Advanced game Design: Prototype 5

Prototypes

For my second team project and final prototype for my advanced game design class, we were tasked with creating an educational game. Though I am not a huge fan of designing these types of games, I did grow up with them and sunk many many hours into them, so it was oddly fitting to make one as my last project for undergrad. the objective of the game is to give people enough context clues to correctly guess the country in question. My teammate did the Unreal implementation while I painstakingly researched each country, ten in total.

This was created with the intention to be used in a classroom, likely over zoom as this was made while COVID-19 was still running rampant. I will admit it’s not the most thrilling game in the world, but the base is there for a decent geography game should it be developed further. The four hint system is also good because it helps not only the person guessing the country to learn, but also checks the hint giver’s knowledge as well! So it can become a team game similar to gestures or charades.

Advanced Game Design: Prototype 4

Prototypes

This was a team project between two people where we created an in game economy. My teammate was a huge tabletop board games fan while I have never touched them save for the occasional game of Monopoly or Stratego. While I was at USC I definitely got more of an affinity for them, but when this project was made two years ago, I had no idea what I was doing. My teammate handled the abstract representation, game rules, excel spreadsheet, and tabletop simulator implementation while I handled the Machinations side of things. Even though it may seem like he did more than I did by that list, in reality Machinations took a very long time because we had a complex system and it was a new program.

While at USC, I took a systems class, so now I understand what my teammate was doing as well as what I was doing better in Machinations. Playing D&D helped me realize all of the complex systems and numbers that go into tabletop games. Making and balancing games have made me realize that excel spreadsheets are necessary for a great game experience. My part is at 8:50, but if you have enough time, you can watch the whole thing to get a better understanding of what the Machinations show in regards to the game economy.

Machinations Link: https://my.machinations.io/d/Superpower-RPG/0836ef039bb109c5dccc49fb5384a5f5a

Advanced Game Design: Prototype 3

Prototypes

This project was created for my advanced game design class, a class I took my senior year in 2021 where we learned about game mechanics and prototype examples of those mechanics. For this project, we were expected to cover tactical maneuvering. My mind immediately went to a turn based RPG fighting game, however I have little to no knowledge or experience in the subject. Regardless, I tried my best to make a grid based movement system with limited amounts of turns the player can take.

In a turn, the player can either move or attack. There are 3 possible moves in a single turn, and each player type takes a certain amount of moves to do anything. Green takes one move to do an action, white takes two moves, and blue takes 3 moves. Their health also corresponds with the amount of moves, with green having the least (taking 2 hits of damage) while the blue has the most (8 hits of damage). I didn’t have enough time to program the enemy’s movement, but I was still able to program them lashing out and attacking the player.

Advanced Game Design: Prototype 2

Prototypes

For this project, we were asked to create 3 mechanics indicating progression. This refers to something that prevents the user from moving forward in the level and an item that then helps them progress. In this case, there are turrets that kill the player if they are not wearing a shield, crushers that can be stopped by using up heat, and a door that opens after collecting a certain amount of keys. I made this in Unreal Engine 4 using visual scripting.

Final Weekly Blog/Report – 5/22

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This week marks the last blog post of ISM. It was a crazy, intense, difficult, and seemingly unending class, and I am forever glad I got to experience it. I became interested in the art of designing games for a living and met an amazing man who is now my mentor, Mr. Skyler Jermyn. To say that ISM was a fun, life changing class is a gross understatement. The class taught me how to become a professional in the field as well as how to follow your dreams by actually doing the work necessary to be successful in the field. I consider myself very lucky to be able to take such a dynamic class with such an amazing, gracious, and supportive teacher like Coach Goff.

I feel confident in my choice to take video game design and further my studies in the field. In the near future, I plan to become even more involved in the game development community and increase my own skills in Unreal Engine. It will be a difficult journey to take, but what fun and excitement I can have in the future! I recommend ISM to any student willing to put enough elbow grease to succeed in the program.

Weekly Blog/Report – 5/8

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This week I finally finished the final product. While I feel as if I can make numerous improvements and additions to the level, I must accept that this is the rough block out that I intended to create for my product. This project wasn’t as much of what I can make as much as what I can learn. I researched and learned a plethora of information related to video game design I otherwise would have never learned had I never took the initiative to take on the daunting task of creating a completely original level without any previous experience on Unreal Engine 4.

Looking back, I realize how far I have truly come with the program and what I know now in regards to game design. I am glad to have taken ISM, despite the intense workload and impossibility to slack off and stay on track. While it is not a path for everyone, I recommend it to anyone who wants to learn a great amount about a subject they otherwise would be unable to learn on their own. I am proud of what I have made for “The Sweepster” and I am looking forward to what I am going to do in the field of video game design in the future.

Weekly Blog/Report – 5/1

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This week I have been hard at work completing the final product for the due date set on the eighth. However, I have so much left that I could do to improve the game, but I cannot due to time restraints and the AP tests being upon me. Therefore, I must divert my attention to completing a successful block out of the game, as well as finishing the presentation element of my final presentation, which will be interesting and fun to present. As I have said many times before, there is a necessity of balance that must be reached when designing the game, but with the majority of my classes at an end, it is becoming easier to set aside time to design the level.

I am not worried about finishing the product as much as I am concerned with how it will be overall. I have a lot of people I don’t want to let down, so I am making my level be the best it possibly can be without appearing overdone. In game design, there needs to be a balance between presentation, gameplay, and enjoyment. If any of these three categories are less than the other, this can cause the game to be not as amazing as the creator most likely intended.

Weekly Blog/Report – 4/25

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This week I’ve been implementing my own ideas for the level. I have set the lighting and sky box to change the atmosphere from a sunny day to a brooding time of dusk. It was relatively simple to change the sky, but it made all the difference in the world. Now I will need to create a mountain chain to better guide the player to the end goal, which is a cave system where the final boss will lurk. I am unsure whether or not I will implement any game play into my level, but I at least can make the standard level design and portray the basic story.

Some advice my mentor gave to me was to include text boxes labeling each section of the level and what is the purpose of that section in relation to both the story and game play. That way I can better show the audience my basic block out of the level. Even though my level has gone through intense and dramatic changes, I feel like I am better learning the process a game designer must go through when creating their level. Therefore, I must complete the level and finish strong for the Final Presentation Night.

Weekly Blog/Report – 4/17

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This week I attempted again to show my work to my mentor, but alas, the files have become corrupted. However, my mentor says that we can remedy this by taking screenshots of my current progress so that he can check on how I am progressing. I have a program called Snagit that will enable me to capture the pictures and show them to my mentor, but I am progressing rather slowly through my level, as it is quite challenging to sit down and devote so many hours to one activity. However, this is part of the learning experience and what a level designer does.

My latest meeting with Mr. Jermyn was very interesting because it made me realize that I am truly starting to think and process things like a game designer does. I must take into account all steps in my creation of the game and strive to make those which I already have presentable. While I am creating the level I am also refining it and improving the layout so that I can save more time. Unfortunately, AP tests are just around the corner, so I am balancing my time between studying and creating the level, but that is a basic skill necessary in any profession.