Friday 29 July 2011

Ch 2 – Conceptualization spawning your imagination


  1. The concept, theme and method I come up with currently are:
    • Concept – OHS
    • Theme – Set in the stone age where 3 tribes arguing about who have better OHS policy
    • Method to bring it to existence – A possible goal for the game is which tribe can gain the most food or build the tallest structure with the challenge of the death of cave mans from bad OHS policy

  1. The backstory, environment and 3 character for this game idea are:
    • Backstory – In an year in the stone age, a cave man die from an accident by where he get his pants burn. After this incidence, the 3 stone age tribe elder hear about this and dicided to act by developing an OHS policy. The cave mans in the 3 tribe look at each other and critics each other's OHS policy and starts arguing. After that, they decided to develop an completitions to prove who have a better OHS policy.
    • Environment – It is set in the stone age, on an continent with a lot of grass, trees and animals
    • Character
      • Cheif – This is the character who develop the OHS policy and order other cave man to implement it
      • Cave man worker – This character is a person who can works as a builder and a cook but only takes orders from a cheif and they sometimes do idioted things
      • Cave man hut and gatherer - This character is a person who can works as a hutter and a gatherer of food and building resources but only takes orders from a cheif and they also sometimes do idioted things
    • This elements integrated and linked through a central theme by bringing the idea of OHS in most aspect of the game and getting the player to think about how to implement it


  1. The reference material that is gather from the internet etc.






















  2. My thumbnail
    Houses
    • Cave man

      Cheif Accessories

      Cave Man Tools





























Thursday 21 July 2011

Ch 1 – History & Background the world of the level designer

  1. If I were a level design in the 1980s, I would have the technology limitation of limited memory, limited number of sound nodes that can be made, limited processing power, small screen and programming tool limitation. The type of game I would develop if I was back than is puzzle game e.g. guess the number, vital gambling game like bet on which colour card will pop out next, vital share buy sell game, dodge the rocks.
  1. The game I chooses to analysis the level and environment design are Missile Command 1980, StarCraft 1998, Tomb Raider Legend 2006
  • Missile Command 1980
    • Level – the level design in a way that the player have 6 structure to defend (so the player will not die that easy) and a limited amount of missile to uses to destroy the incoming missile (to increase the difficulty). As the level increases, the more incoming missiles raining down the screen
    • Environment – the game play is set in the moon with guns, structure need defending and the moon surface at the bottom of the screen and missile coming from the top of the screen
  • StarCraft 1998
    • Level – the level request the player to defend the town for certain amount of time (increase difficulty) before drop ship arrive to pick them up. The player can build defence structure at the 2 opening and on top of the town building (increase the chances of winning) with resource limitation (increase difficulty). As time goes by, more and more zerg forces are flooding from the top of the screen (increase difficulty).
    • Environment – set in some planet where the player's base and the human town is at the bottom of the map. At the edge of the town, there is 2 opening.
  • Tomb Raider Legend 2006
    • Level – The level design in are way that Lara encounters couple of obstacles (how to defend and attack successfully against people or animals with weapon) and puzzles (how to get in or out from one places to another) until she meets the big boss. The player will encounter a small puzzle in the beginning, a big puzzle in the middle, another small puzzle, then the big boss. This design increases the player's intensity when the player play through the level.
    • Environment – It is set in Tokoyo, in a city where there is 7 scene (Dance floor, roof, Sky scraper, Takamoto's Building, Takamoto's Home.
    In the conclusion, the design of games in the beginning is simple. As time goes on, the design of games gets more complicated with more stuff added to it.
  1. The games and the game genre I choose to analysis are Tales of Monkey Island (role playing game), Company of Hero (Strategy game), StockWatch (Web bower Economy game).
  • Tales of Monkey Island (role playing game)
    • Setting – GuyBrush got throw over board from a ship and he is currently on an island
    • Goals – To get off the island
    • Puzzles – This game is mostly full of puzzles. To solve the puzzle in this type of game, the player needs to trick other character in some ways to achieve the goal (e.g. one of the goal for a puzzle is to help some one to find buried treasure (Dark Ninja Dave doll). When the location of the treasure is find, the treasure is already been dig out by some one. Therefore, the player needs to make an fake Dark Ninja Dave doll and bury it in that location and show that character (the one that request the player to find the treasure) the location)
    • Risk reward system – There is not much risk in this game except not getting progress on the story but the reward receive for solving each puzzle is humour and progress of the story
  • Company of Hero (Strategy game)
    • Setting - This level is set in a German town, where the player's bases is on the bottom of the map and there is 3 bridges that links to the top part of the map where the German forces are coming from
    • Goals – To defend the captured town with a time limit until Able company arrives
    • Puzzles – There is not much puzzle in this game except for the player to decide what strategy to uses to defend this town
    • Risk reward system – There is couple of risk reward in this game e.g.
      • Capture more point areas to get more resources (reward) but risk getting kill by the opponent
      • Build what type of units e.g. units good at kill tank or infantry or far attack range but inaccurate). The reward is the player's company is good at taking down a type of units but the risk is these units have an weakness and it can be taken advantage by the opponent
  • StockWatch (Web bower Economy game)
    • Setting – It sets in the Australian share market
    • Goals – To gain as much virtual money as possible from buying and selling shares
    • Puzzles – The puzzle is to come up with an workable strategy to increase the value of the players portfolio
    • Risk reward system – The risk of buying a share is the share may not be undervalue enough to make an profit, the reward is if the share price rises, the player can sell it in a higher price to gain an profit
In conclusion, the level and environment design for different game genre could be the same for setting and goal but different for puzzles and risk reward system because the game genre defines how the game is played.