This project I feel has gone better than I planned. To start with I got the research out of the way and done with, so I didn’t have to worry about any last minute changes. As well I knew exactly what I wanted to do, so I didn’t have to keep changing my mind, although I did change some things. For example I made a better model of a gun such as the pistol I used, instead of a rifle, because in order to get the gun to work properly, only half of it was visible. There a lot of things in this project that I was not happy about when I finished. The texturing for instance. I had already imported the models into unity before I had textured them in Maya, so I would have had to spend ages in Photoshop creating a texture map for the models, so I just put a plain texture on the models in unity. Although I am happy with some textures, such as the floors and walls.
When actually making the game, I came across numerous scripting errors, so the majority of the project time was spent looking for and fixing these errors. By the time I had finally finished my game there were still some things that weren’t working properly. For example, when the last target is destroyed a game over screen is supposed to be displayed saying "congratulations, play again?" but nothing happens. And after spending a good few hours trying to get a point system to work and appear on the HUD, I managed to get one to work well. However when I built the game and tried to play it on the web player, no information on the top left hand corner was displayed. I wanted to put animation targets on the other range, but I had ran out of time by the time I got round to doing this. As well, another problem I had was locking the limits of where the player could look. The vertical lock worked perfectly, but I couldn’t limit the horizontal axis.
I am happy with the end result, despite all the things that went ring, and all the things I would have done differently. On the whole I think it works well, looks good and plays well.
Wednesday, 26 October 2011
Monday, 3 October 2011
how i will make my game
To make my game, i will begin by looking at what kind of target i want for my game. to do this i will research existing target shapes, and styles that are used in carnival games. i will then choose a design and create a model of it in Maya, the 3d program i will be using. once i am happy with my 3d model of a target, i will texture it with a texture i will create in Photoshop. i will then look at what rifle or gun i will use for my game, and again i will research and look at guns that are used at carnivals, such as air-soft rifles. once I've completed my 3d model, i will texture it appropriately. i will then look at what kind of environment i want my game to be, such as a carnival stall, or a circus tent, or otherwise. once i have created my environment, and all my other t3d models, i will begin to bring them together in unity, the game engine.
Monday, 26 September 2011
further research
When I looked at games that are similar to ones that I want to create, such as Carnival Shootout, I noticed some things I hadn't before. For example this game had carnival music playing in the background. As well I noticed something I could use in my own gown, rather than having continuous ammo, the game features a six shot system, where you have to click the mouse button to reload the gun after six shots, and often the game reminds the player to reload. I also found that some games measure accuracy. By this I mean there must be a calculator in the game, which records the number of shots fired, against the number of successful hits, and delivers a percentage to the player, which can sometimes reward a bonus. This bonus can often be in the form of a number of points towards the final score, or if the game is timed, a time deduction bonus.
In other games I looked at, such as Storm Ops, there are realistic gun physics, such as the delay between firing the gun, and the projectile hitting the target. This makes the game more challenging compared to other games, because the player has to sometimes judge where a moving target will go. For example, in carnival shooter, when the player fires the gun, there is no delay for when the projectile hits the target, making it for easier to get a big score.
Sunday, 18 September 2011
developed synopsis
While playing games on the internet as part of my research, I noticed some occurring themes between games. Some games rely on a cumulative point system to beat the game, whereas others use money instead of points. I could use this idea in my game, by making upgrades available. For example, the player begins the game with an old fashioned inaccurate slow rifle, but could end the game with an accurate quick firing rifle. Between each round, the player can visit a 'shop' and purchase upgrades, such as reload rate and breathing rate, with the money they have cumulated in the previous round, encouraging player to hit more targets. I noticed as well, so shooting games have time and ammo limits. I could incorporate this into my game, by having a set time limit in each round, with possibly a time bonus somewhere, and having the option to buy more ammo between each round. In my game, I aim to have three levels of increasing difficulty, but the money gained from each target taken down increases, and even more so with the ‘money upgrade,’ a possible upgrade to give a percentage extra with every target taken down. Each level will last 30, 60, and 95 seconds, 35, 65, and 95 with the time bonus, and have a maximum number of targets, split into three sections of the shooting rage, furthest back being the most difficult, and vice versa. If a player runs out of time, and has not achieved the required score for that level, the game over screen will run, giving the option to play the game again. If the player has achieved the required score, but has run out of ammo, the game will continue until the timer reaches zero. The target score for each level will be 20 targets taken down for the first level, forty for the second, and seventy for the last level.
synopsis
To make the game more interesting, some targets will move, others will stay still, and some will only be displayed for a brief period of time. I aim to make three levels, as I have found this concept works from my research, each wit increasing difficulty. If I have the time once the basic game has finished, I will try to incorporate a scoring system for the user, which allows them to gain a bonus if the score a headshot. This will be difficult, but if I manage my time well and make sure I meet the deadlines, I should have enough time left over to at least try to get it work.
The idea of my game is to mix both elements of an old fashioned shooting range or gallery, with aspects of a modern carnival version. For example, shooting targets in the shape of people, with an old military rifle. The game will work the way most of the games in my research do, shoot the target to score points, special targets giving extra points. The graphics of my game will be detailed enough to give a realistic feel, but not so detailed as to potentially slow the game. The controls for the game will be as such; aim with the mouse, left click to fire, right click to reload.
http://chicago-firearmtraining.com/index.php
http://chicago-firearmtraining.com/index.php
games research
Online shooting gallery games, work much the same way as shooting galleries at carnivals and fair grounds. The user controls a weapon and has to shoot a number of targets to achieve a set score or a prize. In my research I noticed there are also 'bonus' targets, which give the player a bigger score. For example in the game Carnival Shootout, any animal carrying a golden flag triggers another animal with a ball. This ball gives the user a big score and counts towards their total. This game also features a method of loosing points. Animals often carry a white flag, and when the user shoots these, they loose a number of points. Most shooting games feature a scoring system, where by the user has to acquire a certain number of points to progress onto the next level, or to beat the game. And most games have more than one level, for example carnival shootout has 3 levels, with an increasing target score.
http://www.searchamateur.com/Downloads/Carnival-Shootout.htm
http://www.searchamateur.com/Downloads/Carnival-Shootout.htm
There a lot of online games on the internet, some are user friendly; good all round games, while others are difficult to play. Most of the good games have something like an introduction or a tutorial to tell the player what to do if they've never played the game before, or if they have, and just haven't played it for a while. For instance in the game Plants vs. Zombies the game begins with the easiest level, and a walk-through of how to play the game. This is the case for a lot of games, although some don’t, and these can prove challenging, especially if the user has never played the game before. However, some games don’t essentially need a tutorial. Like most tower defence games, such as Warzone. This game is like one of thousands on the internet, place certain structures, defeat enemies and protect something. Self-explanatory. Whereas other games, have a much different concept, such as shooting the right target. Much like a mini game in Call of Duty: Modern Warfare 2, a player has to navigate ‘the pit’ shooting targets, while maintaining speed. This pressure can cause the player to mistake a ‘civilian’ for an actual target, which penalties the player with time added on to their score.
http://www.brothersoft.com/games/plants-vs-zombies.html
Typical online shooting gallery games often have a way of keeping the user from achieving a potentially infinite score. This can either be, where appropriate, limited time or limited ammo. For example in the game carnival shooter, you have 30 seconds to achieve the required score to the next round. In other games, the user has limited ammo to achieve the required score. In the game Limited Bullet, the player has a set number of bullets in order to take down the number the required number of targets. The difference between limiting bullets and time, is limiting bullets, holds very little room for error with a certain shot, whereas limiting time holds little room for error with a certain shot, but if a player feels they can’t make it, they can try another target, and still achieve the required score.
Most games generally have good graphics and run at consistent speeds. This means that at no point does the game overload with information and run slow, or lag. Generally, games with higher graphic levels are the ones that tend to run slower when the game becomes more intense, although games with higher graphic levels sometimes have the option of changing the resolution, for slower computers or slower internet speeds. There are also some games that have lower graphic levels, which tend to be games that are not played by a lot of people. Having a lower graphic level though, they are sure to not run at slower speeds when the game is overloaded. A good balance makes a good game; good graphics and good performance on all computers.
http://davesgameworld.wordpress.com/
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