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

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.