Wednesday 15 March 2017

Unit 6 - assignment 2 - Dragon ball xenoverse 2

Analyse genre characteristic
  • Dragon ball has talking animals all over conton city
  • They use KI to help them fly and shoot lasers out of their eyes
  • this is set in the future with flying cars and hover boards
  • they have gods and all kinds of creatures
  • they can summon a magical dragon to grant 3 wishes
Analyse narrative structures
  • The story in dragon ball xenoverse 2 is set in the far future in a place called conton city
  • how the game starts is by going back in time to help alter the past so it goes back to its original time-line
  • you are the main character but you also have to help someone called son-goku who is in every mission so he can be classed as the main character too
  • they have to fight people from the past all over again but this time they have been powered up by some kind of dark energy  making them harder to defeat and if you don't help out son-goku all of earth will be destroyed
  • the characters as they go along the story-line get stronger and harder to defeat meaning the characters get defeated a little bit quicker
  • if you defeat the powered up enemy you will set the time-line back to normal and save the past but if you do nothing happens but what you think happens is the past changes and everything you know will change
  • you are a time warden meaning the whole impact if you don't change the past back to how it was you will most like change the whole of conton city and the future will be destroyed
Analyse representation of characters
  • in dragon ball xenoverse 2 the main character is "you" who is a made up character that you decide to make and customise to your liking and the other characters are trunks leader of the time patrol and the supreme kai of time she's the one that will tell you about missions giving out help and so will trunks, another one is goku who will sometimes appear in almost every mission that you're on
  • yourself, trunks and the supreme kai are all treated as good and very helpful to the universe goku on the other hand is represented as both good and bad in some missions he will be your friend and help you out in the mission but then sometimes he will also be your enemy in another story mission
  • your character is the hero saving the day always there when people need you, trunks is the guy that is always the leader but he is never seen in the fight he's giving you plans and weaknesses, the supreme kai of time is always around watching seeing everything that is happen so she is more or less god seeing everything and finding strong people to help them out
My Article for Dragon Ball Xenoverse


Tuesday 31 January 2017

Unit 71: Object-Oriented Design for Computer Games



Unit 71: Object-Oriented Design for Computer Games


          Areas to talk about;

game objects: sprites; characters; weapons; rooms; walls; scenery; instances; rewards; example, bonuses, power-ups.

object properties: colour; size; speed; movement; sounds; health; lives;

Actions and events: mouse and keyboard events; creates; destroy; collision; timers; scoring;

inheritance: parent; child; inherited behaviours and properties; overriding events;


GAME OBJECTS:

Sprites: 

Sprites are a two-dimensional bitmap that has been integrated into a larger scene. when they were first made sprites were referred to as independent objects that are composited together.

Characters: 

Encapsulation - Encapsulation is capturing and then keeping data safe and secure from outside interfaces.

Inheritance - this is the process by which a class can be derived from a base class with all the features of the base class and in addition with a few of its own. this will increase code re-usability.

Polymorphism - this is the format to exist in various forms, for example an operator can be overloaded so as to add two integer numbers and two floats.

Abstraction - the ability to represent data at a very conceptual rate without any details.

Weapons: 

Halo - in the game halo the weapons you have are endless with different shapes and sizes such as the magnum the smallest gun and then you have the rocket launcher and gravity hammer the biggest and most powerful guns.

Doom - Doom is the same with small and big guns but in Doom you get small guns that pack a real punch such as the super shotgun it is a sawed of shotgun that is also super powerful you also get a gun called the BFG the most powerful gun in the game.

Bloodborne and souls series - in demon souls and dark souls you get a variety of weapons to choose from such as daggers, long swords, hammers, spears, bows and greatswords all of these weapons can be upgraded to make them more powerful, but in bloodborne you get swords, hammers, saws and guns such as pistols, blunderbuss and a cannon because you can never have enough kick in a gun.

what all these games have in common is that they use weapons such as guns and swords in halo you cannot upgrade your weapon so you're stuck with the same weapon throughout the game but you can pick up different weapons along the way as you progress through the story, in Doom you unlock the weapons in each passing level that you complete and while you make your way through the level you can upgrade your gun adding different upgrades such as a grande launcher or a mounted shotgun giving you different type to choose from and allowing new ways to play, now in Bloodborne and dark souls you only have swords, daggers, hammers, great hammers, great swords, bows and guns all of which can be upgraded but for each weapon you have it changes the pace of the game for example if you have s long sword you can equip a shield and take on enemies one on one and plan strategy's where is you have a great sword or a great hammer you might just run in without thinking maybe you could take them out quickly without them knowing, in dark souls if you have a bow you can take them out from afar just shooting fire, large or normal arrows at them the large arrows cause the most damage but in bloodborne your have a gun that isn't ment for damage its ment for parrying meaning when the target comes in for an attack if you time it just right you'll be able to cause a critical strike dealing a massive amount of damage.

Room:

in rooms you can get different types of objects, all rooms are sometimes the same, there can be different things in the room or there can be different items in the room, rooms can be randomly generated causing most rooms to never be the same but on the off chance some designers can be a little lazy and just copy and paste the same room a few times or they just decide to use the same room all the time because they just dont want to change anything meaning items or parts of the room will be the same, for the creators who decide to change the room each time you get a sense of change and randomness because you can never tell what the creator has put in the next room causing you to think about your next move.

Walls:

In object-oriented design the wall is made to of course keep a room together or block something off or its to stop you from getting something until later like an over-powered weapon or s super cool power up, sometimes in games they leave secrets doors or leave a window or crack so you can see through it to see some enemies or just a plain background.

Scenery:

In object-oriented design scenery can be a lot of things from a grain of sand too a cloud in the sky, scenery is all the objects you can find around you like the grass, tress, sand, the sea, this acts as surroundings to show off effects and prove how well the designer has taken time to make sure how much time he has taken to show off his skill.

Instances/class:

class - is a blueprint or a template that was designed to create objects in a game, a class will consist of constructors, field, static field, method and static method. constructors are used to create new instances of a class, field is used to maintain the state  of a class (eg: name of certain object), method is used to show the behaviour of a class (eg: how the object is going to roll over).

Instances - is a special copy of the class that's representing the object. When a new instance of that class is created, the JVM will allocate a room of memory for that class instance.

Rewards/bonuses/power-ups:

Bonuses - in games you can get bonuses or rewards, take overwatch you can get loot boxes to unlock skins,sprays, emotes and many more prizes and in halo you can unlock armour by completing missions and unlocking achievements to get special armour and if you got over 1500 gamerscore on halo you would unlock the special katana that would be on your back in multiplayer.

Power-ups - in halo and doom you can get power-ups such as damage boost, speed boost and over-shield these can help you out in the story mode or in multiplayer to turn the tide of a game, in overwatch you get something called an ultimate that takes time to charge up but once it is fully charged you can unleash a power ult that can wipe the whole enemy team if timed right.

OBJECT PROPERTIES:

Colour: 


Wednesday 25 January 2017

3D model review

In my design i have made some of my 3D model the tools i have used are smooth, move, combine, separate, polygon cylinder and duplicate

with all of these tools i have created almost all of my 3D model to the best of my ability, the hardest part of making the model was trying to get it to fit around the image of the person, once i have the shape of the person i am happy with i then smooth it out then re-shape it so it fits around the outline, i will move it into line if it is off slightly.

Once i am happy with what i have made i will then combine all the pieces together to see what it looks like but if something seems off i will separate them and fix the pieces i don't like then once done i will combine the piece's back together and finish it off