Wednesday 28 September 2016

Understand theory and applications of 3D

What are 3D models used for?

  1. 3D Models In Games: 3D models are used in almost everything that we use for example you could a 3D model for a game that you have been working on for a while and you want to try something new so you try and make your own 3D model with moving animation and life like skin you then try and give him commands to make him move around, trying to pick stuff up, interact with other 3D models.
  2. 3D Models In Animation: 3D models are also used in Animation such as movies like Flushed away where they used 3D models to make all the Rats, Toads, Slugs and Boats. They have used 3D modelling in Snoopy and Charlie Brown: The Peanuts Movie, The Croods,  The Lego Movie, The Adventures Of TinTin, Wreck It Ralph and Big Hero Six, They use 3D modelling in all these movies.
  3. 3D Architectural Walk-Through: 3D design has been used in Architectural Walk-Through which is a progress that lets house plans, hotel plans, skyscraper plans, boat plans, car plans, air plane plans and motorbike plans come into a 3D aspect that shows you more detail in the 3D form then the 2D, in the 3D aspect you can see the design from different points of view allowing to get as much information from the plan as possible
  4. 3D Web: There is a website that allows you to create 3D models, earth, moon, sea, spaceships even the whole solar system if you wanted too, you could even make a black hole with a super nova going off in the back round with asteroids coming towards you or the planet to show what would happen to it if the asteroid collided with the earth or the moon, you could also use the 3D model of the earth to show people where they live or show the weather in a certain place of the world, or better yet you could make a full 3D replica of the solar system with all the details such as asteroids, comets, black holes, super novas and even all the stars too.
Displaying 3D polygon Animation

Application Programming Interface: API is a  set of functions and rules  that a computer uses to communicate with each other to do a certain job, just like how a player communicates to a game or an NPC by pressing a certain button to do a particular action. an example is twitter, API is used in twitter to receive an updates on your tweets.

Most PCs provide API so that the programmers can write applications and that it is good since this makes it easier for users to learn new programs with a similar interface.

Direct3D: Direct 3D is only available on windows 95 and up, Direct 3D renders 3D graphics especially in gaming as it uses the graphics card. It all started in 1992 with servan keondjian who started a company called renderMorphics and they developed a 3D graphics application programming interface (API for short), it was used in medical imaging and CAD (computer aided design) software. Two version of this API were released. And in February 1995 Microsoft bought RenderMorphics. When Direct3D was used to render they used a thing called a buffer to render 3D geometry but the progress was awkward and had complex stages that you had to do manually and so Open GL was made to make it simpler.

Rendering: Rendering is a way to display many 3D objects, lighting and textures together, to create an image or animation from the data sent by the 3D modelling program. There are 4 types of renders:


  1. Rasterize
  2. Raycasting
  3. Raytracing
  4. Radiosity

Geometric Theory: in game development using geometric theory is a way to model out objects and characters within the game, doing this is through a design process using the initial mesh which gives the basic shape of the object later so you can build it later with different textures, the way you make this mesh is through the process of combined polygons, polygons are two dimensional shapes that have 3 key features which are edge, face and vertices, when a polygon is created two vertices are put together by a line which makes the first edge, when another vertice is added two more line edges are made, that is the simplest way to create a triangle, this is also the simplest version of a polygon that is made, this can be modified to create something called a quad which is by adding another vertice, you can keep adding more and more to make shapes like hexagons and decagons.

Tuesday 20 September 2016

ideas for "devil may clown"

Devil may clown ideas


Protagonist: kenny lown (K.Lown), clown spirit (clown spirit does the fighting)

Starting weapon: Giant hammer,Water Bombs (low impact projectile weapon)

Unlockable Weapons: Balloon nun-chucks
Balloon Rapier
Cartoon Chainsaw
handkerchief chain (low damage, good range, able to pull enemies closer) 
custard pie ( Mid impact projectile weapon)


Items: 
Acid Flower (activates on low health, cancels enemy attack to prevent death, one time use)
Silly String (use to immobilise enemy's for a short time)
Trap whoopee cushion (enemy triggers it, cloud of gas released and damages enemy)
Candy floss (Candy Floss S heals %33 of your health, Candy Floss L heals %75 of your health)
Puppet Show (distracts enemies for a short period of time)
Balloon Dog (tracks enemies, pops on impact and deals low damage briefly staggering enemies)
Snake Tin Prank (Trap that damages single target when triggered)

Save Point: Big Clown Tent

Enemies:
Stage 1: Skaters
Stage 1 Boss: Skate Leader
Stage 2: Jocks
Stage 2 Boss: Coach
Stage 3: Biker Gang
Stage 3 Boss: Biker Leader

Tuesday 13 September 2016

Game Questionnaire

I have recently done a game questionnaire, it asked me questions to decide which category of gamer i am in and the category of gamer that i am in is 
  • Action-Oriented
  • Proficient
  • Driven
  • Gregarious
  • Deeply Immersed
  • Creative
I completely agree with this because i am a very casual/professional player because i love game play and story i dont really care about multiplayer unless its Jolly Co-operation through the story, i spend a lot of time farming and grinding for the best gear and materials to upgrade that gear, i always try and find the best weapon to try and kill the bosses fast so i dont take too long like dark souls and bloodborne i grind and farm for materials and EXP so i can upgrade everything i have and deal the most damage, i like to Jolly Co-op with my friends on all the games i have and i will play with my friends until i have completed the story and/or go on new game+ so we can have more of a challenge and that means that we are able to do more and have way more fun with harder bosses. I spend way too much time on my Xbox One i spend usually over 15 hours on it everyday i would say i am a pretty common player i love to play games but i dont care for multiplayer unless its on Metal Gear Solid or dark souls/bloodborne, i love to play Metal Gear Solid because its a stealth game and portal 1/2 because its a puzzle game i also love to play dragon age/ dragon ball/ neverwinter/destiny because they are RPGs and MMORPGs.

assignment 1 : unit 70 - game engines


Video game engines

Fox engine - FOX engine is a closed game engine used by konami and kojima productions that has allowed them to make
  •  Metal Gear Solid V: ground zeros
  • Metal Gear Solid V: The Phantom Pain 
  • Metal Gear Survive
a demo of this game engine was shown at a konami conference at E3 in 2011 and this engine is also cross-platform it plays on PC, Xbox One, 360 and PlayStation 3, 4, "this engine makes it possible to make multi platform games is a shorter amount of time" kojima has said that they made this engine to try and make "the best game engine in the world" they named it FOX because of the fictional military unit from Metal Gear Solid, this also reflects kojima productions itself they based their company logo on FOX'S fox emblem.
https://www.youtube.com/watch?v=9i095tQ7QN8


Frostbite - Frostbite engine is a closed engine and is only used by EA Digital Illusions CE this game engine thus far only belongs to them, this game engine is also multi platform for the Xbox one, 360 PlayStation 3, 4 and for Microsoft windows and this game engine was first used by DICE to create first person shooters but now it has been moved to create racing games, role playing games and real-time strategy, the games that have been made from Frostbite are 
  • Battlefield: Bad company made with Frostbite 1.0
  • Battlefield 1943, Medal of Honor with Frostbite 1.5
  • Army of Two: The Devil's Cartel, Battlefield 3 Frostbite 2
  • Command & Conquer, Mirror's Edge Catalyst Frostbite 3
there are 3 tool sets that are primary components: FrostEd, Backend Services and Runtime
  1. FrostEd is a desktop program for developers to create Frostbite games in real time.
  2. Both Runtime memory and Runtime performance enables codes and data systems to content to all the platforms such as Xbox One and 360, PlayStation 3 and 4, IOS and Android, Microsoft Windows
https://www.youtube.com/watch?v=niHtrQV7_oo

Horde3D - Horde3D is an open source graphics engine that is cross-platform for Microsoft Windows and Mac OS X, the purpose and design of Horde3D is almost the same as OGRE, its a scene-oriented, real time, 3D rendering engine the idea of this engine is to be lightweight and easy to use engine for the next-generation of video games, the engine is also used for large crowd simulations. The games that Horde3D has help to make are
  • Offroad Legends, 2012 By DogByte Games
  • Redline Rush, 2013 By DogByte Games
  • Timelines: Assault on America, 2013 By 4Flash interactive
The main objective of this engine is Object-oriented approach to scene rendering it also has a feature called Scene Editor that can design Shaders with the support for plugins.

https://www.youtube.com/watch?v=rzLsPgrJY30



Rage Engine - The rage engine was originally called the "angle game engine" developed by angle studios, the rage engine was initially released in 2006, the game engine can only be used on computer and is property of "RockStar Games" this game engine is multiplatform for Microsoft windows OS, X, PlayStation 3,4, Wii, Xbox 360,One.
The Rage engine has been used to create these games,

    1. Grand Theft Auto IV, 2008, Microsoft Windows, PlayStation 3, Xbox 360
    2. Grand Theft Auto: Episodes From Liberty City, 2009, Microsoft Windows, PlayStation 3, Xbox 360
    3. Red Dead Redemption + Undead Nightmare, 2010, PlayStation 3, Xbox 360
    4. Max Pain 3, 2012-1013, Microsoft Windows, PlayStation 3, Xbox 360, OS X
    5. Grand Theft Auto V, 2013,2014,2015, Microsoft Windows, PlayStation 3,4, Xbox 360, One


https://www.youtube.com/watch?v=DjC0vEkr7dQ



CryEngine - Windows, Linux, PlayStation 3/4, Wii U, Xbox 360/One, IOS, Android
Cry Engine 1/2/3/3.6-4/V
Cry Engine is a free to use game engine and was designed by the German game developers CryTek. CryEngine has been used in many games like Far Cry, Sniper: Ghost Warrior 2, Snow.
Cloud Imperium Games uses a modified version of the engine for the games Star Citizen and Squadron 42. Warhorse Studios also use a modified version of the engine for medieval RPG Kingdom Come: Deliverance.
Ubisoft maintains an in-house Heavily Modified version of CryEngine from the original far cry game called Dunia Engine which has been used in all the latest version of Far Cry.
Apparently to various rumours in April, 2015 CryEngine was licensed to amazon For £50-70 million. in 2016 Amazon then released its own rework and extended version of CryEngine under the name of the amazon lumberyard.

https://www.youtube.com/watch?v=8i7pZ_i1Ijs

4A Engine - this engine was used to make the game Metro 2033 published by THQ, it supports Direct3D  APLs 9/10 and 11
the game engine is used for Microsoft Windows, OS X, Linux, PlayStation 3/4 and Xbox 360/One
the games that the 4A Engine has made are 
Metro 2033 and Metro: Last Light
this game engine was developed in Ukraine by a set of people who split off from the GSC Game world a year before the release of S.T.A.L.K.E.R.: Shadow of Chernobyl.
Notably Oles Shishkovtsov and Oleksandr Maksimchuk are the programmers who worked on the development of the X-Ray engine used in the S.T.A.L.K.E.R. games series, The game engine itself is able to run on PC, Xbox 360 and PlayStation 3.
The 4A Engine in Metro 2033 features Volumetric Fog, Double PhysX precision, Object blur, Sub-Surface Scattering for the skin Shaders, Parallax Mapping on all Surfaces and greater geometric detail with less aggressive LOD(s).
Using the PhysX, the engine uses many features such as Destructible Environments, and Cloth and Water simulations, and Particles that can be fully affected by Environmental Factors.

Thursday 10 March 2016

Unit 73 sound for computer games

Task one: My game is a space invaders remake instead of aliens trying to destroy you it's called Trigun invaders this time you get bandits and thief's trying to kill you the end game i am hoping for is for you to take out the 13 Gung-Ho-Guns.
  • Monev the Gale
  • Dominique the Cyclops
  • E.G. Mine
  • Rai-Dei the Blade
  • Leonof the Puppet-Master
  • Gray the Ninelives
  • Hoppered the Gauntlet
  • Zazie the Beast
  • Midvalley the Hornfreak
  • Caine the Longshot
  • Chapel
  • Elendira the Crimsonnail
  • Livio the Double Fang
  • Razlo the Tri-punisher of Death
Razlo and Livio are the same person only they have a different transformation one you defeat Livio he will then go off screen and come back on screen as Razlo.

the sounds i would like to make is the sound of an M60 light machine gun for my main character wolfwood and a sound of a .45 magnum for my second character vash the stampede so that i can get the sounds of their guns correct.

YouTube links for work:

walking sound:
https://www.youtube.com/watch?v=k5UdrsvBOH4&feature=youtu.be

menu music: https://www.youtube.com/watch?v=Smu20crzu7s&feature=youtu.be

how to play music: https://www.youtube.com/watch?v=ebsk3qtS2Ik&feature=youtu.be

options music:
https://www.youtube.com/watch?v=v9ES-Q_ucpk&feature=youtu.be

work sound:
To get the walking sound for my enemies i had Thomas estill and jack walk to help me record the sound of the footsteps on a wooden
floor to make it sound good then we went outside to some gravel to make the sound of the gravel sound and we had some wind interference but that we put in there because it sounded good when we tuned it a bit so it went with the footsteps now i have uploaded it to my game and it fits in with the footsteps really well. to edit my sound i used cut, time shift tool, undo, redo, delete, copy, paste, import, export

evaluation:
am i pleased with the work i have made - yes i am please with the sound and work that i have created and made and i think that i might of been able to make something a little better but i am happy with what i made.
could i make it better - yeah i could make it better but couldn't everyone make something better, but yes i believe i could of made something much better if i had more time to concentrate and payed attention and got my work done in time.





Social, Ethical and Legal Issues in DOOM and Resident Evil 5

Social, legal and Ethical issues in Doom.

Columbine High School Shooting: At the columbine high school in 1999 on April the 20th  two teenagers went on a shooting spree killing 13 people and wounding more then 20 people after that they turned the guns on themselves and committing suicide, it was known as the worst high school massacre in U.S. history, they made the crime into a prompted debate on gun control and school safety, they also placed a massive investigation to figure out what motivated the two teenagers too go on a shooting spree the two teenagers were identified as Eric Harris aged 18 and Dylan Klebold aged 17, according to the report the had committed the killing spree because they were subjected to bullying, they were part of an outside group that was mainly looked apon by goth culture, or maybe it was violet video games that made them do it but none of it was really proven.

At the time of 11:19 A.M. Eric and Dylan were dressed in trench coats and began shooting students outside of the school, they then moved inside the school where they then began shooting students inside at the time of 11:35 A.M. they had already killed 12 students, 1 teacher and wounded more then 20 people after 12:00 P.M. they turned the guns on themselves and committed suicide.

the investigators later found out that the two teenagers had arrived in two different cars around 11 A.M. the morning of the massacre, the two then proceeded inside the school and went to the cafeteria, they placed two separate duffel bags containing a 20-pound propane bomb that was meant to explode at 11:17 A.M. the two then went back outside to their cars too wait for the explosion, when it failed to detonate the two then began their shooting spree.

Many people believe that the two teens did this because of playing Doom and many other violent games but no one knows why they actually did it but one of the teens had a journals left by the boys and they found out that they were planning to bomb their school for a year similar to the 1995 Oklahoma city bombings. but investigators still don't know the true true reason behind why the two teens did what they did.


Social, legal and Ethical issues in Resident Evil 5.

Problems with resident evil 5: in resident evil 5 there was a small problem with the zombies you were killing in the new release of the game, the game is set in Africa the zombies you are shooting/fighting but there was a slight problem with the game because a lot of  journalists and commentators raised concern that Resident Evil 5 is saying that Africans are a load of savages and the game is making quite a few stereotypes, when it was released a lot of people weren't happy about what they got. in the game all you were shooting at were all black people now you can see the wrong part of the picture here and a lot of people noticed causing a bunch of complaints and after those complaints got through to the company they had to fix it putting in more zombies but this time they made them mixed colors in with the others so it didn't look that bad,

In one of the scenes from the game you can see a white women running out of a house screaming for help as a infected black man comes out the house and drags the women inside with him, this isn't a good sign because this if taken into the wrong way is making it look like that the women is afraid of him causing a bit of a racial stereotype they had to change that into a slightly lighter character so that it didn't look that bad when the game was re-released in march again.






Tuesday 23 February 2016

Blackjack project


While on my games design course i have been given the task to create and code a blackjack game.

In this event i have found the experience fun and challenging designing the game and card deck was a fun task to do i had so good ideas for the back of the cards which i made myself and i'm quite proud of the back of the card is a mix between Mario,mega man, metal gear and donkey Kong






I then got onto the coding where i had to try and make the cards move into the position where my character is but i had a little trouble because the coding didn't seem to work that well as i put the coding in i couldn't load the game because some of the coding was off so i had to re-do the code but when i put the cards on the table and try to make my deck of cards move it didn't work it only showed my cards changing to all the different cards it had in the deck and they didn't move to the position it was supposed to so i had to re-do the code again but i couldn't figure it out so i just had to give up for now and started working on my starting point and how to quit the game which went well for my ability.


i added some music that i thought would be perfect for the casino type atmosphere and i have to say it fits in quite well with everything that i have made so far but i still haven't finished my get yet there is still much to finish off that i have yet to start on because i'm having trouble dealing with the problems i have currently, but as soon as i figure out the bug and the problems i will then start to work on the rest of my game that i have yet to start which could take some time but i want to finish it because i know i can do it's just challenging, the game will have bugs when i test it every now and again so i will need to fix them every time i boot up the game.

Monday 1 February 2016

Unit 73: Examining Sounds for Computer Games

Note - use time stamps

Task one:

Compare and contrast the following console game music, you can consider other pieces of music/FX from the same game.

https://www.youtube.com/watch?v=Y97u-U0nvJM
(the last of us theme song)

https://www.youtube.com/watch?v=sCxv2daOwjQ
(halo 2 theme song)

The main theme from the last of us:

The last of us main theme sounds like it wants to have a suttle and calm sound about it, its trying to get you in the mood for a fast paced and calming game so that you can feel a sort of atmosphere come off it, in my opinion the music to this game is quite calming and soft like it would be almost a natural sound to hear throughout the whole game and that's what makes it sound so nice because its a nice calm sound unlike most games where its trying to get you pumped up for the whole game giving you more and more rock and electric guitars to make it sound good where as the last of us theme only has an acoustic guitar to stay calm the only part where the music changes is where your either in a quick time event or your in the middle of fighting someone but whenever your exploring the world or finding something to do you get this beautiful sound of calm and soothing.

Task 2

The playstation has a lot to give and it does by giving you more memory and quality of the game and it also gives off better sound then an original Xbox, the playstation has far superior memory and sound quality where as the Xbox gives you more graphics quality, the amount of data you can get on a blue ray disk is unbelievable meaning you had more space to place music that is uncompressed and with better quality. so the more space you have on a blue-ray disk the more space you have to place more content inside the game like little details such as sound effects, music, clothes customization, weapon skins and maybe a bit of an open world giving you more choices so if you start off with a empty blue-ray disk you will have quite a bit of space on there to add a bunch of details and sound into the game it could be something else like add-on content to the game maybe you could give them a whole blue-ray disk full of the games sound track, with Xbox your stuck with normal CDs were that only gives you so much data and hardly anything is uncompressed, playstation have thought a head and given you the blue-ray disk mean a bunch of new things and more and exciting stuff, the playstation has a higher bit-depth and it the sound you can use on it can either be surround or stereo plus the playstation has a higher RAM because it uses blue-ray disks instead of normal disks, they also used multi-track recording to so they can record multiple sounds at the same time or add them in when they are finished. 





The main theme from halo 2:

The main theme to halo 2 is more exciting to your ears because its trying to get you excited and pumped up for the game full of action and killing  but the music also tries to make you feel hyper trying to get you full of energy giving you more stamina to beat all the levels and kill more things, in my opinion the halo 2 sound track is quite upright and sounds great it makes the game come to life with the 3D effects and the way the game handles with the music it works so well and the game graphics look so beautiful with the music as well as soon as you start halo 2 the music kicks off with electric guitar slowly starting off in the background getting more and more intense as it goes through the song and the drums start about half way through the song making it more intense and awesome giving you more energy and getting more pumped to play the game.

Task 2


The original Xbox doesn't have a lot to offer because it was the first Xbox that was made meaning there was hardly any space, music or graphics to be given to the players but there was still a little bit to give, it wasn't much but the data it had on it was a lot at the time you couldn't do much on the games and the graphics weren't that great but some music was uncompressed but most of it had to be compressed but there was still a lot to do on the original Xbox from all the games it had on there the music wasn't the greatest but you could still hear it and you could still make out what they were saying in that song but the music was still compressed on most of the games but the sound quality is still good. Because the original Xbox was the first Xbox to be made it didn't have much to offer in RAM because they used normal disks at the time but now because we have better games and higher memory consoles the original Xbox seems like nothing to what we have today, the original Xbox would have had to use analog or a software sequencer to try and get the sound right to fit to the game most of the sound files would have to be compressed and there wasn't hardly enough RAM to support that many games on the Xbox it would either use a stereo or mono sound to it because we didn't have surround sound when the original Xbox came out which would have been quite good to listen to when you have a electric guitar playing all around you willing you in from every corner of the room.



Monday 25 January 2016

Unit 73: Sounds For Computer Games

Uncompressed format:
CD, WAV, AIFF audio are more or less perfect representations of audio that was recorded, if you want convert one uncompressed format to another it will be a completely perfect copy of the audio. Say if you rip of the audio from a CD and put it into a WAV format on your PC then burn another CD using the WAV that you created, those two CDs will be literally identical, even though you copied them multiple times.


The only bad problem with uncompressed formats are that they are unreasonably big, say all your audio from your 4 gigabyte IPod Nano you would only be able to store around 4 to 5 albums on it that’s how big they can be.

Compressed format:
this type of format is for those who wish to cut corners and try to keep the file as small as possible to keep the file from being corrupted, the most used and most famous is MP3, there are also many others that include WMA and AAC. A program encoding audio into the MP3 audio for an example, it will get rid of some high frequencies, the frequencies are usually too high for the human hearing anyway, it may also perform a lot more complicated calculations, but that is one of the simplest examples there is, the advantage to this type of format is that they hardly take up any of the space on your PC or phone as a Uncompressed format.

How can resolution and bit-depth constrain file size?
In digital audio you can use pulse-code modulation or PCM, Bit-depth is the number of bits of information there is in each sample, and this is directly corresponded to the resolution of each of your samples, the examples of bit-depth include compact disc digital audio, which uses 16 bits of information per sample, and DVD-audio plus the blue-ray disc which can support up to 24 bits of information per sample.

In the form of basic implementations, variations in bit-depth mainly affect the noise level from quantization errors, thus the signal-to-noise ratio or SNR and dynamic range. However techniques such as dithering, noise shaping and oversampling mitigate these effects without changing any of the bit-depth, but the bit-depth affects the bit-rate and the file size as well.

Bit-depth is only good when referencing a PCM digital signal, anything other than a PCM format such as a lossy compression format don’t have any associated bit-depth, for example in the MP3 player quantization is performed on PCM samples that have most likely been transformed into the frequency domain.


What do the following words me?

Sample rate: the meaning of sample rate is the number of samples of audio carried per second and measured in Hz or KHz, for example 44,100 samples per second can be expressed as either 44,100 HZ or as 44.1 KHz.

Mono: the term mono means that you only use one channel for listening to sound because only one channel is open to that sound but it can be sent through many other speakers but the speakers are playing the same signal as the original  

Stereo: stereo means that the sound can be directed through two or more speakers so that is seems to surround the listener and it can also come from more than one source.


Surround: surround means that the sound will be coming from 360 degrees so that the sound is all around you, surround sound systems use up to three or more speakers and channels and place them in front and behind to create a surrounding environment of sound, surround sound can also be analog or digital system. 

Exercise 2


How Can The Following Information Limit The Recording Of Sound?

DSP-Digital Signal Processor: a digital signal processor is used to filter and/or compress analogue sound as it measures it. As the analogue signals are converted into digital the sound files often become compressed in this process before they are converted back to analogue. it is this compression that causes the limit in quality of sound.

RAM-Random Access Memory: RAM is a way of saying something's memory or storage. The more storage available the larger the file size that is usable, leading to greater quality. But if one did not have a decent amount of RAM it limits the size of the file usable meaning that compressed file types may need to be used leading to a lack of audio quality.

File Format: depending on your file format, it can hold so much information. This information is what leads to the general quality of the sound. With file types that compress the information, such as MP3 files, the quality is far inferior to those which don't compress the information.


Audio Output: depending on your audio output, it can be used to give the feeling of sound coming from certain places that when synced up with the audio being played can give a far deeper sense of immersion. Mono is the term used when sound only comes out one way from a source, stereo is used by two sources (left and right) and is used to make a person believe that the sound is coming from one direction or another, surround sound is used by placing many sources around the listener and playing certain sounds from the individual sources giving a far greater effect than that which stereo attempts to accomplish

Audio recording system.

In what types of scenario may you use the following audio recording equipment?

multi-track recording - you would use multi-track recording for when you are use 4 or more music tracks at the same time and want to make the music sound better so you would have 4 or more different parts 1 being guitar 2 being drummer 3 being singer 4 being bass and you want to make them all fit together and make it sound a lot better.

Analogue - you would use analogue when you are using your voice to record you maybe singing or maybe you're just talking to someone either way your using analogue there to begin with you would be singing into a microphone so that it could go onto a computer.

Software sequencer - you would use a sound sequencer if your on your computer because it is a computer software and it lets you create sounds using your keyboard from different musical instruments so that you can create music from home without using a instrument.

DAT - the only time you will be using a .DAT file is when your are saving it into Data on your computer or on your hard drive so that it will be turned into data and that it will be easier to use and see. 

Thursday 7 January 2016

Story telling in Games.

Task One: Games With Stories

1. halo 3, 3 ODST, Reach
2. Fallout 3, 4
3. Dark souls
4. Bioshock
5. Assassin's creed
6. Metal Gear Solid
7. Mass Effect
8. Portal
9. The Walking Dead
10. Silent Hill

Which have good stories?
Halo, Mass Effect, Metal Gear Solid, Silent Hill, Portal, The Walking Dead, Dark Souls, Bioshock all have amazing story lines to offer for you, most of them are RPG but some are single player horror, others you have to choose critical choices that might have some back or good effects on your single player experience.

Task Two: Games Without Stories

1. The Escapist
2. Half-life 2
3. Tetris
4. Monster Hunter Freedom 2
5. MineCraft

Is There Such A Thing?
Yes there is such a thing as a game without a story-line, a game without a story-line is more or less a game to make time fly past without knowing so its just pure multiplayer so you can playing with your friends or without them.

Who Plays Non-Story Games?
Who plays non-story games? people who really aren't interested in the story side of the game and just want to play the actual game like the multiplayer side of the game or they just play a game with a campaign but it doesn't actually have a story too it which a few games might have.

Task Three: Whats The Difference Between a Story From a Game And a Story From a Book?


Monday 4 January 2016

Unit 73: Sounds for Computer Games

The Effects Of Music In Games

1. Dark Souls "Artorias boss fight theme"- this music has a highly ominous and threatening tone that immediately makes the player to just how tough the fight will be, it serves to intimidate the player and add atmosphere to an already brutal boss fight. But the song also has more sombre undertones to allude to the sad backstory of the boss your facing making the player also feel sorry for the boss as they slay it. This sense of sadness amidst fear of something greater than you also reflects the backstory of the boss and seems to have been done on part of the developer in an attempt to make the player feel akin to the character of Artorias as his fate of losing his mind and attacking all those he comes across parallels the fate that you have often been told you are doomed to face as an undead. I believe that the developers were successful in this as you have gained some small titbits of information on his back story and this works as a climax to bring all the pieces together. (https://www.youtube.com/watch?v=CbTI_Bzy29I).

2. Bioshock Infinite "Welcome to Colombia"- The music starts off with unsettling strings getting faster at a rapid rate which places a sense of fear into the player, reflecting what the protagonist, Booker DeWitt is feeling at the time. At the climax of the strings there is a slight pause before a calming piano piece begins, making the player feel safe and relaxed as they gaze over the new environment of the seeming utopia of Colombia. But towards the end of the song it seems somewhat sinister which makes the player keep their guard up and begin to question this supposed paradise. This is an effective piece that the developers have put in as it is deeply immersive and immediately makes the player feel what the developers had in mind for Booker. 
(https://www.youtube.com/watch?v=C8Y6_qq05Bg)

3. Silent Hill 2 "Promise Reprise"- Immediately this piece builds tension and suspense right from the beginning with its sinister and unnerving piano music. It swiftly makes the player begin to fear the unknown as they wander around the town of Silent Hill. this piece is clearly designed by the developers to make the player feel paranoia and question what’s around every corner and build up the atmosphere of isolation in a twisted and nightmarish town and does so to great effect, building tension that only heightens he player's fear and curiosity. 
(https://www.youtube.com/watch?v=8N_PXTGdlGw)

4. Metal Gear Solid 3 "Main Theme"- This song starts out quieter and uses sound effects that puts the listener in mind of a jungle, quickly giving the player a more immersive feeling for the game's setting of a jungle environment, Soon it's pace quickens and begins to play the epic orchestral section which places a sense of grand action and adventure in the player which reflects some of the more of the high action sequences the game holds. Part way through however the music it begins to slow and become less high intensity but raises the feeling of tension, in turn this reflects the main portion of gameplay as it puts the player more in mind of the stealth action that the series is famous for. It suddenly quickens its pace back to that of the intensity of the main part of the theme which seems to symbolise the way that the gameplay can shift in an instance from high tension stealth to quick passed action in an instant. After the music calms down again it becomes far more mellow and sad, alluding to the story and its more emotional moments. The music was composed by Harry Gregson Williams and serves as almost an auditory shorthand for what the game entails and how certain parts will make the player feel which I believe it does well. 
(https://www.youtube.com/watch?v=rNVCD1dsnJI)

5. Mega Man 2 “intro theme” – the opening screen of Mega Man 2 starts off at the base of a skyscraper with a soft and more relaxed opening piece of music to accompany it as text appears to give new players a basic idea on the backstory of the first game, after the text has finished the screen begins to pan upwards towards the top of the skyscraper and as it does so he music accompanying it also begins to increase in pace which helps to gradually build up the players excitement. As the screen reaches the top of the skyscraper the music suddenly increase to a very fast pace which swiftly gets the player even more excited for what they’re about to play, this use of music accompanying the game is a quick and effective way to get your player hyped up for it and more invested at the earliest possible stage which is what I believe the developer intended. I believe that the piece is highly effective at this purpose and has gone down as one of the most famous songs in gaming history.
(https://www.youtube.com/watch?v=ZT9DST_M_g8)

why is music and sound fx so important within games development?

Sound effects have an incredible influence on the overall game experience. While a game may be able to get by without music or dialogue, one without sound effects will be very disappointing. It’s inconceivable to think of players firing “silent” weapons or seeing soundless conflagrations erupt in their paths. Early games may have been rudimentary, but their designers always understood that sound effects are more than just entertainment. The complexity of today’s game sound has led to an entirely distinct job description and career path—involving the creation of nearly everything the player will hear.

Purpose of Game Sound Effects

Sound effects exist specifically to give feedback to players, immerse them inside the virtual realm, and provide an entertaining experience—all of which are key ingredients to a successful video game. Since a game is nothing more than lines of code and pixels of collared light, the sense of sound is what adds warmth and familiarity to what is happening on the screen. Although many current games employ 3D and even hyper realistic images, the player is still only looking at pixels; the only “real” sense fully experienced by the player is sound. Granted, players aren’t hearing a “real” bird chirp or weapon fire—but the sound they do hear is an actual recording of the real object or a close reproduction of it. Whether it is a “real” sound or not, the impact is the same and the sound plays its specific role.
http://designingsound.org/2010/10/aaron-marks-special-function-of-game-sound-effects/

What is waveform?

Amplitude: As waves travel, they set up patterns of disturbance. The amplitude of a wave is its maximum disturbance from its undisturbed position. Take care, the amplitude is not the distance between the top and bottom of a wave.

Frequency: The frequency of a wave is the number of waves produced by a source each second. It is also the number of waves that pass a certain point each second. The unit of frequency is the hertz (Hz). It is common for kilohertz (kHz), megahertz (MHz) and gigahertz (GHz) to be used when waves have very high frequencies. For example, most people cannot hear a high-pitched sound above 20 kHz, radio stations broadcast radio waves with frequencies of about 100MHz, while most wireless computer networks operate at 2.4GHz.

Wavelength: The wavelength of a wave is the distance between a point on one wave and the same point on the next wave. It is often easiest to measure this from the crest of one wave to the crest of the next wave, but it doesn't matter where as long as it is the same point in each wave.

Pitch: the quality of a sound governed by the rate of vibrations producing it; the degree of highness or lowness of a tone.

Hertz: Named after Heinrich Hertz and abbreviated as Hz or illustrated as the f symbol, hertz equals one (0.00000000125) cycle per second, measuring the waves or frequencies of electric changes each second. Hertz is commonly used to measure a computer monitor's refresh rate and in computer processors. In the picture below of a wave, one oscillation is a representation of a cycle or hertz.
Decibel level: The decibel (dB) is used to measure sound level, but it is also widely used in electronics, signals and communication. The dB is a logarithmic way of describing a ratio. The ratio may be power, sound pressure, voltage or intensity or several other things.


Sound Generation: Sound waves are generated by any vibrating body. For example, when a violin string vibrates upon being bowed or plucked, its movement in one direction pushes the molecules of the air before it, crowding them together in its path. When it moves back again past its original position and on to the other side, it leaves behind it a nearly empty space, i.e., a space with relatively few molecules in it.

Jack Foley: In 33 years jack Foley the sound-effects pioneer worked on stage 10 at universal studios, all the time he never received an on-screen credit for his own inventive and that cost his cost-saving contributions dearly, but the art he created by himself in the early days of sound technology they decided to name it after him and it is always featured in every film at all the cinemas.


Every sound we hear at the cinemas that isn’t music or dialog is always a sound effect, from the footsteps to being punched or kicked, from the clothes rustling in the wind, the sound we hear was either created by Foley himself or was placed there by a sound editor, they most likely went out and took it from a vast selection from a wide range of sound effects or they went out to record it themselves, they might have combined it with some others sounds and or altered the pitch.

Nearly all the sounds pictures have dialog and some sort of music but they are missing the noise of the movement and the sounds all around them,  soon some other the sound editors started using Foleys idea in their own movies and started to create footsteps for the actors but they would constantly use the same track over and over again, Foley then came up with the idea of projecting the moving image in a sound stage and syncing the sounds with the actors movement they started to use different surfaces and many different props they could find, it was then said that Foley could make it sound like there were three men walking by only using two feet and a cane.

WHAT IS TIMBRE?
Sounds may be generally characterized by pitch, loudness, and quality. Sound "quality" or "timbre" describes those characteristics of sound which allow the ear to distinguish sounds which have the same pitch and loudness. Timbre is then a general term for the distinguishable characteristics of a tone. Timbre is mainly determined by the harmonic content of a sound and the dynamic characteristics of the sound such as vibrato and the attack-decay envelope of the sound.

Some investigators report that it takes a duration of about 60 Ms to recognize the timbre of a tone, and that any tone shorter than about 4 Ms is perceived as an atonal click. It is suggested that it takes about a 4 dB change in mid or high harmonics to be perceived as a change in timbre, whereas about 10 dB of change in one of the lower harmonics is required.

http://hyperphysics.phy-astr.gsu.edu/hbase/sound/timbre.html


Legal considerations of using sound in games

The legal considerations of using sound in your project can be massive and when not done correctly can have massive implications and consequences. Things like copyright are one of the biggest things to take in to consideration when creating a game. Copyright is a system in which the creator of something has control over it and it can’t be used by just anyone to profit off of it. Things such as songs that are used in games often have lengthy legal processes before they are usable in the game, this is often where the creator and the people who wish to use it reach an agreement in which the creator will receive something in return for the use of their work, which most often takes the form of a fee demanded up front for its usage, royalties entitling the creator to a share of the proceeds the project generates, or a mix of the two. These agreements are a highly important part of the legal process. Another use is from royalty free sources, these are free for the public to use as they see fit. Sources of things like this include sites like freesound.org and often work based on the agreement that the creator will credited as is appropriate in the hopes of getting them publicity and recognition. Another way is to create the sounds yourself as you will not need any agreements or anything and will be able to be more independent and less likely to face any legal implications from doing so.