Wednesday, August 25, 2010

reference images - guns -


another colt revolver from 1873, extendijng desgin capabilities for my game.


colt "peacemaker" revolver, one of the more badass guns from 1870's



colt 1851 black powder, a lower end revolver from 1851





1873 winchester rifles, adding the realism to the rifle my game is based on


a differnet coloured 1873 winchester rifle

Sunday, August 1, 2010

zombie western blog


1. Using some of the techniques discussed in this chapter, begin developing a concept for an original game idea. Discuss the central theme of your idea, and the methods you used to bring your idea into existence.

A western FPS with RPG elements (a level up process/upgrades for weapons etc.) game, around the year 1875, my game will be based around "The gun that won The West", the 1873 Winchester Rifle. In a desert based town called "Ursona - The Town of The Damned". My inspiration has come form a mixture of alot of different games and movies, such as call of "Call of Juarez", "GUN" and "3:10 to Yuma"being that these games/movies are western based. The zombie characteristics of the game, my inspiration has come form many movies and games such as "Shawn of the dead", "28 Days Later", "Zombie-land" and "Left 4 Dead".

2. Create a backstory, environment, and three character descriptions associated with your original game idea. How are these elements integrated and linked through a centraltheme?

My game will follow the story of a single winchester rifle that helps the characters fight there way through the zombie masses and other people in the game world. The characters story's that the player plays will intertwine throught the use of the rifle. Although the game will play like a regular first person shooter, the game will feature multiple characters for the player to play, as the story progresses.

3. Document your concept with reference material and original sketches. How did you capture your reference images? Create thumbnails and silhouettes. Compile these images into an art “bible” to help guide your vision.

Wednesday, July 28, 2010

1. Imagine that you are a level designer working in the 1980s. Knowing the limitations associated with this era, what type of game would you develop?

i would develop a air hockey game, because of the ease of use and the fun involved in playing a air hockey game (top down view). also because an air hockey game would use the required CPU usage from the 80's, being similar to pong.

2. Play three games—one from the 1980s, one from the 1990s, and one released after 2004. Compare and contrast how levels and environments are designed in all three games.

depending on the game type, the game play methods have remained relitivly the same (example, in shooting games "waves" of enemies come after the character, or in fighting games there are 2 characters on screen usually on a side scrolling maner although some of the newer fighting games have rotation in the levels). technology has played a major part in the games industry allowing for more awesome level design as time progresses in the 80's it was plain colour backgrounds in pacman and space invaders as such, but the industry has progressed to full detail jungles, city's and oceans of 3d space.

3. How does a game’s genre affect the way its levels and environments are designed? Choose one level from three different games—each from a distinct primary genre—and compare how these levels are designed with regard to setting, goals, puzzles, and risk–reward system.

the first level in "Crysis" a FPS game in very linear, but gives the impression of a vast jungle, but beyond where you are there is nothing besides your single path. in the fighting game "stret fighter 2" there a very small levels, which are basically just a background and barriers stopping the players from escaping the map at the left anf the right. in a game like "H.A.W.X" there are extremely vast levels, being a flight sim game the player covers vast distances of map at speed. so the level must relate to the player requirements depending on the game type.