Wednesday, August 29, 2012

First sketchbook art via tablet

This picture is the first drawing I have done on sketchbook via tablet.


Be Creative!


Remember this list!

33 Ways to stay creative.
1. Make lists.
2. Carry a notebook everywhere.
3. Try free writing.
4. Get away from the computer.
5. Be otherworldly.
6. Quit beating yourself up.
7. Take breaks.
8. Sing in the shower.
9. Drink coffee/tea.
10. Know your roots.
11. Listen to new music.
12. Be open.
13. Surround yourself with creative people.
14. Get feedback.
15. Collaborate.
16. Don’t give up.
17. Practice, practice, practice.
18. Allow yourself to make mistakes.
19. Go somewhere new.
20. Watch foreign films.
21. Count your blessings.
22. Get lots of rest.
23. Take risks.
24. Break the rules.
25. Do more of what makes you happy.
26. Don’t force it.
27. Read a page of the dictionary.
28. Create a framework.
29. Stop trying to be someone else’s perfect.
30. Got an idea? Write it down.
31. Clean your workspace.
32. Have fun.
33. Finish something.

Primary and Secondary Emotions

The Fight or Flight Response is the working title for my game about confronting emotion and how the player deals with it. I want this game to be unique, but I want to be smart and use real psychology to back it up. The game has non-violent combat, but the player will combat emotion and that can be tough combat. Something I have been researching are primary and secondary emotions.

Primary emotions are the emotions we feel first when we encounter a serious situation. Things like fear, anger, sadness, and happiness are usually primary emotions. These emotions are instinctive. They can be emotions experienced quickly which makes it difficult to really understand what is really going on.

Secondary emotions are those felt after the intense situation. For example, the player crashes unscathed onto an unknown planet. He is glad he survived almost certain death and without a scratch! After those initial feelings of happiness leave he will be sad that he is alone and without help.

Understanding these concepts will help me better understand the human condition during a traumatic event. This even could help me better write the episodes the character goes through in the underground. For example, the player will choose dialogue options or collect certain items during an episode. Depending on what the player chose, the game will decide how they dealt with the situation. Not everyone will choose the same thing. This will change the outcome of the game.

I am still working with this idea and other psychological issues the player could go through. If you have any suggestions, please comment!

I got my some of my research through this web page:

http://changingminds.org/explanations/emotions/primary_secondary.htm

Tuesday, August 28, 2012

Presentation day 1

Presentations for day 1 word very exciting. I really liked seeing the variety of different games being made. It was really fun to see how each person presented their game. I didn't think that I was going to go today but it was really need fun to be the last person to present. I was a bit nervous to present at first, but I had a lot of practice during Game Design 1 and 2.

I really liked Thaddeus's and Blake's projects so far. I really like the use of the avatars in-game. I am also a big fan of co-op and multiplayer.

As for my project, I wanted something that was going to be very different from everyone else's. It needed to have a different combat system, different tone (mood), and different objectives. My project is going to be 8-bit, 16-bit, or similar 2D style. I look for inspiration from Terraria (resource gathering/art style), Lone Survivor (art style/mood), and Amnesia (atmosphere/intensity). Bob Kessler and Roger Altizer explained that our game was going to be limited in scope and we only have 2 semesters to do it in.

I limited my game by going for a 2D art style, PermaDeath, and a different combat system. As mentioned the game will feature simple 2D art, however, we will stylize it and make it look our own. 

The PermaDeath feature is something that is old and new. NES game technology was limited and could not provide this feature, but those are some of the best games ever. Day-Z introduced this feature and it makes the game that much more intense. The game does have a simple save so that you can leave your computer and come back, but once you're dead...you're dead. This will help my game created that same intensity that is in Day-Z. People will be very careful how they play the game. Also, since the game is short, I would like people to play through in 30 minutes to an hour. 

This leads into the combat system. The game will feature a non-violent combat system. The game will force the player into emotional episodes where the player will interact by a dialogue or action sequence. The player will have to make serious choices during these episodes that determine the outcome of the game. Since these choices will determine the outcome, once you make a choice, you can't save and go back. Hopefully, the game will be good enough that people will play it at least twice to figure out the different endings.

I am very excited about my game and I have posted my one page pitch: