Sunday, April 10, 2011
Map Concept
The main map for the game,
it includes villages and small towns, the main castle. the great dragons eye.
volcano, and various forestry areas.possibly you can cross the ocean to new places.
also uploaded closeup of volcano concept
it includes villages and small towns, the main castle. the great dragons eye.
volcano, and various forestry areas.possibly you can cross the ocean to new places.
also uploaded closeup of volcano concept
Sunday, April 3, 2011
Camera angles are evil!
Apologies in advance, i dont have microsoft word.
To discuss camera angles and how the invisible camera effects gameplay can be obviously debatable as every single game requires a camera.Their are many aspects that a camera can change, from objects that are unseen to reduce load or to increase gameplay (such as oblivions 1st person view toggle option).I would like to speak of gameplay for my example though, one particular game that you may or may not be familiar with is the MMORPG Runescape.This game is just a simple point and click, built with java engines and so forth created back in 1999.The reason the camera plays and important role is because of its 3rd person distant view, and with zoom you are still roughly 15-20 meters (relevant to gameplay size) away from the playerm but still closer to the ground and can see more of your character. This is important in the game as it focuses on a point and click system, so having a close up view like DragonAge which i found that you couldnt see very far, and if you did click it seemed rather mundane and inaccurate.Runescape also heavily relies on this distance from the character because it is a resource collecting game, and the chat system also relies heavily on being able to see who and what they are saying around you.Runescape also does not care about storyline being an MMORPG, its basically farming exp and enjoying your own accomplishments with friends, and though the game is impressive i do prefer this over Dragonage which relied way too heavily on cutting the map areas short, there was no possibly benefit to exploring, and the camera angles werent even done well enough becuase half the environment would cut off your line of sight.Our game (unnamed) will both have 3rd and 1st person toggle views, this is mainly to see close up people (as you are a large dragon, or a griffon) but also implements gameplay whilst breathing fire you can more accurately watch your enemies burn asunder :).While creeping up on enemy villages will also give you the advantage of looking around corners and over the tops of small hills.The 3rd person view will enable easy navigation whilst flying from locations, making sure you do not fly into a cliffedge. Also within the castles and homes you will automatically go into 1st person view, to keep the interiors mysterious, such as in caves that are small and not able to be flown in will remain more vague. also if there are enemies or hostages inside of buildings, you will need to poke your neck in to check!Hopefully we will have an accurate battle control system that allows you to do many functions such as picking individuals up as hostages, or perhaps fly up and drop them! this is why it is imperitive to have a closer and more person 1st person view, incase you grab the wrong person in amongst your human allies!
To discuss camera angles and how the invisible camera effects gameplay can be obviously debatable as every single game requires a camera.Their are many aspects that a camera can change, from objects that are unseen to reduce load or to increase gameplay (such as oblivions 1st person view toggle option).I would like to speak of gameplay for my example though, one particular game that you may or may not be familiar with is the MMORPG Runescape.This game is just a simple point and click, built with java engines and so forth created back in 1999.The reason the camera plays and important role is because of its 3rd person distant view, and with zoom you are still roughly 15-20 meters (relevant to gameplay size) away from the playerm but still closer to the ground and can see more of your character. This is important in the game as it focuses on a point and click system, so having a close up view like DragonAge which i found that you couldnt see very far, and if you did click it seemed rather mundane and inaccurate.Runescape also heavily relies on this distance from the character because it is a resource collecting game, and the chat system also relies heavily on being able to see who and what they are saying around you.Runescape also does not care about storyline being an MMORPG, its basically farming exp and enjoying your own accomplishments with friends, and though the game is impressive i do prefer this over Dragonage which relied way too heavily on cutting the map areas short, there was no possibly benefit to exploring, and the camera angles werent even done well enough becuase half the environment would cut off your line of sight.Our game (unnamed) will both have 3rd and 1st person toggle views, this is mainly to see close up people (as you are a large dragon, or a griffon) but also implements gameplay whilst breathing fire you can more accurately watch your enemies burn asunder :).While creeping up on enemy villages will also give you the advantage of looking around corners and over the tops of small hills.The 3rd person view will enable easy navigation whilst flying from locations, making sure you do not fly into a cliffedge. Also within the castles and homes you will automatically go into 1st person view, to keep the interiors mysterious, such as in caves that are small and not able to be flown in will remain more vague. also if there are enemies or hostages inside of buildings, you will need to poke your neck in to check!Hopefully we will have an accurate battle control system that allows you to do many functions such as picking individuals up as hostages, or perhaps fly up and drop them! this is why it is imperitive to have a closer and more person 1st person view, incase you grab the wrong person in amongst your human allies!
Wednesday, March 30, 2011
Tuesday, March 15, 2011
Graphics in games- how important is it to me?
It is very difficult to seperate high quality graphics from the rest of the aspects used in a game, gameplay, sound, difficulty, perhaps if its a multiplayer game and so forth. Myself, being more artistic than a game player find graphics very rewarding- this is because it is a direct link from ones imagination intented to capture the player into absorbing ALL aspects of the game, graphics can create the world for the player, it can represent the emotions of the character, place the character into the correct environment, and strengthen the storyline by making a more beleivable concept for the player to view.
from a more analytical point of view, a game itself does not have to rely on graphics to make it competitive, this has been proven with many recent iphone games which use basic concepts, but provide the player with utmost fun.This is depending on why a person is playing a game in the first place, and what mood they are in- again, me personally i prefer graphics to create a new world for me, somewhere that i can escape to, or perhaps inspire- which is why i want to be an artist, to convey strong concepts for everyone to enjoy!
*wonders why he is in design* hmm... :]
from a more analytical point of view, a game itself does not have to rely on graphics to make it competitive, this has been proven with many recent iphone games which use basic concepts, but provide the player with utmost fun.This is depending on why a person is playing a game in the first place, and what mood they are in- again, me personally i prefer graphics to create a new world for me, somewhere that i can escape to, or perhaps inspire- which is why i want to be an artist, to convey strong concepts for everyone to enjoy!
*wonders why he is in design* hmm... :]
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