This is my documentation video for the assignent, the game I'm doing is Space Invaders.
The video is short because there wasn't much to talk about, however regarding the sound (which I didn't mention) the game is currently soundless because I'm doing all of the sounds myself, I've done the recording of the sound in Josh Rai's lesson, and I'm currently editing them at home, and because they're not finished I haven't incorporated them into the actual game yet, the sounds consist of a lazer sound (for the weapon), and a death sound (for the NPC and yourself) I'm also trying to make a tune for the Main Menu when I get round to creating it, and a tune for the actual in-game endless play, meaning I'll have to have the music on a loop.
My game kept on making the recording software freeze everytime I tried to play it, therefore I couldn't record the gameplay, however I did make my younger brother and older brother play the game, and got their opinions.
Younger Brother: "The game is very simple, and I don't like it, it looks boring."
Older Brother: "Without sound the game really is boring and doesn't really give you any excitement, it's lacking in the fun department, and could be a lot better, you need to finish making your sprites because fighting cubes really isn't entertaining, the enemies don't shoot at you, making the game really easy because you currently can't die and have no need to actually use the wall/shield you made to avoid the bullets, because they're non-existent. Even if they could shoot at you, it only takes one shot to destroy a part of the wall, meaning its a pretty lousey defence mechanism. Overall the game requires a lot of improvement, and you probably should've spent more time on it rather than leaving it until the deadline was around the corner."
https://youtu.be/mscNXMl0fH8
Gaming
College Course Level 3 Games Design School Work
Tuesday, 23 February 2016
Thursday, 11 February 2016
Caitlin Assignment - VIDEOS
Video One: Nintendo 3DS XL
as stated, this is the recording of the Nintendo 3DS XL, all natural and not edited.
Video Two: Samsung Tablet
as stated, this is the recording of the Samsung Tablet, all natural and not edited.
Video Three: PS3 Part One
Video Three: PS3 Part Two
as stated, these are the recordings I did for the PS3, all of it is natural, and none of it has been edited.
Video Four: Laptop
as stated, this is the recording of the Lenovo Laptop, again, this is all natural and has not been edited.
Video Five: Nintendo Wii
as stated, this is the recording of the Nintendo Wii console, this video is also natural and hasn't been edited in any way.
as stated, this is the recording of the Nintendo 3DS XL, all natural and not edited.
Video Two: Samsung Tablet
as stated, this is the recording of the Samsung Tablet, all natural and not edited.
Video Three: PS3 Part One
Video Three: PS3 Part Two
as stated, these are the recordings I did for the PS3, all of it is natural, and none of it has been edited.
Video Four: Laptop
as stated, this is the recording of the Lenovo Laptop, again, this is all natural and has not been edited.
Video Five: Nintendo Wii
as stated, this is the recording of the Nintendo Wii console, this video is also natural and hasn't been edited in any way.
Wednesday, 10 February 2016
Unit 73: Sound for Computer Games
P2 Understand the methods and principles of sound design and production
Research and explain when you would use the following sound formats and why?
Sound File Formats:
Uncompressed: WAV, AIFF, SMP, VOC.
Lossy Compression: MP3, RA, VOX.
You would use Uncompressed file formats for things such as Blu-ray discs, and gaming consoles such as PS4, Xbox One, and of course the PC, because these machines can handle it at his peak, and therefore there's no need to get rid of the quality, however if you're going to make a game for a phone or tablet, you're going to need to compress it, which means you'll be discarding some of the quality to make the file size smaller. However audio that you download onto the phones use the MP3 file, which is Lossy compression, because a phone can't handle the uncompressed file.
Audio Sampling
1) How can resolution and bit-depth constrain file sizes?With high resolution comes a huge file size, because you're keeping all of the data to get the best quality you could possibly have, you would use such files for Blu-Ray discs, and game consoles such as the PS4 and Xbox One, not forgetting the PC. This would let you keep all the quality to give the viewer the best experience. However if you were going to place such a file on a phone, it wouldn't work, the phone wouldn't be able to handle it, and even if it did, it wouldn't be able to download any other apps because it would run out of space from that one file. Therefore it'd be better to compress the file and lose some of the resolution if you were going to place the file on a phone or tablet.
2) Explain what the following words mean?
Sample Rate: Information
Mono/Stereo: Information
Surround: Information
Audio Limitations of Game Platforms
How can the following information limit the recording of sound?
DSP: Digital Signal Processor - A DSP is a specialized microprocessor. The goal of a DSP is to measure, filter and/or compress analogue sounds. This would limit the recording of sound and you would lose some quality.
RAM: Random Access Memory - A RAM disk loses the stored data when the computer is shut down, unless memory is arranged to have a standby battery source. This would limit the recording of the sound and you'd lose quality because a RAM disk loses some stored data when the computer is shut down.
File Format: MP3, WAV, AIFF - These file formats will compress the audio which means you will lose some of the quality, this will limit the recording of sound, however you will only need to compress the file if you're going to put this game on a phone. If the audio is for a PS4 game on a Blu Ray disc, then there will be no reason to compress the file and you can record uncompressed.
Audio Output: Mono, Stereo, Surround - Mono can limit the recording of sound because it is mainly used for phones, which requires you to use an MP3, which cuts some quality. Stereo wont cut quality because you don't have to compress the file, you can record it uncompressed. Surround sound doesn't cut quality either.
PCM: Pulse Code Modulation - In a brief sentence, PCM is a method used to convert an analog signal into a digital signal.
RAM: Random Access Memory - A RAM disk loses the stored data when the computer is shut down, unless memory is arranged to have a standby battery source. This would limit the recording of the sound and you'd lose quality because a RAM disk loses some stored data when the computer is shut down.
File Format: MP3, WAV, AIFF - These file formats will compress the audio which means you will lose some of the quality, this will limit the recording of sound, however you will only need to compress the file if you're going to put this game on a phone. If the audio is for a PS4 game on a Blu Ray disc, then there will be no reason to compress the file and you can record uncompressed.
Audio Output: Mono, Stereo, Surround - Mono can limit the recording of sound because it is mainly used for phones, which requires you to use an MP3, which cuts some quality. Stereo wont cut quality because you don't have to compress the file, you can record it uncompressed. Surround sound doesn't cut quality either.
PCM: Pulse Code Modulation - In a brief sentence, PCM is a method used to convert an analog signal into a digital signal.
Audio Recording Systems
In what types of scenario may you use the following audio recording equipment?
Unit 73: Sound for Computer Games
A)
B) http://www.infoplease.com/cig/movies-flicks-film/sound-effects-functions.html
C)
D) Foley is named after Jack Donovan Foley - Foley is non-diegetic sound, relating to or concerned with the addition of recorded sound effects after the shooting of the film, these are referred to as Foley Artists.
E) In music Timbre, also known as tone colour or tone quality from psycho-acoustics, is the quality of a musical note, sound or tone that distinguishes different types of sound production, such as voices and musical instruments. The physical characteristics of sound that determine the perception of timbre include the spectrum and envelope.
Fairy Tail - Narration - When the characters go to a new location the narrator will always say the name, such as "The Port Town of Haregeon" and then give a brief description of the place whilst we see Birdseye view of the location, or the characters within the location.
Fairy Tail - Symbolism - When a certain track plays, you know a battle is about to commence because of how often it is used, it's basically the battle theme.
BLEACH - Speech -
Super Mario - Iconography - Whenever Mario gets the power-up mushroom when he becomes large a very recognizably tune plays.
P1 - Exercise - Sources of Music/FX
- Sound Cloud
- Bands/Artists (such as Rihanna and 5SoS)
- Live Recording - do the recording yourself and use completely original music.
3) What are the LEGAL considerations needed when obtaining or using Music/FX?
- Copyright:
Tuesday, 15 December 2015
Assessment 2: Creating a Game
Everything has been done via video recording and is therefore on YouTube.
However I think the video might freeze a little half way through.
https://www.youtube.com/watch?v=g5o5zWF6hSk
Me Playing The Game
https://www.youtube.com/watch?v=uvdHJFQbiXE
My Younger Brother Playing The Game
https://www.youtube.com/watch?v=s_GQYxLSdFc
However I think the video might freeze a little half way through.
https://www.youtube.com/watch?v=g5o5zWF6hSk
Me Playing The Game
https://www.youtube.com/watch?v=uvdHJFQbiXE
My Younger Brother Playing The Game
https://www.youtube.com/watch?v=s_GQYxLSdFc
Monday, 16 November 2015
What Do I Need To Consider Before Creating My Digital Graphics
- File Extension
- Resolution
- Bit rate - in terms of how many colours I can use
- The device I'm making the game for - target platform
- Pixels
- Size
- What software we'll use
- Tech limitations
Plan:
File Storage
Naming Conventions
Workflow
Time Management:
Deadlines
Quality Assurance
Software Interface:
Work Area
Tool Box
File Information
Status Bar
Asset Management:
File Format
Compression
File Naming Conventions
File Backup
Export File Path
Workflow:
Optimizing
Resolution
Bit-depth
Menus:
Open
Save
New
Import
Export
Edit
Image Settings:
Size
Resolution
Colour Mode
Transparency
Width
Height
File Name
Aspect Ratio
Drawing Tools:
The tools used to create my sprites are as follows, brush, zoom, shape, duplicate, colour, object, actions, size, copying, saving, eyedropper.
Plan:
File Storage
Naming Conventions
Workflow
Time Management:
Deadlines
Quality Assurance
Software Interface:
Work Area
Tool Box
File Information
Status Bar
Asset Management:
File Format
Compression
File Naming Conventions
File Backup
Export File Path
Workflow:
Optimizing
Resolution
Bit-depth
Menus:
Open
Save
New
Import
Export
Edit
Image Settings:
Size
Resolution
Colour Mode
Transparency
Width
Height
File Name
Aspect Ratio
Drawing Tools:
The tools used to create my sprites are as follows, brush, zoom, shape, duplicate, colour, object, actions, size, copying, saving, eyedropper.
Monday, 9 November 2015
Unit 78: Digital Graphics for Computer Games Assignment 2
L3 Games Design
Unit 78: Digital Graphics for Computer Games
Assignment 2
Creating Concept Art Ideas for Computer Game Graphics
Unit 78: Digital Graphics for Computer Games
Assignment 2
Creating Concept Art Ideas for Computer Game Graphics
Client Brief
My client has asked me to create a 2D platform game consisting of 5 levels, a main character, and various monsters within the game, which the player has to kill or avoid depending on the situation.
Brief
My game idea is a very simplistic 2D platform game, designed for children. The name of the game is "Blobs Adventure" the main character of this game is Mr. Blob, the main objective of the game is to save your wife Mrs. Blob, who has been kidnapped by the evil group "Unhappy Blobs" the leader of this group is Evil Blob and his minions are the Mini Blobs and the Stone Blobs, throughout the game the levels will get harder and you'll eventually save your wife and defeat the Evil Blob. The game will consist of 5 levels which will each have a different theme, meaning that all the levels will be a different colour from the previous one, the blocks will also contrast with the background.
Graphics
My game will have incredibly basic graphics because the art style is pixel. The background of my game will simply be one solid colour that contrasts with the blocks on that level, to make the blocks stand out. To be more precise with the graphics, they will be raster, due to the simplicity of the game, and to keep the file sizes at a minimum, the file extensions that I'll be using will be .jpeg. The game is going to be 8-bit meaning that you can also play the game on a phone, and on a handheld gaming device such as a Nintendo DS.
Legal Considerations
My game is aimed at children from the age of 4 and above, this is because there is no severe violence, no foul language, and the game is very cartoon like so the children can see that everything happening in the game is fake, and shouldn't be performed in real life. The game will be copyrighted because it is my original idea and shouldn't be allowed to be stolen by others for their own profit.
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