new rule which says that when the attribute is false and the x position is getting less or equal to half of the image ,there will be spawn an actor-the background at the back of the layer.The rule worked perfect but I had a problem with the image of the background because when another image was spawned there was like a barrier, it wasn't nice when viewing.
The picture below represent my first background and then my actual background.


I get over this problem by creating another background with  few same elements.
Now the background matches perfectly. My background consists of a street. The elements of the background are colourful because I wanted it be suitable for my target audience. I also added some sound for the background, so when the player will play level one -a sound will be played.

Below I attached the coding that I used for the scrolling background:



After creating the scrolling background, I researched for my main character-a boy.
I was researching it in the past, but it was not animated.So, I found an animated boy walking.
I adjusted the character,cut it and converted in png image.


In this week I have learnt how important is the background for a game.It created me a satisfaction when I saw that from the second try it works well . I also improved my photoshop skills creating the boy and also the background.

Creating the boy I found the picture below and then adjusted it properly.

Below is a short video from my first week development.Namely how the background matches perfectly and how the animated boy works.




Monday, 17 October 2016

Sonic Reflection

Sonic is a platform and arcade game.
For this game the most important feature of this game is that the platform is scrolling.First of all I created the main scene and an actor named background.For this actor I added the behavior move and changed the direction 180-means that the actor will move to the left.The next step was that I created a new attribute (boolean) scroll.Then this attribute helped me to create a new rule which says that when the attribute is false and the x position is getting less or equal to half of the image ,there will be spawn an actor-the background at the back of the layer.
Then in this game I created a new actor-the platform where I added two new attributes start Y and platspawn .Start Y helped me to create a new rule where I learned a new behavior Constrain Attribute.This behavior is like a shield that will  permit the platform interact with the main characte-sonic and will not permit Sonic fall down at some moment when the gravity will be present in the game.Also for the platform  I created a rule that will permit the platform move left.In the same rule I added a spawn actor and also a timer.The rule is saying that a platform will be spawn  at random time (between 1,6/ 10) and also at random position between  -200 pixels and 200 pixels.
For creating the coin actor I just did a copy of the platform actor because the coin has the same behaviors and attributes as the platform.
For the sonic actor I added  an animate picture.And the speed of this animate is 30fps. Also I used a constrain attribute-and the attribute that i constrained is the sonic x position to 150 pixel.This attribute helps the sonic to move to the left with 150 pixels and it helps to make the character more real.
Also in the sonic game I created the gravity.Also the sonic is colliding with the platform and the coin.Also I used a timer for the sonic.I created a controller for the sonic where,I setted a timer for 4 sec. that means that sonic will appear after 4 sec in the game.If we do not set a timer the sonic appear in the game and then is falling down because of the gravity and it can not collide with the platform and the coin.Also I made my sonic actor jump and in the same time play a sound.A sound is also played when the sonic is colliding with the coin and with the platform.
For the coin I created a new attribute that counts how many coins a collecting and also when the sonic collides with the coin ,the coin is destroyed.
Then with the help of count attribute I made I rule which says that when the sonic collects 10 coins ,will change the scene which will display the text :You win.
And lastly  when the sonic is falling down ,out of platform the game will be reset.

For my own game I will need new behaviors and rules that I learned and used in this game.The main feature is the scrolling background but also change attribute,spawn actor and constrain attribute.

Sunday, 16 October 2016

Photoshop in a game/ *PNG Format/ Background/Level map,Storyboard.

Adobe Photoshop is a complex graphic editing program.It is a important tool in creating the design of a game and creating new characters.It helps us to manipulate the image and transform it in something else.For example it helps  to portray or modify new characters.The Photoshop can invoke new feelings,visions and new opinions.The Photoshop can manipulate everything.From a sad picture to transform in a live picture.From a bad character,transform it in a bad one.The tools and the effects that Photoshop posses,can do the impossible,it can make fantasy-reality and completely change our views.
With the help of this software we can convert a picture from *jpg format in a picture with *png format that we can use it in the game-in GameSalad program.
I did this experiment with a simple picture.From the image below I wanted just the character without the background which was behind.
For this test I just opened the picture in the Adobe Photoshop.I used the tool,named Magnetic Lasso and Polygonal Lasso to cut the character from that image.Magnetic Lasso helps to select the pixels and then cut the selection.Then I did refine edge and deleted the part that I did not want-the background.The next step was just to save the picture as a *png format.
             The result is attached below.
                                         

The process of creating a *jpg picture in a *png has an important role in designing a game.Because the original picture from the example above you can't introduce in a game's environment.The reason of this is that is not just the character but also the background, and you don't need it, you need just the character.Also in a game just the  *png format is acceptable.


The background has an important role in a game.It also can transmit emotions and feeling to the audience.For my game I wanted an luminous,colorful and similar with the reality.I wanted that the audience playing this game feel relaxed and emotional.I think that I manipulated the images and I created a colorful background.

The base of the background is a street because how I've mentioned in the story I wanted that my main character-a boy need to walk in a street and overcome the obstacles that will appear in his way.I changed the sky and also I added some new elements:the sun,the clouds and the rainbow. For creating this background I thought first of all at my genre which is arcade with elements of adventure.Secondly, I knew that my game is based on a romantic story and I thought that the background also need to transmit a  nice feeling of romance.When I was looking at some images in the internet and saw this image with a simple street I thought that it is the most suitable for what I want for my game.Of course that I added some new elements through the Photoshop.I used its tools:Magnetic Tool,Cutting,Pasting etc and transformed in what I wanted.
To make my game environment work, I need to create all the characters,which are the main characters and also the obstacles that the character will need to go over.Also I need to create some new backgrounds for my next levels.I think that for level two the background will be a shop-inside a store.Then in the level three I am thinking about a park, level four also a street and the last level-level 5 -a restaurant,inside of a restaurant where he will meet his girlfriend.

I think that with the help of  the Photoshop I transformed a simple picture in a colorful background that it is also pleasing to the eye.

Level Map/StoryBoard                  


 Tommy-the protagonist of the game.To move the character ,the player need to press the arrow keys.He has To collect 30$ and protect from apples.Tommy has 4 lives if is hit by an apple he will lose a life.If Tommy is hit by 3 apples,he loses the game.To finish the level,he has to reach the finish line where he will collect the card and he will be transferred to a shop.




How I mentioned before,Tommy is transferred to a shop-a jewelry store.Here he will have other obstacles.Collect 10 rings in terms of completing the level.He also has to protect from boots that will fall.If he is hit by a boot-loses a life.Tommy also need to jump over storefronts.In a game as an obstacle is a skull.If he is hit by it-Tommy loses the level and he will reset the game.In terms of moving to the next level,he has to reach the gold key but not without collecting 10 rings.

Then Tommy will collect 10 rings and also will reach the key,he will be moved to the next level-a park.He has to protect himself from leaves.If he is hit by one-will lose a life.In a game also is a new obstacle-frogs.He has to jump 3 times over it and kill it.He also has to protect from the skull because if he will touch it ,the game will be reset up.In terms of finishing the game,he has to collect 15 frogs and reach the finish line.

 Tommy is back in a street.He has to jump over stones.Protect from potatoes and tomatoes.From the sky will fall flowers.He has to collect them.In the game are some swamps.He has to jump over swamps if will fall in it ,he will lose a life.To finish the level-reach the key and collect 30 flowers.
The last level -the locations is a restaurant.Tommy needs to jump over desks. Protect from dishes that will fall down-loses a life if will touch one.On the floor will be some forks.If he will touch one-he will loose a life.In the game is also present a skull.If will catch it-the game will be reset up. When Tommy will meet his girlfriend-he will win the game.



I think that the level map but in the same time the storyboard are quite good because in every level is clear what the character will do in terms of finishing the level and ultimately-the game.To make this plan working,I have to think about the actors that will act in the game.What behaviors and rules to create and give them.When I will move to the practical method-namely,when I will apply my level map to the game I will change some aspects of the obstacles.Maybe I will add some new ones or I will extract some of them.When I constructed the storyboard I applied what I was thinking in that moment.In the future,maybe my imagination will develop regarding this game.

Sunday, 9 October 2016

Developing my second idea of the game

Story:
It's apocalyptic time.The world is in danger.This atmosphere is created by a witch who brought to life the demons.The plan of the witch is to kill everybody with the help of the demons who attack the world.The hero of the game is a policemen who will kill all demons and will save the world.His main mission is to kill demons and then to kill the witch.
Genre:Horror, Shooting
Idea Development:
The game will be a third player shooter.
The player will have the possibility to choose instead of who to play-the policeman or the policewoman.The player will also choose what type of gun to have.There will be a fire gun, an ice gun.The demons will be different.Some of them will be stronger and other wicker.
The action will take place in the street.The policemen will have to walk in the street and be very careful because the demons could appear when you do not expect it.The demons, in their defense will shoot with some black substance.The policeman will get points when will kill a demon.With these points he will can buy new guns.For  stronger demons,he will get more points and for the wicker demons -less points.
In the street will also be people.The player will lose points if he  will shoot an innocent person.The policemen will lose his life if will be killed by a demon.He will need to start again,at that point where he died.
The witch will be in the last level.She will be very strong.The policemen will need to have his life full and when he will kill the witch /he will win the game.

Audience awareness
Demographic:This game is appropriate for teens and why not young adults-aged between 13-24 years old.In this period they have more free time to give for games.Adding to this, the game is a shooting with horror elements and at this age they like this type of excitement game. The game also introduce the player in a virtual world and at this age they they want to relax and forget about everything.The game is suitable and for men and for women.The game is based on killing bad characters and men like destroying things in a game.Adding to this the game is a shooting game and approximately all men like shooting.On the other hand the game represents a virtual world and women like this element in a game.
Psychographic:
People who enjoy shooting will enjoy as well this game because this game is based on shooting elements.For a level of excitement the game has horror scenes..This fact will increase the adrenaline in the blood.The game is also classified in achieving.The player needs to kill all enemies in terms to win the game.
Behavioral:My game is classified in midcore behavior.It has casual elements combined with core behavior that will attract the consumer to buy the game.
It is midcore because it has casual elements:it has simple game mechanics that makes the play sessions easily and core behavior:it represent a virtual world and it portrays a story-The hero of the game,in this case the policemen will save the world from the demons.And like in every story,the goodness defeats the badness.
Geographical:
I think that the audience could be UK and SUA.The characters will have the aspect of an American person.The game will have written context that will be in English.And the graphic of the game will be similar as the streets from UK/SUA.


The PHOTOSHOP is an important tool in developing our game. With  its help we will create new characters, places. The Photoshop will help us to portray or modify new characters.It will give new feelings,visions and new opinion.The Photoshop can manipulate everything.From a sad picture to transform in a live picture.
Photoshop can make fantasy reality and change our views. Photoshop can do the impossible.

For converting images to PNG files there are different ways.You can use some websites or programs like Adope Photoshop(a complex program) or Paint(a basic program)
I used Paint to learn how to convert an image to a png file.
You open which image you want to convert in Paint when you click save as and there you type PNG(*.png).And the job is done.


                           

Audience awareness and the design of my first game


Story: The character is walking in the street. He is going to a date,so at the end of the street is a girl who is waiting for him.He has to walk in the street and also he needs to protect himself  from the dangers that fall from the sky. These dangers could be eggs, fruits etc. To win the game he needs to reach the destination without being hit by the objects. Adding to this during his journey, from the sky
will fall flowers. The character needs to collect as many flowers as he can.
Idea Development
The game will have 4 levels, every level will represent a season.For example first level will be autumn, 2nd-winter, 3rd-spring and the last level- summer.
In the first level the boy-the protagonist will need to collect 5 flowers to complete the mission but also he will need to protect himself from the dangers that will fall from the sky. From the sky will fall different objects,for example oranges, apples, etc. There is just one way to win, how I said in the story, to win the game the boy will need collect flowers and also protect himself from the dangers and then go to date the girl from the end of the street.
To add a level of excitement to the game, the character has 3 lives, he will lose a life when he will be hit by a object.
How do you play the game? The player will use the key-board (left, right) to move the character, when he will collect flowers the player will press space key and the character will collect what he touches.If he will win the game, the girl will be happy.
When he will lose a life, the girl will be sad and when he will lose the game, the girl will cry.
There will be a timer, for example the first level he needs to finish in 30 sec. There will be a pause button, to stop the game when the player will want.



Audience awareness
Demographic: I think that the target audience for this game could be 10-13 years-old groups because this game is not as complicated to play and in the same time is interesting because the game has a little bit of romantic because the story actually is based on a romantic story-dating a girl.In my opinion at this age,they are more interested in this type of games(not too much romance combined with something to achieve).Adding to this in nowadays preteens start to understand that boys and girls could like each other and the boy could give flowers .I remember me when at this age,I was looking for this type of games. I think that the game is also a way to teach preteens that boys need to behave in a good manner with girls.
The game is appropriate for both genders.For women is appropriate because they prefer that the game to be  more emotional and for men because they like to achieve something.
On the other hand ,the game would also persuade parents to buy this game because it is in some way educative and excitement.The game does not contain violence scenes, therefore the parents will not have doubts in buying the game.
Psychographic:
The game is classified in achieving combined with romance because the player needs to collect flowers to meet his girlfriend but in the same time -challenging because the player has to protect himself from the danger that will fall from the sky.
Behavioral:
Basically, my game has a casual behavior because the game has simple mechanics, but in my opinion the game also has some core behavior that overlap the classic behavior because the game is based on a story and it creates more intensive and demanding experience because of the season's change during levels.
Geographic:
I will try to make my game quite realistic. This fact will be proved by the background,also the season's changes.I think that the game will be appropriate for people who live in places where the season's changes is visible.For example when it's summer- it is very hot and the sun is shining on the sky and when it's winter-it's snowing .On the other hand,I think that this fact will be interesting as well for people where the season's changes are not so visible .
Sketches and Design

Level map
Level 1: The background is a simple street.It's autumn.The main protagonist is in the left of the screen and the girl in the right.The protagonist Daniel-will do the action.In the first level he will need to collect 5 flowers during a 1 minute.The character will be moved by the key arrows to the left and to the right.The flowers will fall from the sky.From the sky will also fall some apples.Daniel needs to protect himself from the apples but also he needs to collect the flowers.If he will touch an apple, he will lose a life.He has three lives.If he will lose the third life-he will lose the game.He also will lose the game if he won't collect 5 flowers during a minute.
Level 2:The background of this level is the same street but it's winter.It's snowing and instead of flowers, Daniel needs to collect 10 gifts.The street will have a holiday spirit. From the sky will fall little elves.Some of the elves will not just fall but will stay on the earth. Daniel in this level will have the possibility to jump.He will need to jump over the elves to kill them.
Level 3:In this level will be spring.In this level everything changes.Not from the sky, but from the ground will appear different flowers.The red flowers he will need to collect and the black flowers Daniel will have to kill-jumping over them.He will have to collect 15 flowers.
Level 4:In the last level will be present all the hazards from level 1,2 and 3.He will have to collect 5 apples, 3 gifts and 3 white flowers.The obstacles in this level are:the elves, the apples and the black flowers.

 Main background
It will change from level to level.In the  first level will be autumn.So the trees will not have leaves.It will be raining and cloudy.
In the second level it will be winter,so instead of simple trees there will be Christmas trees.It will be snowing.
In the third level it's spring, so the trees are in blossom.
The last level will look the same as this image because  it will be summer.

Main characters that will appear in each level:

Daniel-the protagonist of the game.He does not owns supernatural powers.He can move to the right and to the left and jump.He will collect flowers and gifts for his girlfriend.He does not have to touch the apples and also he needs to kill the elves and the black flowers by jumping over them.I forget to say that he will get 3 lives.He will lose a life when will touch the apples,the elves or the black flowers.




Pink-his girlfriend does not have such an important role in the game because he does not influence the player.Her feelings will change depending on what Daniel is doing.For example if he will lose a life-she will be sad.If he will lose the game-she will cry.








Obstacles

    Level 1-In this level from the sky will fall apples.I chose apples because in this level it's autumn and in my opinion an apple could be a symbol of the autumn.The main protagonist Daniel needs to protect himself from its.He will lose a life if he will touch an apple.The apples will fall quite often.The apples will disappear when it will touch the ground.                                                                                        




 Level 2-In this level the main obstacle will be the elf.It also will fall from the sky but when it will touch the ground it will not disappear.The main character needs to jump over it to kill it.If the player will touch it without being jumping over it, the player will lose a life.
                                                                         






Level 3-In this level the hazard will be the black flower.It will not fall from the sky but it will appear from the ground.The player needs to jump over it to kill it.
 Level 4-In this level all hazards from the  other level are joined together.The player needs to do the same as in the other 3 level.


Collect these objects.In the first level-the orange flower,2nd-the gift,3rd-the snowdrop and in the last one everything.



 Approximately how will look level 1:









Tuesday, 4 October 2016

Reflection of my Mini Games Monster Maze and Street Fighter

Monster Maze Review







The actors in a GameSalad are all items presented in a game.The actors are controlled by behaviors. Adding to this all actors interact between them and also with the player.
In my mini game Monster Maze I created actors as:the main protagonist-Monster,wall,maze,finish line,you win,play,game over.

The scenes are the environment of the game.We build our game on a scene.With the help of the scenes we can organise our game.The scenes could be used to create the main page,the levels etc.For example in Monster Maze I created scenes as:Monster where is the main menu which show the name of the game and there is a bottom 'play' and when you press it ,you start to play the game.I also added scenes as Maze Level 1, a scene 'You Win!' which appear when you complete the level and a scene with 'Game Over' when you lose the game.


Attributes are the actor's characteristics.The attributes define the actor.A characteristics could be the color, the size,the physics.
Behaviors are actions or states of being that apply to actors;they can change how actors move,look,sound,and act. Bahaviors help to create the rules.

The rules are the conditions that define the actor's actions. A condition could be that when the actor collide with an another actor,it will bounce.The main rule in every game is Movement,for example if I want my actor moves,I create a rule that says, when  the right keyboard is down my character will move to the right.

A group is the place which contains the rules.For example all the rules as move right,move left,move down,move up could be introduce in just one group as 'Movement'.



In Monster Maze I created rules and behaviors like Move,Display text, Change scenes.The purpose of the movement rule was that the player will have the possibility to move the character in the game in all directions(right,left,down,up).The Display Text helped me to show a text when for example the player will win or will lose the game.And the change scene had the purpose to change the scenes.
I also learned how the collide behavior works.This behavior controls which actors will collide beetween them.For example my Monster actor will collide with the wall,maze and finish line.
I also learned how the destroy behavior is working.For example in my game when the monster collides with a sweet-it dissapear because I added the destroy behavior for the sweets.

In terms of winning the game,I created a new attribute-integer that counts the sweets when the monster is collecting them.This attribute helped me to add a new rule for the actor-Finish Line.The rule is saying that if the monster have not collect all sweets, it can not go through the finish line.The score needs to be 0 before the monster can finish the level.

For my own, I created a new scene-Game Over.For this,I created a rule which says that when my monster overlaps or collides with the maze ,it will change to the next scene,which will display the text -Game Over.


In my own game I will need some BEHAVIORS and Rules that I used in this game like :move,collide ,change scene, destroy,display text and count.



Street Fighter Reflection


In Street Fighter Game I have just one scene where is a platform and the main character who is throwing the fire ball.
The actors:

Firstly in this game I used animated actors:

Animated actors help the game to look more alive and give the game -a level of vibrancy.
Animated actors seams more real and is more interesting for the player to interact with them.
In this game I applied the move rule that offers the possibility that RYU can move to the left and right.
I also learned an important behavior- accelerate which is relative to the actors:RYU and fire ball.The accelerate means the gravity.In this bahavior we can change the directions and in this case we needed 270 that means that the actors can not fall down and away from the scene.

In this game RYU can jump.For this,I used Change Attribute behavior.For example,I created a new rule which says that when the actor receives and event in this case-RYU and the even is that the up keyboard is down the RYU will change his attribute  self.Motion.Linear Velocity Y to 650.
And also in this rule I added a new behavior-Play Sound.That means that when the actor will jump-a sound will be played.

Another actor which interacts with RYU is the fire ball.A created a rule which says that when the space keyboard will be hit it will appear in front of the RYU and then dissapear.For this rule I needed a new behavior-Spawn Actor.This behaavior helps to make the game more realistic.For example when  the space board will be hit down the RYU will change his look.That means that instead of RYU will appear a new actor -RYU Stance and also this behavior-spawn actor is used for fireball.
A new rule that I learned is gravity,for example when the character is moving,it will not fall down.
I created rules to move the main character Ryu to the right,left and also the possibility that he will can jump when the up keyboard will be down.Also when the player will press the space board, in the scene will appear the fire ball.I also learned that Spawn Actor has the possibility to change the image of the actor.In my game when the player will press the space board,the character will change his look.RYU will came back to his position because of the timer behavior that I used.RYU Stance will appear for 0.3 seconds and then it will destroyed.

In this game I also attached a background which create an alive atmosphere.
In this game a learned some new behaviors which certainly I will need in my own game project:Accelerate for gravity,Spawn Actor for changing the actor,Change attribute for example when you want your actor jump and timer.