Tuesday, April 11, 2017

Storytelling

Storytelling

The Witness a game about puzzles and with almost no narrative. It is a huge interactive explorer that allows you to travel to your hearts content. Although the game has a lot of good aspects to it, its one major downfall in my opinion would be the lack of information. You as a character know absolutely nothing about the world you are thrust into. With no information to go off of you are just wondering around solving puzzles and trying to piece the story together.
I believe that the additional narrative that should be included in The Witness could be at least a bit of an explanation of how or why we are there? In the beginning of the game you start in a hallway with a single puzzle at the end of the hall. Why are you there? Who are you and how did you get there? The game doesn’t really have any explanation to these questions. The game should at least have some type of narration that clues the player into the game.
 The mechanics are basic but take a bit to learn. A little direction to how to move and operate certain puzzles isn’t really required.  It also is a game that can be completed at your own pace type. If you as a player wants to go slow or they can go quickly from puzzle to puzzle it doesn’t really matter. Although the pacing can be slow, but you can also go fast through the puzzles and move onto the other areas.
 As for rewards of the games, the main reward would have to be going to a different area unlocked by the puzzle. The puzzles are simple enough to learn but eventually a player wants some type of narration. As for me narration is one of my favorite parts of games. The Witness doesn’t have much of one, if the game had more of a narration to it. I would enjoy the game much more if there was a plot instead of just wondering aimlessly around the map.

For the 3D map I will be using the template first person shooter. As for the narrative designs of the game, the mechanics are going to be pretty basic. I won’t need to inform the player how to walk and stuff but perhaps to pick up the objects. There won’t be much for narrative spaces for the character will be mainly moving around trying to find the objects they need to move onto the next room.
Pacing is another part of the narrative that isn’t much a big deal. You won’t be timed throughout the game, so the player can take their time finding the objects. The whole game shouldn’t take longer than ten to fifteen minutes, so the pacing will still be faster than normal. As for the rewards of the game, as you collect more of the objects. You will be able to unlock some of the different areas to find the next object.

Monday, April 3, 2017

Visual Communication


In a certain part of the game you come across an orchard. In the orchard there is multiple pink trees and a few green trees. The green trees have a red apple in them which symbolizes how the puzzle works. Although the game is very obvious with how to progress the different puzzles are harder as you progress.

Another way of showing how the puzzle works and where to go. The different colors of the power line guides you to the next puzzle. The color is distinctly different in contrast from world around it so it catches the players attention. From the framing of the image to the different ways you need to look to find what you need.

Tuesday, March 21, 2017

My Level


My Level

So the basic of my level was to create a type of cave. As you can see in the first picture is the opening of the cave like building. As you go further in you can notice that I created a type of stalagmites. There is also a set of stairs that would lead to the next floor at the end of the building/cave.



For the next picture you can see from the back of the building/cave. You can see the entrance to the staircase. Each piece of the map, shows how the level would progress if it was completed. There are small slots also in the side of the building showing a way out into the none constructed world.


My level relates to the reading because it brings up many different points. Firstly you have the appearance of different styles. Although the walls don't have anything on them, you can see that this place is designed to be similar to a cave. Another example would be you don't know what's upstairs and with the thought rewards they would quickly figure out how to get the.


Tuesday, February 7, 2017

Witness Layout


The layout of the Witness is an amazing game and it brings out many different ideas of puzzles. From mazes hidden within the environment to just small different screens displaying more of itself. As you explore the game itself you discover the amazing maze of different puzzles that lay around the map. Each puzzle you unlock allows you to access different parts of the maze. Each different part of the maze shows just how big the game itself is.

As for labyrinths, the game only has a few in the whole game. The one place that I have found a labyrinth was the mountain where almost no puzzles were. It was a gorgeous place to walk up to with different paths and different ways of approaching. Once you reach the top of the mountain you get moment of awe as you can see the whole map. Although there aren’t many labyrinths they are very beautiful to see.

Rhizomes are another good idea for the game and it worked well. The branching paths around the game as they show you where to go. To the different puzzles that sit in nature itself. Sometimes the rhizomes are hidden, and sometimes they may seem impossible. Each puzzle just as another as they guide you to the next objective and so on.

The Jesus Christ spot, everyone has had one of those moments when we are just floored by the sight of something that is just amazing. In the game, to me the Jesus Christ spot was reaching the top of the mountain. I wasn’t exactly expecting the sight of the frozen people to the strange devices. Although it isn’t the typical idea of the Jesus Christ spot it just really caught me off guard in comparison to other items in the game.

               

Tuesday, January 31, 2017

2D games. Geometry Dash

Geometry Dash is a mobile game, in order to play the game you must tap the screen to make the object jump. Each time you click the screen you jump once and if you hold it you jump twice. Throughout the game you hear music playing in the background, which goes with the obstacles and movement of the game.

I chose to do Geometry Dash as my 2D game because it does have a specific crucial moment. Right before you hit the obstacles, being platforms or spikes. You have just a split second to hit the screen, cause if you hit it too early you screw up the jump and you die. As for a second too late, you miss your chance and you run straight into the obstacle effectively killing you. Once you die, you also start the whole game over so as a goal you really want to get it done in one shot.

The game teaches you when to properly jump and when to do it in order to survive. Each time you die you learn what not to do for the next time. Its really just a large game of die and repeat.



Monday, January 23, 2017

Different Paths

The location that I have chosen to do is of the building York. The reason I chose the building is because there are many ways to get to the dorm. Each path gives you a different feeling and a different way to look at the building itself. Let's start with the first of the paths.

The first path is from the front of the building where the main building sign is in view. As you pull up to the building a large elegant entrance. It gives the appearance of being large and most certainly a regal sight. It gives the people as they approach that true High Point experience.




Coming from the right side of the building you will be noticing, that the door is rather smaller and appears to be more likely for those who currently live in the building. It is normally surrounded by different flowers and tables giving the illusion of an apartment feel. It's obviously not the main entrance and it is the one that is most used by the students.



From the rear of the building you will notice, it also has a similar appearance to the front with the large sign hanging above the door. However the parking lot in the back of the building, shows how little people who come just for a day or so go to the back. With the vehicles moving at all hours of the day it is more of a fearful path from classes and back to your room.



Monday, January 16, 2017

Puzzle ideas

Puzzle ideas

1. A simple game similar to that of a puzzle. The pieces I would have had to cut out or something like that but it the end its still just going to be a puzzle.

2. Another idea for a puzzle type game would have to be riddles. I like riddles, at the same time I know how frustrating they can be. They are sometimes more of a nuisance that anything.

3. Trial puzzles are harder to do for non digital puzzles. You would need so many options in order to do those puzzles and as far as non digital games. I wouldn't be impossible to do but it would just be a pain to create in comparison to other types of games that are out there.

4. Mazes are an easy form of puzzles. You just find your way to the exit although it may not be as easy as some many people would say. You can make them super hard or super easy just based upon what is the creators preference.

5. Building puzzles are also rather difficult to do as a non digital puzzle. Where you combine two pieces to create a whole new piece but that doesn't mean it isn't impossible. However if you don't have someone who knows how to combine two things, they you are kind of out of luck.