Thursday 22 November 2012

BA4 Contextual Studies: Creating Coherent Worlds #7


Contextual Studies Presentation
I wont lie, at the end of last week I was still struggling to finalize my presentation idea/question. I  had a few themes and ideas buzzing through my mind so I had to sit back and let the idea form. Luckily, on Sunday evening, it hit me. I should do a study instead of a question and incorporate all the areas which interest me into short, informative studies.
This is when I decided that I wanted to base my presentation on: 

Narrative Theory
Transmedia
Theme

But how, how do I connect these to my presentation? Well, that is when I devised this beauty: 

A Study of Crucial Components Which Help Create Coherent Worlds. 

This meant I could cleverly include the 3 main areas I had enjoyed the most from our series of contextual studies lectures whilst also approaching the 10 minute time frame in smaller concentrated chunks. It no longer felt daunting. 

After this I started to gather ideas on what to cover under each of the 3 sections. That went as follows: 

Narrative Theory
Applying Propp's 7 spheres of action upon a video game world, likely Journey. This is to prove that narrative structure is crucial to creating coherent characters, so what if I applied it to the game world, could I conclude that the game world also contains narrative structure and is therefore coherent even though Journey is an abstract art game? Well yes, yes I could. This was my first section sorted. 3 minutes roughly. 

Transmedia
I decided the next part would cover how the use of transmedia plays a crucial role in creating coherent worlds and how those worlds are consistently ported from various medias successfully to ensure that world is kept coherent. I decided Batman would be the best transmedia franchise to follow because it spans across so many different medias and yet retains similar, if not the same, coherent elements across the board. I focussed on how characters (linked from narrative) have evolved over the years across various medias and how they eventually lead to the Batman Video games. I can talk about why they are successful coherent worlds and what helps contribute to making them this way.

Theme
Finally I would finish on theme. I really enjoyed Kim’s lecture on theme and I felt it influenced me greatly. I knew I wanted to talk about how player become immersed in themes of games and that themes are crucial and must be consistent throughout to ensure the player doesn’t become distanced from the world leaving them unsatisfied.
It might seem a bit cheeky to do this, considering I had done extensive research following each of the presentations on my blog so I already sort of “had” the information (sitting right under my nose!) all the time. I just needed to find reliable back up sources and quotes to pull the presentation together. 

Other than all the research I have documented throughout CS, here is a list of websites I visited and links to website versions of books that I read for the contextual studies presentation as well as links to other useful information I discovered.  








Sunday 18 November 2012

BA4: Game Design Document #39


Various In Game Screens
I have accomplished so much today. Since my last post I have created various “screen shots” for certain important parts of the game. Here they are! 

Lianna’s Interactive In Game Map
Scattered throughout Distorted Deliriums world will be various blood stained marks on the walls. When investigated, these marks will become maps which Lianna/the player can update in their journal so that they have a map around. The example here is blatantly obvious, slap bang in the middle of a wall and its very bright. As the game progresses the map markings will become increasingly harder to find and often players will be left without areas of the map filled in. 


Once the player does find a map, they can “activate it” and Lianna will draw it down in her journal. Once this is done, the player can access their journal at any point in the game and view their status in the game world. 

Lianna’s Journal will have a greyed out colour for the floor plan of the museum every time she discovers a new floor. This doesn’t mean the player will know every where on that floor, because its not the map, its simply a greyed out area which indicates to the player the areas they haven't discovered yet. This wont be told to the player however, players don’t really get much in this game >:D

Doors that the player has tried to enter and are locked are marked in red, doors which are open are marked in black. This is about as much help as the player gets ;)

  
When the Player Finds A Diary
Players will be able to find diaries written by various members of Lianna’s family as they travel around the museum, the harder they explore, the more diary entries they find leading to them learning more about the game and story. 

Like other intractable objects, diary clippings will glow so that the player can see them and tell them apart from other random objects. 

When a player picks up the diary page, the screen will blur out behind the note and fade to black as the player reads the diary entry. They will get the option to flick through to other pages of the diary (if it is a long entry) or they can return to the game or journal from viewing. 

I created these screen shots in Photoshop  using various new fonts, brushes and textures I have been referencing into my work recently. 

The idea is that it would happen like this: 

Player finds note > picks up note > as note comes up onto the screen, the edges around it blur into the background  eventually turning black > the player is then greeted with an over screen text box displaying the diary entry (as we fear the font may not be readable by everyone) > arrows pop up on screen indicating there might be more diary entry to read > if not, the player can simply quit back to game > the diary entry is then stored in the players journal. 


 Finding Family Photographs
Another way to find out more about the game and learn the story is to find family photographs. These are similar to the family diary entries only they are photographs. 

When the player picks them up, the same thing happens to the screen, however, instead of text obscuring the image there will simply be a small tag line appear which names the photograph and gives the player better understanding of it and how it relates to the game. 

For example, here I used a photograph I took recently in Florida of a bar because I really liked the way all the bottles were stacked up. I edited it in Photoshop to make it look more “vintage” (it was supposed to be taken when Lianna was very young) and slapped a caption on it. Its suppose to represent Lianna’s alcoholic parents. 


 Psyche Notes
Another in game collectable are psyche notes. These are notes which are spawned into the game in amounts relative to Lianna’s psyche, as well as just randomly.

They are split into 2 types, notes from Lianna’s “sane self” and notes from her “in-sane self”. The higher Lianna’s psyche the higher chance the player will have of picking up in-sane notes. In-sane notes will be disturbing and often very dark to try and twist Lianna’s mind into being mentally ill. An example is shown below…

  
However, if the player remains with a low psyche then they will find more sane notes. These are directly linked to the “good” ending of the game and will be rarer and harder to find! Sorry! Sane notes will often remind Lianna of her “good” life and possibilities for coming out of this nightmare “sane” as opposed to mentally ill. 

  
Navigating Lianna’s Journal
Lianna’s journal can be accessed from both an in game keyboard key short cut or by entering the inventory and manually selecting it. From there the player will see this page with some very basic options. 


Again, this is another piece I have been working on in Photoshop making use a various free textures and brushes I have downloaded specially for this project. 

The player can either access their map, family diaries,  sanity notes or family photo’s. We haven't included Lianna’s OWN photographs here because of two reasons. 1, she isn't using an instant camera such as a Polaroid and therefore can’t print off instant pictures to put in her photo journal and two, we are giving the player the ability to scroll through the photographs they take in the game on their actual camera as a separate mechanic. 

So, anyway, the player would simply click their mouse over the option and it would flick through as if it were an actual journal, making the paper sounds and everything, until they got to the right page. 

For example, if the player wanted to view any diary entries they had found, they would click the family diaries link and be taken to a page like this, where all the diary entries would be listed, in the order they were picked up, for the player to then click on to view. 

  
Once they have clicked on an entry they wish to view, the screen will fade instantly to black while the diary entry pops up on the screen. This time there is no wait for the white text to pop up, it comes up straight way for easy and fast reading in case there are any clues or important information that needs to be read! 


The same can be done with family photographs, once the player clicks on the family photograph link in Lianna's journal, they are taken to all the family photographs they have collected in game. From here, the player can click through in the same way to view all the photographs and their tag lines/information

 
In Game “Tells” When You’re Dying
Previously I wrote up the game mechanics and I specifically detailed the events which would occur when Lianna was in the process of dying. 

There are 3 stages of visual tells which indicate to the player that they are in a colossal amount of danger and must remove themselves quickly to safety.  Using one of Olives concept designs, http://olivegamesartanddesign.blogspot.co.uk/, I was able to illustrate over the top, using Photoshop and my new brushes, the visual stages of death. 

Here is the playing screen normally, without the player being close to death: 

 

Stage 1: minor desaturation of colour on screen


Stage 2: More desaturation of colour and red strokes appear in outer edges of the screen. 


Stage 3: Total loss/desaturation of colour and severely bright warning strokes pulse on screen with drips of blood.


Texture references

Lined paper texture for the sanity notes by Tyler White: http://cliffski.deviantart.com/art/Pristine-Looseleaf-Paper-105821382 

Various surface textures from free texture library: http://freestocktextures.com/

 

BA4: Game Design Document #38


Lianna’s Photo-Journal
Since I posted up my last blog post I have created Lianna’s photo-journal. This is where the player can access their own map and other various information from in game. Here is a screen mock up to show what the player would see when they want to bring up Lianna’s journal. 

 
I used my own photo textures for the pages at the side of the book (see below) as well as a free to use texture from here, http://bashcorpo.deviantart.com/gallery/164984#/ddo9g6, for the open pages. I also used varies other textures that I have been using from the free texture library, http://freestocktextures.com



BA4: Game Design Document #37


Finishing the Floor Plans
I have spent the past couple of hours finishing the floor plans for the Museum. I have already done the first and second floor plans (see previous blog post) and here are the floor plans for the third floor, basement and Lianna’s house areas of the game. As I didn’t actually mention the floor numbers in my previous post, I will repost all the floors together with titles so you can see them all together.  

Basment


Lianna’s House
(found inside the basement)


Floor 1


Floor 2


Floor 3



How to Read These Floor Plans
It was really hard to detail floor plans for our game as we haven't planned out the entire story. For example, we don’t know every puzzle or room associated with that puzzle, or where the important rooms are with key items. This is why I have put generic room names such as study room 1 and museum room 4 etc. I have also included rooms which are called possible puzzle room where there could be an important story/gameplay related progression puzzle inside. Again this is just an example. 

I have also put colour codes on some rooms to show how this might appear on an actual museum floor plan. The idea in game is that every floor will have a map (as if it were the normal museum) placed hanging up on a wall somewhere. The player will have to return to this area id they are lost or need to know where something is. However, there will be ways for the player to make their own map, more on this to come!