Sunday 6 November 2011

Managing Games and some other stuff

Right, here I am back for the bi-weekly blog post on the readings that we've undertaken at Uni. As the title suggests, the readings that I am going to be talking about are related to managing games and some other stuff... I say some other stuff because the readings that we had this week were about Games Design in general rather than a specific type of game. There were 2 readings relating to managing for one week and a reading based around the layers of Games Design and another about rules of play in Games Design for the 2nd week. So let's dive right into this thing and kick off with the managing games.
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Managing Games
Right well, I said there were 2 readings for managing games... and there were but... the 2nd was a bit... meh (or at least I thought it was - I got 1 note from it which was 'Interaction in management games fuels narrative simply')... so I'm only going to talk about the other reading which comes from Trefry's book on Casual Games Design as many of the other readings have and more specifically it is chapter 7 of Trefry's book.

In this chapter, Trefry goes on to explain what makes a managing game, what they are and why we find them fun and all the usual stuff - yet again backing up all his work with a plethora of examples to get his point across. I know it may seem like I keep having a go about it and well, that's because I am, but seriously, the guy needs to learn to shorten the amount that he talks about specific game examples. Anyways, back on topic, Trefry states that games often walk a fine line between work and play - at their core, with games we as the player need to put in effort to see outcomes which is much like work. Managing games in particular though are almost exactly like work though rather than walking the fine line between work and play, this is because, for the most part, managing games tend to be simulations of a job.

While only a couple of examples, Cake-Mania and Diner Dash illustrate the idea that managing games simulate work. Cake-Mania puts the player in charge of a cake shop and it is their duty to make cakes to the customer's specifications and Diner Dash makes the player a waitress in a, well, diner, and has them takes orders, etc. This shows that these games merely simulate an actual existing job and for that reason the games are literally a means of work - of course they are not the same as doing the job yourself but they are the closest you can come to doing the job without actually doing it. Trefry alludes to this himself, stating that he believes that this is part of the appeal of managing games (despite being work) as it allows people to experience different jobs that they otherwise would not be able to do.

Trefry then does on to explain in-depth about what it is that makes Cake-Mania and Diner Dash work for them, the bits that you can take and apply to managing games in general however though are management games are essentially keeping track of multiple variables, in Diner Dash it is merely multiple timers whereas in Cake Mania it is remembering different ingredients. He even makes a link to RTS (Real-Time Strategy) games an how they are partially management games as they are keeping track of multiple units parameters, etc.

Trefry then goes on to use a couple more examples but there's nothing worth mentioning from them in particular. In summary, with managing games, as they are just keeping track of various variables you have to remember not to overwhelm your player as they boil down to the ability to keep focus more than anything else - at the same time however they must be demanding as this is where the fun of these games comes from.
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Layers of Games Design
The next reading that I am going to talk about is an article by Tony Vetrice called 'The Four Perspectives of Games Design'. The article basically talks about thing that we discussed last year about how Designers see games in a different way to how the consumer ultimately sees them, how they all link together and so on, but despite this I actually found it an interesting articles to read.

Vetrice breaks up the 4 layers into Concept, Paradigm, Mechanics and Features, and Interface and says how the only thing that is truly inventive and created is the concept - everything else may be added as and when it is needed but these needs stem from the concept; the same is true with the 3 other perspectives. Basically, the concept leads to the paradigm which leads to the mechanics which leads to the interface but these things can all flow through and affect each other - all stemming from the concept. Concept is basically the idea, paradigm is the frame of mind the player (unknowingly) uses, mechanics support the paradigm/enables the player to do it and finally the interface is how the player sees and uses the mechanics.

There isn't much to say on concept as it is self-explanatory so I'll move on paradigm... Paradigm is something the player knows about the game or what to expect from it just from what type of game it is - Genre is a good way of exemplifying paradigm; from the genre of FPS or Strategy the player will know exactly what type of game it is but the specific mechanics and features of that game will (or rather, should) be different to other games. Mechanics is what the designers and programmers work on and understand more than the consumer, the mechanics are added to make the game work, they add or remove mechanics as they are needed and shape them into what makes the game unique. Finally, Interface is how the player sees all this stuff that the designer has made - the player doesn't need to necessarily see EVERY mechanic but the mechanics are still there working nonetheless; they need to see only what they need to and not be overwhelmed.

So that is basically it, it's a good read and re-affirmed stuff we knew but in a different and interesting way.
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Rules of Play
Finally, the last reading comes from Eric Zimmermann and Katie Salen entitled 'Rules of Play: Games Design Fundamentals' and... well... it is a good read but it was difficult to read and take notes on... I don't know why... I just did... The article talked about conflict in games, how it leads to goals, how it stems from rules, and so on and was generally very in-depth about it but, to be honest, none of it was anything new - it was stuff we had looked at and read last year and it is very much imprinted into my brain now... maybe that was why I found it hard to take notes, I don't know.

Anyways, to sum the article up, Conflict takes many forms individual conflict the game's AI or co-operative conflict against the AI or conflict against each other, this conflict is defined by the internal rules of the game world and the conflict in turn leads to the goals of the game. The player goes through this conflict as a competition to reach the goal and finds fun in this, however, the game must be fair and balanced otherwise the player will just think it is unfair and quit.
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So there we have it - the readings from this week. 'Til next time - that's all folks!

Monday 24 October 2011

The paper prototyping

Another quick blog, basically me being lazy. Basically, over the weekend, to assist us in our modding module, Tom, Matty & I decided to paper prototype the map that we have designed. We first of all did a paper based prototype to help with room arrangements and potential layouts and then, once we had finalized our map, made it in 3D(ish) using foam-board and cork.

The reason why this blog post is lazy is that, rather than me blogging all the pictures and inforamtion about our prototyping process I am simply going to redirect you to Tom's blog where he has posted about our prototyping session - no point in both us doing it when we did the same thing.

So yea, here's the link:- http://weaveswonderblog.blogspot.com/2011/10/weekend-paper-prototyping.html

'Til next time - that's all folks!

Friday 21 October 2011

Making money from flash games essay

Quick blog post as it's easy to do - just copy and pasting my essay from Uni. The essay we had to write was a written report on the ways in which games developers can make money through making flash games, discussing how effective they are and the optimum route to take.

So, here is my essay. Enjoy!
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Monetising Flash Games

Adobe Flash professional is a great program for making games suitable for Flash websites and social websites as the games are quicker and cheaper to make and get released than AAA console games. However, making Flash games and making money from them is more complex than console games and there are many routes that you can take, each with their own benefits and flaws. This essay will look at some of these routes, state the good and bad points of using them and sum up the recommended route a developer should take and why.

The first thing to note when making money from Flash games is that, regardless of the route you take, your Flash game will ultimately end up being uploaded to a website that is a hub for Flash games. Websites like Armor Games and Kongregate allow developers to upload their games, users then visit the website and can search through all the games available and play them. Most ways of monetising Flash games comes through various features and/or deals that come through uploading your games to these websites, these ways include, but are not limited to, the following:-
·        Advertisement Revenue
·        Sponsorship
·        Licensing
·        ‘Freemium’ Content
·        Subscription Content
·        Micro-transactions

Advertisement revenue is the most simple and easiest way to monetise your Flash game but it is not necessarily the most effective way. Once your game is uploaded onto a website, you as a developer can choose to allow the website to display adverts in the background of your game – this generates revenue whenever one of these adverts is clicked; the website takes some of it and the rest goes to you.

The main advantage of monetising your games like this is that it is very easy, you can rest easy knowing you don’t need to worry about setting the adverts up, etc, as it will all be done for you. The drawbacks are that money is only generated by clicking on adverts, not just looking at them, and most people won’t do this – you will ultimately need to do more than just sit back and wait for money. The best thing to do is to advertise yourself on the hosting website’s forums and blogs, attracting the users and visitors that use them to go and play your games; be careful though, if your game isn’t up to standard and people spread this around your game is finished.

There are further decisions to make with this though as you need to decide whether it is better or not to upload your games to just one website or many. If you upload your games to one website you will generate a solid user community for your games on that website, the game is easy to update and you know exactly where your money is coming from, on the other hand, you are limiting your audience and as a result it will be harder to get noticed and you will ultimately have less chances of getting money. If you upload your games to many websites you maximise the number of players and in turn maximise your money, however, it is harder to keep track of your games earnings and harder to update the games (as you will have to update your game on every website to ensure everyone is happy).

As a whole however, trying to generate revenue from advertisements alone really isn’t advisable if you are looking to make a major profit on your Flash game. As an example of why this is, looking at the research gathered on the blog of Lost Garden, an online blog that writes articles relating to art and game design, 2 millions users of your Flash game will generate about $650 of revenue which equates to just $0.000325 per user. These numbers alone speak for themselves as to why ad revue should not be used as the only source of income for your Flash games if you are trying to monetise them as efficiently as possible; you should use other methods alongside advertisements.

One such other method is to try and negotiate a sponsorship deal on your Flash game. Effectively what this entails is approaching the gaming websites or other independent sponsors and trying to get money from them to make your game – this money can be the website buying exclusivity of your game (either forever or for a period of time) or including branding of their website in your game, so that the website can be seen no matter where it eventually gets hosted.

The process is normally simple and generally speaking the deal will be made with the website that makes the highest bid for the best terms, not necessarily the one that makes the highest bid. An example of why this is so can be found at an article on the blogging website of games developer Andy Moore where he took a lower deal of $25,000 rather than the highest of $35,000 for his game ‘SteamBirds’ because the terms in the $35,000 deal meant he couldn’t make a sequel when he liked and the sponsor could refuse a sequel being produced, etc.

To further help with getting sponsorship there are actually specific websites that help developers find sponsors that are prepared to back them, for example, the website http://www.Flashgamelicense.com/ allows both developers and sponsors to sign up and allows them to seek each other out specifically.

The advantages of getting sponsorship are that you get money upfront, and normally a fairly reasonable sum, ensuring that your Flash game has made money before it is even released. Getting sponsorship itself is good for advertising and other ways of getting noticed as the fact that a website is prepared to invest in your game shows that it must at least be reasonably good – no one intentionally backs a loser. If the games you make are successful it also prompts the initial sponsor to want to back you again, creating a lasting chain of games development and revenue.

The disadvantages of sponsorship are that entering into sponsorship details can fill you with a false sense of monetary security and belief that your games must be good – even though you have been paid for your work and you have got the money, your game could still fail and you could lose future sponsorship deals and actually make no money through the game itself. Also, depending on the exact terms and conditions, you can limit yourself to a select audience (only visitors of the website you make the deal with). However, there is a way around this potential problem with the option to enter into a licensing deal rather than a sponsorship deal.

Licensing is similar to sponsorship except that is doesn’t limit exclusivity; it merely means a few versions of the game may need to be made. The reason for this is that licensing involves adding extra features, branding, etc, for the website that licenses your game but you are allowed to release the game elsewhere as long as these features aren’t included. As a result of this you will still receive money for promoting the licenser but can still draw in audiences from other sites and make money through them – typically though, due to this, the amount made through these deals are lower than those of sponsorship deals.

The advantages then of licensing are obvious, you gain the bonus of getting a lump sum of money for making your game simply for adding in branding, etc, for your game but with the added benefit that you can still make money from other sites.

As always though, there are some negative points, most directly the fact that in terms of initial money gain it is worse than sponsorship, so if your game doesn’t attract enough money through advertisement revenue, etc, to make up the amount that could have been gained through sponsorship you have ultimately lost out. Secondly, because of the fact that you have made an agreement with one website to effectively make a better version of for them, other websites that get the stripped down version of the game may feel a sense of animosity towards you as ultimately users will not visit their site to play the lesser version when they can play the version with extra features elsewhere.

Extra features themselves are good may to monetise Flash games. Extra features can effectively be grouped as ‘Freemium’ and subscription content, and Micro-transactions; all three are forms of charging users real money to get a boost of some sorts in your Flash game. The boosts are more often than not ways of getting stuff that is already available in your game quicker than what is naturally available – and you as the developer are charging the user for this right.

An example of a game that utilises micro-transactions is the tower defence game ‘Bloons Tower Defence 4’. The game is an addictive tower defence game made by NinjaKiwi that has been released in many forms on many websites and other operating systems and it utilises micro-transactions very well by offering the player the ability to unlock new turrets and upgrades ahead of when they should be able to for a fee.

These forms of transactions are a great source of income as it gives the user a choice – they aren’t forced to pay for anything for they would otherwise be unable to get but can choose to if they so wish. While the number of people who will use this feature may vary, because the amount that you can charge for this content is set by you a lot of money can be made from just a few users – if you have 100000 users and only 1000 choose to pay for boosts, at £1 a time that’s still £1000 from these transactions alone.

Micro-transactions can also be as much of a deterrent and make you lose money as much as they can help you though. Some users may feel that because a person can pay to get an advantage over others it makes the game unbalanced and as a result stop playing the game.

In conclusion there are many different ways in which Flash games can be monetised, the only constant is that before you can make any money you have to make a Flash game and upload it to a website of some kind – from there you can undertake any of the paths detailed in this report to profit as much as possible.

If I was going to monetise the Flash game that I made last year, Matt Defence (a tower defence game), I personally would most likely take the route of adding in micro-transactions – much like Bloons Tower Defence does. I would make it so that you could pay money to unlock new turrets and upgrades ahead of when you would normally be able to – this would benefit those who just wish to play the game as they wish and also allow players who want to progress normally to do so. This route should work efficiently as nothing is forcing players to pay for these features and its nothing they would otherwise be unable to get if they don’t pay.

Overall, there is no ‘optimum route’ to take when monetising Flash games as all of the possible routes have their own set of benefits and drawbacks – sometimes focusing on one method of monetising flash games works better but sometimes trying to get a mix of all of them works better. For example, as reported in an article on GamaSutra, the Flash game ‘Dino Run’ by PixelJam Games utilises micro-transactions and advertising, and made a licensing deal that has profited them $4000, $11,500 and $22,000 respectively. This proves that as long as you are prepared to make a Flash game to a high quality and invest the time and effort in getting your game into the public eye then your game has a great chance of being a success and you can indeed make money from them.



References

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So, anyways, 'til next time - that's all folks!

Thursday 20 October 2011

Reading posts are going bi-weekly...

As the title suggests, this blog post is another one about readings that we have undertaken along the course, however, as it also suggests I am going to make these blog posts about readings for a combination of 2 reasons:-
  1. If I leave it for every 2 weeks it means I have more to write about in one go and therfore can hopefully churn out a lengthy blog post full of thoughts and insight.
  2. At the end of the day, I am not marked on my blog for this year and have plenty of other work to be getting on with in the meantime - my blog is hardly a priority in light of this.
Basically expect a blog post every couple of weeks unless I find the time and energy to blog about something random in the meantime. So anyways, onto the actually blog post which this time is going to talk about 3 articles that I have read in the past 2 weeks.
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We actually read 4 articles but I'm only writing about 3; why is that you ask, well it's because if I'm perfectly frank I personally didn't get much from the 4th article (I got 1 note from it which was 'Keep it new and fresh') - this was mainly because it was a case study and as I said in my previous blog post I find it hard to extract relevent general information from specific case studies.

But anyways, onto the 3 articles in question. The first 2 come from Trefry as the Matching and Play ones did previously; this time the chapters that I read about were about sorting games and seeking games and were generally rather interesting to read and provided me with food information on these game types. The final one came from Craig Brannon in the Fall 2009 issue of Casual Connect magazine and his article entitled 'Come Out, Come Out, Wherever You Are' - this was also related to seeking games and as a result I will discuss this articles alongside Trefry's seeking chapter.

So without further ado let us start with Trefry's chapter on sorting games
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Sorting
Trefry stated that sorting is a fun pass time for us because of the fact that we naturally sort things in our life as it is; we put socks together, we match the same types of clothes together, we even put people together. This makes sense then to turn this natural mechanic into a game, if we have a natural desire to sort as it is then there is nothing the game needs to really teach us - it is all primal instinct and it is this primal instinct that gives us the thrill of success when everything is finally sorted.

Sorting is ultimately linked to matching - where matching just has us place the same things together regardless of the outcome and purpose of it, sorting makes us put these things together and then sort them into orders, colour, size, weight or any other category - it adds logic and purpose to simply parting the same things together. It is because of this that I prefer sorting to matching as it is ultimately more complicated then matching without being complicated at all - this in turn allows you to add more depth to your games without alienating potentail players with over-complicated details, rulings and mechanics.

In light of over-complicating games, Trefry goes on to gives examples of the sorting games Solitaire and Spider Solitaire and how they are computer game phenomenons - and part of this is because they are on computers. Some games work better when they are not done electronically such as seeing the dice roll, the dealing of cards but for games like solitaire computers eliminate the tedious process of setting the game up and as a result casual players can open the game and play to their hearts content with little worry. Also in terms of over-complicating, Trefry noted how Solitaire and Spider Solitaire are ultimately the same game just one is more complex then the other (as there is more to sort in one), yet we still see them as different - no one version is better or worse than the other; it all depends on the level of challenge you are prepared to give yourself.

He goes on to use 2 other case studies however I didn't get much out of these other than the fact that every rule in a game matters; they can make or break the game and should only be used to help the game flow along and not used unnecessarily. Also, he talked about the aspect of randomness and how it makes games more interesting and allows games to not just be puzzles that you solve once and are then done with, and yet also how they can often lead to players losing a game they would not otherwise lose from their own skill at sorting - for this reason randomness is a double-edged sword.

In summary, sorting is advanced matching and Trefry sums up well how they work and how best to make them - naturally and with simplicity.
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Seeking
Seeking games annoy me. I understand the attraction of them as seeking is natural - Trefry even states it and uses the example of treasure hunting or looking for Easter eggs to back it up - but seeking games just... don't seem to work... in my opinion. Trefry elaborates on this point by saying that, while successful, seeking games have almost no replayability as once you have played them and found all the items or whatever you are supposed to find in the game, you know where everything is and you no longer have the thrill of finding something again for the first time. He also stated that this is where the fun in seeking games comes from, the build up of tension as you hunt for objects and can't find them and the sweet release and satisfaction you get when you finally do find them.

Trefry didn't talk as much about seeking games as he did previous game types, possibly because like me he feels that the games work but don't hold much lasting appeal and are tricky to get right. One key aspect he did draw upon for making seeking games is how he feels it is better to make seeking games where the objects you are seeking serve some narrative purpose or some purpose in gameplay rather than just seeking items for the sake of it. Seeking games are generally very artsy, with many layers of items beautifully layered on top of each other to make them difficult to find, but that's not to say the items can't relate to each other and have a purpose - Trefry uses the example of in 'Mystery Case Files' how it is illogical that an Axe is amongst general household items.

Craig Brannon's article further elaborates seeking games and how they are very artsy games, stating how hiding objects in shadows and lighting key areas as clues can help make the game more interesting and add another side to how they work. He added that seeking games need to make sure they don't 'trick' players or be unfair with item placement; your game should make players go 'Why didn't I see that before?' rather than going 'How was I supposed to notice that!?'

Linked in with Trefry, he also added how seeking games need more than just seeking to be successful nowadays - you need multiple game modes, hint features, plots, etc - this ties in with Trefey's thoughts on how he believes seeking games need to be logical and have purpose.

In summary, seeking games work but are generally flawed if they are not developed right - they are simple and easy to understand, very artsy, not overly complex in gameplay but need something more than the core mechanic to make them stick.
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So there we have, another 2 weeks of reading done - hopefully I've been academic here and showed that I am taking things in from these readings and analysing them correctly.

So anyways, until next time - that's all folks!

Saturday 8 October 2011

Return to weekly readings

So here we go, let's get on with it straight way and just jump into it - this blog is going to be talking about the readings we have undertaken at Uni for the first 2 weeks back (weeks 2 and 3 to be specific as week 1 was introductory). This time a lot of the readings come from the book 'Casual Games Design: Designing Play for the Gamer in all of us' by Gregory Trefry... in fact in the past 2 weeks we have had to do 5 readings, 3 of which come from Trefry and the other 2 come from Eric Zimmermann and John Rose respectively.

The readings discuss the following:-
  • Trefry No.1: Level design and Iterative design
  • Trefry No.2: What is 'Play'
  • Trefry No.3: Matching Games
  • Zimmermann: Iterative Design
  • Rose: Simple Mechanics
As there are obviously a lot of readings to talk about there I'm not going to go immensely in-depth on them, just give a general overview of what they talked about - I'm even grouping the 1st Trefry and the Zimmermann one together as they are similar.
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Reading No.1 - Level and Iterative Design
Basically, to start this off bluntly, I didn't get much from the Zimmermann article... okay that sounds bad, what I mean is I got nothing much new that I didn't already know. Zimmermann talked about iterative design, how it worked and how it is useful which good for a recap but ultimately I know about iterative design from last year - the process of adding and changing your rules and games in small doses through iterations; if the new rule doesn't work then you can take it out before trialing a new rule and then add more and so on. That's all I have to say on Zimmermann, much of the same, good for a recap and good for relating it to examples that he personally has experienced.

Trefry's section on iteration was ultimately the same as well to be honest, just nailing down what iteration is and how it helps. The level design half was more interesting and was more new to me than the iteration stuff, but in some ways when I was reading it to me it felt like he was stating the obvious... I don't know how to describe it... I guess it's just when I was reading it I was going 'Well I know that, that's obvious', so I guess it didn't teach me anything new but at least brought the ideas of level design to the front of my mind which is never a bad thing. The main ideas he talked about in level design we ideas that you need to make sure your level is easy enough to play yet challenging too, easing players into the game, not chucking them in the deep end and giving them space to learn and feel the game. This then led to playtesting and ultimately iteration.

So overall, in my opinion, nothing much learned from this reading but at least good for making you think of these things and making them more prominent in your head.
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Reading No.2 - Mechanics
I thought I'd do this first to get the non-Trefry articles out of the way. The mechanics article comes from Gamasutra and is titled 'Fewer Mechanics, Better Game' and, as stated above was written by John Rose. As the titles suggests the articles talked about the idea of having less mechanics and/or simpler mechanics in games to ultimately make them better.

The article talked about how games are systems waiting to be understood by the player with the fun being the mastery of these systems and mechanics are ultimately what guide a system and allow a player to do so - as a result of this, it comes to reason that the more mechanics there are the harder a game system is to master and the harder it is to get fun out of the game. The article went on to explain about not including what doesn't belong, using examples prominently, and basically saying if something isn't needed, doesn't feel right, doesn't fit, etc, then it isn't needed and shouldn't be included - boiling the game down to it's core mechanics or 'trimming the fat' as the article put it.

To be fair, a lot of the article was just a long argument leading to the ultimate conclusion that games work better when they use only what is needed and making THESE aspects better improves the game rather than adding stuff for the sake of it. I agree with this for the most part, sometimes having more than the core mechanic isn't needed but can add another side to a game - but this is just personal opinion.
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Reading No.3 - Play
So... the 3rd reading was the entirety of Chapter 3 of Trefry's book. To me this chapter was another recap one, it talked about the underlying philosophy of what makes a game a game and what aspects of them lead to fun. This chapter also linked to mechanics somewhat but not fully which is why I kept this reading separate - as it was finding the core aspect of play this linked to the core mechanics of games and keeping them simplistic for the sake of more fun, etc.

Basically, the chapter started by identifying that there are many playful activities that we do in everyday life that we do for fun but don't consider them play or games because, well, they aren't... but it boils down to play sparks fun and games designers take this and structure the play into a game. The rest of the chapter then goes on to talk about the many forms of play that there are and the unlimited number of game possibilities there are from taking these everyday, playful activities and turning them into games simply by structuring them with goals and purpose.

It is for this reason that the chapter felt more like a recap than anything new, as we had looked several times at defining what games are last year. However, as stated earlier, this is not a bad thing as its always good to make yourself think about these things and bring them to the front of your mind.
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Reading No. 4 - Matching
Finally, the next reading was the entirety of Chapter 4 of Trefry's book about matching games. All of this was new to me as this year we are looking at individual, specific mechanics (for the most part) than games in general. However, I found this reading informative but not in such a way that I could take notes on or put down in words... the reason for this is that it is too example based; it looks closely at matching in existing games and why they work FOR THOSE GAMES and not enough in general. In the chapter he uses the examples of Bejeweled, a LEGO game and Snood.

Trefry talks about these games, what makes them work and appealing to players, linking it to the simplicity of their mechanics and then saying how if you tried adding or changing aspects of the games then they wouldn't work - but again, these were all specific to the games he was taking about, which makes it hard to take away general points that work for the matching mechanic in general; they work for the matching mechanic IN THE GAME. In summary though, you can draw out of this reading that, as a mechanic, Matching offers clear goals and feedback to the player and as a result it is a good base on which to build around.
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So there we have it, the first readings of my 2nd year. I know it sounds like a lot of moaning but it isn't... really, I'm serious, it's always good to recap and some of it was new. The readings we do are always good and worth a look even if it's stuff that you think 'That's obvious' about it - the only readings I don't like are ones where they link what they are talking to into examples but then don't talk about it in general/linger on the example for pages and pages.

I don't learn like that, examples are good for making a point so you can relate what you're talking to with an existing game that the reader can understand and see, but you only need to do it for a paragraph, after that you go too in-depth with it and everything becomes related only to that game, making it hard to extract the general information you can apply to any situation.

So anyways, until next time - that's all folks!

Saturday 1 October 2011

The 2nd year begins...

So here we are, at the end of the first week of being back at Uni... you soon learn that nothing has changed since you left, straight away you're back into the swing of things and know that you have to crack on and get everything done. The only differences between this year and last year are that you have an idea of how much you will need to work, and the fact that everyone knows each other this time round so it makes it easier to just get in and get on with work as opposed to trying to get to know everyone and then work.

So what is this blog post is for, well basically just me talking about how I feel about all my modules and assignments that I have been set thus far and how I think they will go, etc. So without further ado, let us begin!
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Modding
At first I was slightly apprehensive about modding as it is a module that we didn't do anything on last year. Our modding is basically designing and putting together our own level in UDK... doesn't sound to difficult but it is as we have to really focus on getting the map layout working to a high standard, do all the 3D models and textures, fill it all with research, etc, so it is actually a very thorough and in-depth module.

For modding we put ourselves into self-chosen 3 person groups, my group consists of Matthew Jarvis, Tom Weaver and myself which is good for 3 reasons, 1) We're all good friends which will make getting on with the work fun, 2) We live in the same flat so its easy for us to sort out aspects of the mod together whenever we so wish and 3) Our skills at 3D modelling are all equally moderate, so we can evenly divide the work-load and know that no one persons models will look out of place with anothers.

For our mod we have chosen the theme of Ancient Egypt (we had a choice of 4; Medieval, Space and Industrial being the others), however, to put our own spin on it, we are having it set in modern times. To do this we are having our map layed out as if it is an archeological dig site that has discovered an Ancient Egyptian tomb - this fits the theme but also allows us to experiment with our models and textures compared to the norm.

Overall, modding looks promising thus far and we should hopefully do well in this module. -----------------------------------------------------------------------------------------
Practical Prototyping
I knew what practical prototyping was going to be before we started it - a mixture between Critical Games Studies from last year and a new area of making board games (which we did briefly touch upon last year to be fair), it gets us focusing in on what makes the games we make fun, right down to the core of theory.

In this module we work alone to make 2 board games across the course of the 2 12-week semesters that we have, the first is to focus on one core mechanic of play that we will be studying over the early weeks of the semester and the second is to focus on a particular theme that, again, we will work on over the early weeks of the second semester.

So far we haven't actually only started any work for this module apart from having to take note from a reading which I will do later on today or tomorrow. Overall, this module seems like it could be both interesting and very challenging so I will have to see how it develops over the year.
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Scripting
Scripting is an extension of the introduction to scripting module from last year, namely, involving making games and coding them in flash. This year, however, we are also going to learn how to do basic coding in Unity, a 3D modelling code program which should be interesting - this isn't until the second semester though.

For the first part of this module, which is the flash part, we have to work in self chosen pairs to make 3 flash prototype games (each based on a randomly chosen theme) over a period of 4 weeks each (totaling the first semester). There is also an essay that we have to do which is in for just about 3 weeks time... that's kind of chucking us in at the deep-end but I guess it works to get us going again and gets it out of the way.

For making the flash games I ended up going with Tom Weaver yet again, this is actually a sensible move though as the 'working in pairs' format effectively means 1 artist and 1 coder... and while I don't consider myself to be a coder the amount of coders in our class is lacking so, being one of the better 'average' coders I knew I would most likely end up doing this and therefore having Tom as my artist made sense as he is one of the best artists in our class. Also, like modding it means we can meet-up and sort the work out easily, etc.

Our theme for the first game is matching and so far we have done quite a good prototype actually... and quickly too which has suprised me... maybe I'm a better coder than I thought... anyways, if the rest of the module goes as smoothly as it is so far this module should be good.
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Group Project
The group project has changed considerably since last year. As we are 2nd years we are managing this year as opposed to last year when we were the development team, however, this year the development method we are using is different which actually involves the managers being much more involved with the making of the games itself which is both good and bad. It is good as it means there should be a constant stream of contact and communication between us and the 1st years but it is bad as it feels like we as 2nd years have got a much greater workload than the first years.

The development method we are using this time around is agile or scrum development which essentially, in laymans terms, means that we think of all the features or aspects of our game and put them in a lost (the product backlog), from this break them down into tasks (user stories) and then these tasks get prioritised and completed over 4 week sprints. This means that at the end of a sprint you have a working game - it might not be good, but it is a working game that you can test nonetheless.

My group, which were not chosen by us this time, is made up of Jack Stalley and myself as the 2nd year managers and Maria Barte and Leah Cheung as the 1st year developers. I'm happy with my team as 1) Jack and I get on well and so can work together easily and 2) Both are 1st years are good artists, so we are set on this front. This has left Jack and me doing the managing (as we have to), animation, sound and coding and, while I am not thrilled about being the coder in 2 separate modules when I'm not even supposed to be a coder, this means that we have a good spread of work.

For this module our theme is independence... how well exactly the idea that we have will go down I don't know, but as long as the game we make isn't to heavy on coding (for my own capabilities) and we have good story and artwork, etc, it should be good indeed.
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3D Modelling
Like with scripting 3D modelling is mostly an extension of what we started in the previous year which is good. This year, however, we are allowed to tie in work from 2 modules; namely we are allowed to make and model assets for our modding module in modeling. This is great, not just from a workload point of view but because it gives us an idea of how works would get passed around different departments.

The modelling is more intensive than last year, but mostly works in the same way, and because it is allowed to tie into modding we are marked on the quality of the model itself and the research gone into it rather than how it has been used to construct a level as we are in modding. Due to this, yet again, I am working with Tom and Matty but as this is effectively 2 modules links it doesn't matter and is beneficial if anything - we are still graded individually for our models and research though obviously.
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Anymation
finally, this module is the most fun but also the most scary as, like modding, it is completely new to us, but also because it is completely new to the Uni - it has been approved this year to begin just for us, we are the guinea-pigs as it were. This module as the name suggests involves making animation/s in a variety of ways - the 1st semester in more traditional animation software and art styles and the 2nd semester in Machinima... I am more looking forward to the traditional animation than the Machinima...

For the first semester we basically have as much freedom as we like, we have to make either 6 animation features (20 second long or so animations showing animation aspects such as walking, standing idly, etc) or make a short, full animation. This is good as it allows the module to be as fun as we want it to be and doesn't seem to taking... the only real problem is that having no prior animation experience I have no idea how easy or hard it will be.

So far, I have begun thinking of initial ideas and have got some good ones (I think)... I guess for this module I really have just got to wait and see how it turns out...
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So there you have it, that is what I am going to be doing for the year (or 1st Semester if I don't know exactly what the 2nd one entails)... I think it is going to be a mixture of fun, challenging and scary but that's to be expected - let's get to it and work hard!

So anyways, 'til next time - that's all folks!

Sunday 18 September 2011

Games of time gone by

Right, back again after a little mini-break - this time however, the break was not due to the laziness or any similar reason, it was just because quite simply life caught up with me and I've been quite busy the past couple of weeks (which was originally when I had planned to do another blog post). But anyways, I'm back again and this time actually doing a purely game based blog post as it is kind of needed on a gaming blog and because I'm back living at Uni where I have less to do (until I start again) except for play games. Being back at Uni I'm actually surrounded by games more than at home as well because I am living in a flat with 4 other guys who are all gamers and 2 are actually on my Uni course with me, so, as a result, we have numerous gaming conversations and sit playing games around the flat. Anyways, on with the blog post which is to do with games of old.

Basically, the reason for this blog comes in light of 3 reasons, 1) I have recently got a modern retro-style game, 2) I was having quite an in-depth conversation with one of my flat-mates about games of old and how older games 'aging' was a stupid concept and 3) I had a rant with another flat mate about a remake of an old game and our differing opinions on it. Therefore, with those 3 things in mind I will talk about each of them, explaining how they link to 'old' games and then sum them all up at the end.  So, here we go!
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Xenoblade - The Wii's Golden Saviour
The 'modern-classic game' that I have recently bought is Xenoblade Chronicles. Xenoblade Chronicles a game for the Nintendo Wii and is loosely connected to the Xeno series of video games by Monolith Soft, a Japanese RPG series of video games. I had never really had much interest in the 'Xeno' games before I had heard of Xenoblade, I mean I knew of it and kind of knew what the games were but it had never interested me enough to go out and buy the games, Xenoblade, however, broke this purely because of the sheer controversy around it.

Basically, it is generally accepted amongst the vast majority of the current day, hardcore gaming market that the Wii is a 'family console' due to the style of games made for it and the fact that many make optimum use of the console's motion controls. This doesn't make the console bad, don't get me wrong, it does however lower its image in contrast to the PS3 and XBox 360 which are aimed at the more hardcore market. It is due to this image that Xenoblade has generated controversy as, once people knew it existed, the J-RPG fans and hardcore gamers rejoiced at the fact that a 'serious' game was being made for the Wii and not a gimmicky one that just used motion control - it was a classic-style game from a classic series being made on a modern console. But then, alas, the game was announced to not being relased overseas and staying in its native Japan... and the community of western gamers went MENTAL about it, begging for it to be released.

Eventually, Nintendo of Europe decided, for whatever reason, that they would release the game in Europe and thus I have Xenoblade, but Nintendo of America remain adamant that they are not going to localise it. A part of me likes this because it means the Americans can suffer what Europe has felt with unreleased games many times in the past, but at the same time I can understand why they want it. The fans want the game so bad they have even gone so far as to actively campaign for its release as a part of 'Operation Rainfall' - the first time something of its kind has been done for a videogame release. It is due to this hype that my curiosity was provoked and I looked into what the game was (and the other rainfall games but I'll mention them later) and have now got the game.

The reason why I wanted the game after the hype is because I learnt that it was, as I have said, a 'modern-classic' game. J-RPGs have had great difficulty maintaining their popularity on current gereration consoles, some have just been bad, others have tried to adapt to an apparent 'changed-market' and not worked so well (*cough* Final Fantasy XIII *cough*), Xenoblade, however, was made with no changes compared to past generations and was just made as a J-RPG should be - for the fans that are still there as they always have been... WE HAVEN'T CHANGED OUR TASTES AND WHAT WE LIKE ABOUT J-RPGS JUST BECAUSE WE'RE IN A NEW GENERATION OF GAMES!

So far, I have only played the game for a few hours but already I can see what everyone has been saying about it - it is just a great classic game. Everything about it from the battle system, the story, the characters and setting, the soundtrack, everything is just so... typical... of J-RPGs and I love it, I really do. As a bonus it also shows that the Wii actually can have serious, hardcore games on it if people would actually bother to develop for it.

It goes to show that while it is important to add new things to games and change them as time goes on, sometimes the classic style of games are good and memorable FOR A REASON and that is why they shouldn't be changed. There are 2 further 'modern-classic' J-RPG games coming to Europe for the Wii that make up the remaining games of the Operation Rainfall games, The Last Story and Pandora's Tower and I really can't wait for them as I just love how J-RPGs were back when I was first playing games and I want that style of game back.
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Yes, Games can age, but the classic games are classic for a reason!
Onto the next classic games issue, this time it is the idea of old games which are considered classics apparently aging badly and if we looked at them we would realise they aren't good. As the heading suggests, I accept that games age, some games you go back to and think 'Man this game is a nightmare to play' or 'This game is rubbish now that I look at it' - but to think that games such as Final Fantasy VII, Ocarina of Time, Goldeneye and Metal Gear Solid have aged badly and we only think they're good because of nostalgia is just stupid.

The reason me and my flat mate were discussing this is because an article we read on a gaming website said just that - that when they went back and played Final Fantasy VII and Goldeneye they decided they weren't as good as they'd remembered and are in-fact, compared to games of today, bad. Now this is just silly, I'm not going to go into this in detail because I could rant for hours about this and as a result its hard to turn that ranting into legible and understandable sentences - its something that's easier to discuss than type. I understand that we probably do like classic games more than we should just because of nostalgia more than anything else, but that doesn't mean the aspects of the game that enjoyed while playing these games are any worse.

I fell in love with the classic games for a reason, because they were brilliant, and time doesn't erode that. You have to appreciate the game for the time that it came from in some circumstances, such as Goldeneye which, compared to the dual-analog stick shooter games of today, is awkward to play due to the N64 controllers but once you get used to playing it again you realise that it is still a brilliant game and not any worse off - for the sake of ease you do think if it had dual-analog sticks it would be better but you don't suddenly hate them because it doesn't and dub the game awful.

The same is true with all the games, I mentioned - Final Fantasy VIIs graphics and poor translation, Ocarina of Time's framerate and complexity and Metal Gear Solid's graphics and reduced gameplay mechanics - but the games are still brilliant and haven't aged, people only think they're bad because they are comparing to modern games/they are used to modern gaming conventions.
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Sometimes classics work when they are remade
This final part talks about how some people who love classics don't like it when classics get remade. Yet again, don't get me wrong - if you take a classic and end up butchering it in the remake or the negatives out-weigh the positives then it shows the remake is poor and unnecessary. The game in question that me and another flatmate were discussing was the remake of Metal Gear Solid, The Twin Snakes - he hates it and I love it.

Remakes often have bits that you don't wish they'd done and I am even have this issue with the Twin Snakes - the Matrix-style cutscenes were stupid and unnecessary - but more often than not the remakes help make the game what it should have been or just update it graphically for today's standards and that's it. My friend arguements against The Twin Snakes are:
  • The Matrix-style cut-scenes (which I agree with)
  • The voice-acting
  • Some of the Metal Gear Solid 2 added gameplay aspects
  • Certain changes in certain cut-scenes
Everyone is allowed their opinion and he is perfectly entitled to believe what he does, but I personally don't see why he thinks what he does as in my opinion the voice acting was better (and it is better quality as it was recorded better), the gameplay aspects do change the game somewhat but not in a REALLY bad way and in the way of MGS it doesn't matter (as MGS is just a pure game of story), and the changes made in cut-scenes don't add or remove anything, they were just done in a different way because they can now due to the improved technical abilities available to them

Classic games can get remade well, in my mind The Twin Snakes proves it but as further proof the Resident Evil remake proves it 5 times over, and a lot of the time they SHOULD - if classic games get remade retaining all what made them classics except getting a new lick of paint to make them fit in with the current gaming age then they are just being the games they should have been if the technology was available at the time.
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So, Classic games are just better
Collectively, I have made 3 points about classic games, 1) If modern games are made as classics were, they work so much better than trying to change them for no apparent reason than to appease an audience that didn't ask for those changes (and the mass active campaigning done by the Americans shows that people want the classic games), 2) Classic games are classic for a reason and 3) If classic games retain all what made them great but just get a graphical overhaul they can be nigh on perfect.

So anyways, until next time - that's all folks!

Monday 22 August 2011

The passage of time changes things... in particular music!

Well, here I am again, I'm trying to keep the blogging momentum going by not taking too much of a break between blog posts and thus here I am again... the only problem is I don't really have anything I want to blog about... So, I basically thought I'd read through my blog and see if there was anything that has hanged since I wrote it or if there was any particular blog I liked and thought I should expand upon... there wasn't really but when I was reading my music and film blogs I realised that certain 'favourites' that I had mentioned have changed and so I thought I'd basically do an updated list of my favourite music (I'll do films another time as well as making a game one eventually). I'm not going to go into any detail on anything that's listed this time as, in a way, I'm doing this as kind of seeing in the future what my favourites were and looking at how they changed over time (thus the blog title).

So yea, nothing really major or interesting about this blog post unless you fancy having a look through and thinking 'Hmm, he's got good taste in music' or 'What is wrong with him!? How can he like that!?' As usual there will be links for the music as, it's always nice to see what the music is :D
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Notice how on this list there are a few more bands than mentioned before and also, as a change to the first list I am doing top 3 songs rather than just purely my favourites. Also, some bands aren't here as I don't like them enough to mention them (some were mentioned before just to fill space :P)

30 Seconds to Mars
  1. A Beautiful Lie
  2. The Kill 
  3. Kings and Queens 
Avenged Sevenfold
  1. Natural Born Killer
  2. Beast and the Harlot 
  3. A Little Piece of Heaven
Black Veil Brides (Note that I only have/like 1 of there 2 albums so all the songs are from the same one)
  1. Legacy
  2. Love Isn't Always Fair
  3. Youth & Whisky
Blink-182
  1. The Rock Show 
  2. First Date 
  3. Not Now 
 DragonForce
  1. Through the Fire and Flames
  2. Revolution Deathsqaud
  3. Fury of the Storm
Fall Out Boy
  1. This Ain't A Scene, It's An Arms Race
  2. West Coast Smoker 
  3. Dance Dance 
Foo Fighters
  1. Bridge Burning 
  2. Monkey Wrench 
  3. All My Life 
Muse (Note that Butterflies and Hurricanes, Plug-In Baby and Knights of Cydonia get an honourable mention)
  1. New Born 
  2. Assassin 
  3. Uno
My Chemical Romance
  1. Bulletproof Heart
  2. Welcome to the Black Parade
  3. The Only Hope For Me Is You
Nickelback
  1. Gotta Be Somebody
  2. Next Go Round
  3. Flat On The Floor
Panic! At the Disco
  1. The Only Difference Between Martyrdom and Suicide Is Press Coverage
  2. The Ballad of Mona Lisa
  3. Trade Mistakes
Queens of the Stone Age
  1. Sick, Sick, Sick
  2. No One Knows
  3. A Song For The Dead (Mainly just for the opening and ending :P)
Rammstein
  1. Waidmanns Heil
  2. Mein Herz Brennt 
  3. Feuer Frei 
Sum 41
  1. Screaming Bloody Murder
  2. Dark Road Out Of Hell (This is 3 songs collectively in 1; Holy Image of Lies, Sick of Everyone and Happiness Machine)
  3. With Me 
Them Crooked Vultures
  1. Gunman
  2. Mind Eraser, No Chaser
  3. Caligulove
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So there we have it, the updated music list - there are quite a few changes looking at it which is good really as if you aren't open minded to new songs you will be stuck on the 'oldies' forever. So yea, anyways, 'til next time - that's all folks! 

Friday 12 August 2011

A return but also possibly a goodbye...

Well, I'm bored and decided that after almost 3 months away a blog post was due... in fact it is well overdue... and thus here I am yet agian typing about whatever I care to type about. There's no particular theme or topic I am writing about this time, just a general update on things that have happened in the world of Adam (and even then there's not exactly a lot).
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So first things first lets talk about why there has been such a massive gap between my blog posts, basically as stated in my last blog post (excluding my UDK tutorial which was done out of helpfulness rather than desire) I finished my blog assignment back at the beginning of May and then finished my 1st year on Uni entirely on May 20th. Literally the next day I had to return home due to certain circumstances, which was somewhat annoying as I didn't really get a chance to enjoy time just relaxing with people from Uni, and then since then I have been at home relaxing.

I had originally intended to get some work back at my old job but alas this was not the case for reasons beyond my control. So I thought, given that I've tried to get work but hadn't been able to, I would (for the first time in 2 years) enjoy a summer holiday like the old days of High School and earlier and do absolutely nothing except chill with friends. This was fun and enjoyable for a time, and still is somewhat now, but eventually I realised that doing nothing had its limits and so I have practiced various things for Uni (Flash, 3DS Max, etc) and tried to occupy myself as much as possible.

The thing I have realised from all of this though, is that doing nothing at all is a REALLY stupid thing to do as you get so used to it you lose motivation immensely, and thus this is why I haven't blogged at all until now.
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Next, I thought I'd talk about what I've been doing with regards to Uni work. Well, the main focus of my efforts has been working on my drawings and writings for the 5th entry of my Scarlet Nightmares series of games designs. Over the summer so far I have drawn and/or wrote 37 pages for it and am still going through it and should hopefully have it finished or mostly finished by the time I return to Uni. Below is a link to an album of photos containing all the pages I have done.

http://www.facebook.com/media/set/?set=a.1862117758653.2102148.1412224436&l=7fe8ca3360&type=1

Other than this I have done some Flash work but only to keep me in practice as I still find it difficult and without people who know how to help me further it is hard. I have improved and am capable of making a lot of the code that I needed help with during my 1st year but still wouldn't say I am completely able to code a game (unless it is very simple). I have made a simple avoider game so far with a keyboard controlled player that rotates as you move around and has randomly spawning enemies zoom towards them and will blow up upon impact or fade away after enough time has passed - as of yet I have been unable to implement a lives systems which is the main blockade from making the simple game complete.

I have done very little 3D work I'm afraid to say but this is because it is the area of this course I struggle with the most and dislike the most - therefore the lack of work in this area isn't due to laziness but rather personal preferences. I have done a couple of little mini play abouts but nothing significant.
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After this I thought I'd talk a bit about games, music and the like as, to be fair, that is what has occupied a lot of my summer so far. I haven't actually got many new games over the summer, only 3 to be precise, and have been playing them as spaced out as possible to make them last (unlike when I normally fully complete a game in about 3 days :P) - so far I have completed 2 of them and am 3/4 of the way though the third so I think I'll be OK until the end of summer...

On the music front not much has changed either, started listening to a couple more bands since the last time I talked about music and only 1 of them was actually in Summer. The only 2 bands worth mentioning are Avenged Sevenfold and Black Veil Brides, the former was introduced by a friend not long before my last music blog post and the latter of has only been very recently listened to. They are both very good, particularly Avenged Sevenfold which have rapidly moved up my favourite bands list overtaking many of the bands I previously mentioned in my last blog post - the only really odd thing about me liking them is that they are heavy compared to the sort of music I normally listen to (I'll still always be much more of a rock fan than a metal fan) but it doesn't matter. Other than that all I've really done music-wise is get a few more tracks from bands that I already knew I liked.

Finally, while not related to games or music, something that has occupied my time for the past couple of weeks at least is exercise/ trying to be healthier. This is just something I've decided that I may as well do as, well, I have time to make use of and I'm not exactly the healthiest person in the world as it is. I have cut back massively on my snacking (I used to eat so much crap for no reason other than I was bored...), am eating healthier and am exercising more regularly - I'm taking my dog on much longer walks, am going out for walks with mates just for fun and am being more active in general by getting back into badminton and squash when able.
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And with that I have talked about all I wish to talk about - all other things that have occupied my time have been antics with my friends and even that has been a bit sparse for various circumstances (holidays and being busy, etc). All in all, I have enjoyed my summer with its various mixture of goings on but I think I'm done with it now - I'm glad I had this long period of time with ABSOLUTELY nothing going on as its made me realise that while everyone enjoys time relaxing and doing nothing from time to time that no one can do it forever. I miss doing some form of work (educational or job) and  12 weeks of doing nothing is enough for me... and I've still got 4 more to go before I return to Uni and a further week after that until I have my induction and a FURTHER week after that until I start again.

I am looking forward to going back, not just for the work and the ability to do something again but also for seeing people from Uni again, as I do genuinely miss them, and for just living on my own again. That's something else that I've come to realise, while I do love living at home not having to worry about food, washing, etc, I much prefer the atmosphere of living under your own rules and with friends - I can't wait until I go back and move into my flat with Matty, Weaver, Matt and Chris (plus random person who I don't know... :P)

Anyways, with the status update over and you now know everything that's happened to me (as boring and uninteresting as it is...) I think it's time to explain the meaning behind the 'goodbye' in this blog posts title. You see, over the summer me and Matty (who, as I've mentioned before is also on my course), whilst hanging out, have had various chats about stuff and decided that we should record these chats and upload them as sort of our own personal 'podcasts'. Most of the stuff we talk about is related to games, films, comics, TV, etc and is therefore linked to the course, and from this we decided that we want to write a joint blog with both of us as editors, mixed in with these 'podcasts'.

However, this means we need to find a blogging site that lets us do all this, so the 'goodbye' part refers to the fact that this blog may become redundant and will resume in a different place under our joint banner. However, if this does happen then it will be made clear on here so everyone knows.

Anyways, with all that finally said, I guess all that's left to say is until next time - that's all folks!

Wednesday 18 May 2011

UDK Mutator Tutorial - For us UCS first years who can't use Chris' tutorial

Hey guys, it's me again with a random blog post, this time this is purely for my classmates at Uni to use to help them create UDK Mutators. Hope this helps guys ;)
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Adam’s Mutator Tutorial that is miles better than Chris’

Step 1: Finding the Development folder
The first thing that you have to do is go to ‘My Computer’ and then ‘Local Disc (C:)’ in this there should be a folder called ‘UDK’. In this folder go into ‘UDK <Latest date>’ (Note: It won’t say latest date, it will most likely be 2011-01-03) and finally in this folder there is one called Development – this is the first folder we need to be in.

Step 2: Create your folders
Easy enough, in this Development folder make a new folder and name it after yourself (for example, I would make a folder called ‘Adam’). Once you have made this folder, open it and then make a  folder inside it called ‘Classes’ – it is in this folder that we will make our Mutator files later on.

Step 3: Changing existing file number 1
Now that the folders are set up, go back to the folder that is called ‘UDK<latest date>’ and in this folder go into the folder called ‘UDKGame’ and then finally in this folder go into the one called ‘Config’. In this folder open the file that is called ‘DefaultEditorUDK.ini’ – it should open in notepad. A few lines down the text pad you should see a block of text with the following 3 lines of text:-
[ModPackages]
ModPackagesInPath=..\..\UDKGame\Src
ModOutputDir=..\..\UDKGame\Unpublished\CookedPC\Script

Chance the second line of text so that it says ‘ModPackagesInPath=..\..\Development\Src’ and then, under the whole block of text add a line of text which says ‘ModPackages=<YourName>’ and then change the <YourName> part so that it is the same as the folder you made with your name (for example, in my case it would be ModPackages=Adam). You should now have a block of text that looks like so:-
[ModPackages]
ModPackagesInPath=..\..\Development\Src
ModOutputDir=..\..\UDKGame\Unpublished\CookedPC\Script
ModPackages=<YourName>

After this save and close the file.

Step 4: Changing existing file number 2
In the same folder we are already in, find a file called ‘DefaultEngine.ini’ and open that as you did the previous file. Find a block of text a few lines down that looks as follows:-
            [UnrealEd.EditorEngine]
            Other lines that start with ‘+EditPackages’

No lines of this need to be changed but you need to add a line to the bottom of this block of text which says ‘ModEditPackages=<YourName>’, changing the <YourName> part to the folder you created with your name (in my case it would be ‘ModEditPackages=Adam’). You should now have a block of text that looks like so:-
[UnrealEd.EditorEngine]
            Other lines that start with ‘+EditPackages’
            ModEditPackages=<YourName>

After this, save and close this file.


Step 5: Adding your Mutator file and information
Right-click in the folder and go to New and create a new text document. Make the name of this file ‘UDK<YourName>.ini’ changing <YourName> to the folder you created with your name (so mine would be ‘UDKAdam.ini’). A message come up about changing the file extension, click on yes when this comes up. Open this file and type in the following line of text, replacing where it says your name with… you get the idea by now:-
[UTMutator_SuperRegen UTUIDataProvider_Mutator]
ClassName=<YourName>.UTMutator_SuperRegen
FriendlyName=Health Mutator
Description=This is my Health Mutator (<YourName>)

After this save and close the file.

Step 6: Writing the Script for the Pawn (player)
In this step I will literally copy and paste the script to make the Mutator, if you want an explanation of what each line does just look at Chris’ tutorial as the explanations are correct. Anyways, go back to the folder you made with your name and go to the classes folder inside it (this should be back 2 folders and then in Development, then Src). Inside the classes folder, right-click and make a new Text Document and call it ‘UTPawn_SuperRegen.uc’ selecting yes when the file extension message pops up.

Open this new file; you will most likely have to choose to open it with notepad when doing this for the first time. Then copy the following lines of script in the EXACT format it appears below:-

class UTPawn_SuperRegen extends UTPawn;

var int RegenPerSecond;

simulated function PostBeginPlay()
{
// call the parents version of this function
Super.PostBeginPlay();

SetTimer(1.0, true);
}

function Timer()
{
if ( Controller.IsA(‘PlayerController’) && !IsInPain() && Health < SuperHealthMax)
{
Health = Min(Health+RegenPerSecond, SuperHealthMax);
}
}

defaultproperties
{
RegenPerSecond = 10
}

After this save and close the file.

Note: If you are copying and pasting this code, delete and re-type the apostrophes (‘) around PlayerController as UDK is fussy about them.



Step 7: Writing the Script that implements your Mutator into the game itself
Same as before, if you want to understand the code look at Chris’ tutorial. Make another text document, this time call it ‘UTMutator_SuperRegen.uc’. Open it and type the following lines of text:-

class UTMutator_SuperRegen extends UTMutator;

simulated function PostBeginPlay()
{
// call the parents version of this function
Super.PostBeginPlay();

WorldInfo.Game.DefaultPawnClass = class’<YourName>.UTPawn_SuperRegen’;
}

defaultproperties
{
GroupNames[0] = “PLAYERMOD”
}

As usual, replace <YourName> with the name of the folder you made with your name, after this save and close the file.

Note: If you are copying and pasting this code, delete and re-type the apostrophes (‘) around <YourName>.UTPawn_SuperRegen as UDK is fussy about them as well as deleteing and re-typing the speech marks (“) around PLAYERMOD.

Step 8: Compiling the Script
Close all your folders. Click on Start, and then go to ‘All Programs’, ‘Unreal Development Kit’, <Most recent date folder> (probably 2011-01-03), ‘Tools’ and then load ‘Unreal Frontend’. When this is open, make sure that you have clicked on UDK DM-Deck on the 3 choice below where the start button is (it’s the only one that doesn’t have MobileGame in its description) and then click on the drop-down arrow under Start in the top-right hand corner and click on ‘Start:Rebuild Script’.

After this you should (fingers crossed) have no errors and your script will be rebuilt with your Mutator added. This is the most temperamental part of the whole process so if you get errors make sure everything is as setup as detailed above and failing that, summon Chris to check it all…

After this UDK should automatically load up.

Step 9: Checking the Mutator works
Once UDK has loaded up, choose ‘Instant Action’ and then under ‘Mutators’ you should see your Mutator called ‘Health Mutator’. Enable it and then start a game. If its worked you should be getting +10 Health every second and you are done… unless you wish to make your own personal Mutator or whatever. If it hasn’t worked then check the 2 files of code are both EXACTLY correct and then failing that call Chris again…

You are now done but carry on reading if you want to know little changes you can make, such as changing the name and description of your Mutator and a link to a page with some variable you may wish to add to your Mutator to change them.



Step 10: Little Extras
  1. To change the name and description of your Mutator open up the UDK<YourName>.ini file you made in ‘UDKGame’ and then ‘Config’. The ‘FriendlyName’ line is the one that determines the name of your Mutator and the ‘Description’ one changes the description.
  2. Visit http://wiki.beyondunreal.com/UE3:Pawn_internal_variables_%28UDK%29 for a list of variable that you can put into your script and change if you wish. The file you need to put them in is the ‘UTPawn_SuperRegen.uc’ file that is located in the folder with your name. This is mostly trial and error work getting it to work so its down to you.
Step 11: Submiting the work
When handing in the work all you need to put onto a USB or CD to submit it are the following 4 files:-
  1. The file called UTMutator_SuperRegen.uc located in the folder with your name.
  2. The file called UTPawn_SuperRegen.uc located in the folder with your name.
  3. The file called UDK<YourName>.ini located in the UDKGame Config folder.
  4. The file called <YourName>.u located in the following folder Local Disc (C:) -> UDK -> UDK<LatestDate> -> UDKGame -> Script.
And that is everything – it’s in your hands now. Any help needed ask me if I’m about or over Facebook or whatever if I'm online or ask Chris if he’s there.

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So yea, 'til next time - that's all folks!

Thursday 5 May 2011

Actually, it's not quite the end yet - there's one last blog post... just for me...

Contrary to the previous blog posts title, this is actually my last blog... just a quick note to say bye...

As mentioned this my last blog post of this year of Uni... I have actually enjoyed writing this blog, I don't know exactly why but compared to most people on my course I have never had a trouble getting the motivation to do it - no disrespect to them, I can understand why they haven't and its not for everyone to write down stuff for others to read. I hope that anyone who has cared to look at my blog over this year has found it interesting, fun, insightful or, in some cases, helpful.

With this, as it is my last Uni blog for the year, I would like to say thanks those that have made this first year on Games Design an enjoyable one:- Jackjak, Tom, Matty, Scott, Joe, Luke, Mike, Steve, Phil, Alex, Nic, Kayleigh and Rob... Thanks guys, looking forward to the next 2 years of Games Design with you all :D

Anyways, this time it truly is me signing off for the year... 'til next time - that's all folks!

And so the blogs of my first year of Uni come to an end... onto films!

Tomorrow is the day that the work on my blog is taken away and marked for academic purposes and as a result this is going to be my last blog post from my first year of Uni... it's hard to think that in  just over 2 weeks my entire university course first year will be over... it's been such a fun time and have met some awesome people though doing so...

Anyways, as my year one farewell has pretty much been said, onto my final blog post which is one that based on films... I am doing this as I thought I had done one on films but it turns out I haven't - I've done music and TV (Monty Python in particular) and so onto films we go. In a similar manner to my friend Matthew who is on my course too I thought I would do a series of top 10 or top 5 films of various types. I will explain at the end of each type why I like the number 1 film of that category the most... just because I can... so without further delay lets go on.

Top 5 Action Films
  1. Underworld
  2. Sin City
  3. Equilibrium
  4. The Matrix Reloaded
  5.  Face/Off
Underworld is possibly my favourite film ever... while I admit it is flawed in certain areas I just can't help but love it to death. It is the film the propelled my love of Vampires to new levels until I became a Vampire fanatic. It is a brilliant action film about the war between vampires and werewolves (or Lycans as they are called) starring Kate Beckinsale as the Heroine 'Selene' (in a nice leather outfit I might add ;)... anyway...) - it has awesome action scenes, an interesting plot and storyline... it is an epic film.

 Top 5 Comedy Films
  1. Hot Fuzz
  2. Dodgeball
  3. Anchorman
  4. The Mask
  5. Dogma
Hot Fuzz is like the ultimate comedy film. Starring Simon Pegg and Nick Frost and being the second in their Blood and Ice-Cream trilogy along with director Edgar Wright it is a comedy film about the police service and the mysterious murders going on in a supposedly quiet rural town. It is very well written and is just a joy to watch, plus at the end an epic amount of action is projected into the mix making the film just superb.

Top 5 Comic Book/Superhero Films
  1. Kick-Ass
  2. Blade
  3. X-Men: The Last Stand
  4. Spider-Man
  5. Scott Pilgrim Vs. The World
Kick-Ass is a film based off the comic series of the same name made by Mark miller and John Romita Jr. It is a comic series notorious for its violence, language and, in-particular, it's young child assassin Hit-Girl. The film of the comic was developed alongside the comic and is a very faithful adaptation that changes the story in certain places but only to make it work on film. The film mixes a great amount of comedy and action to create an excellent film... and failing that you get to watch Chloe Moretz as Hit-Girl which is just pure epicness in a can.

Top 3 'Epic' Films
  1. Lord of the Rings: The Return of the King
  2. Avatar
  3. Gladiator
Epic films are often a great mixture of many things but ultimately they are lengthy films that focus on the story and the events of what it was that took place. They provide a great sense of drama and are good at making you feel and believe in what you are seeing, immersing you in the world even if it is fantasy. Lord of the rings does this better than any film I've ever watched, closely followed by Avatar - you believe you are in Middle-Earth undertaking the journey with Frodo... The only reason I picked top 3 here is because, due to the nature of the films, I haven't seen many of them.

Top 5 James Bond Films
  1. Goldeneye
  2. License to Kill
  3. Live and Let Die
  4. Moonraker
  5. The World is not Enough
The James Bond franchise has 22 films in it now and, being a massive James Bond film fan, it would shameful not to include them in their own top 10. Goldeneye was my first experience with James  Bond and for that alone it will hold its own place in my heart, but above that it had some of the best villains in a bond films and it introduced Pierce Brosnan to the world of James Bond and he is, in my opinion, the best James Bond of them all.

Top 5 'Other' Films
  1. Pulp Fiction
  2. Fight Club
  3. Reservoir Dogs
  4. Crouching Tiger, Hidden Dragon
  5. Harry Potter and the Prisoner of Azkaban
Other films is just a place for films that are not any genre in-particular (just masterpieces of film-making) or I don't have enough films of that type to make it its own category. Pulp Fiction is regarded by many as one of the best pieces of film-making there is and it easily Quentin Tarantino's best work - no questions asked. It's hard to place your finger on why it is so good... it just is - it is brilliantly unwritten and the way the plot unfolds in Tarantino's mismatched fashion of jumping back and forth across characters makes it a work of art.

Top 5 Horror/Gore Films
  1. Halloween (Original Version)
  2. 28 Days Later
  3. Saw
  4. Wrong Turn
  5. The Ring (Japanese Version)
I do like horror/gore films very much, but due to the nature of them it is hard to pick why I like them or what makes them good films... I guess whatever makes you wince, jump or feel suspense the most is what makes them work. In Halloween, John Carpenter began a film franchise that, over time has steadily declined but began with an epic horror film that made you do all the things mentioned above.. especially all the while as you had the white-faced terror that was Michael Myers chasing after you all the way through to the end... being seemingly indestructible.

Top 5 Game Films/Game Adaptations
  1. Final Fantasy VII: Advent Children
  2. Resident Evil
  3. Doom
  4. Tomb Raider
  5. Pokemon: The First Movie
Game films are known for often not being very good amongst critics... this is for various reasons... a lot of the time I don't see the films as bad films in their own right but not as good as the games on which they are based... guess that's the Games Designer in me though. Its obvious Advent Children would be my favourite Game film given my love of Final Fantasy but despite this I actually believe it is a very good film for numerous reasons. It is a CGI marvel with stunning visuals, it has one of the best cast of voice actors I have ever heard with each person making the characters their own and it actually has some very well done sections of action and dialogue.

Top 10 Films of all Time
  1. Underworld
  2. Kick-Ass
  3. Sin City
  4. Goldeneye
  5. Avatar
  6. The Matrix Reloaded
  7. Pulp Fiction
  8. Blade
  9. Hot Fuzz
  10. Lord of the Ring: Return of the King
So there we have it, my top films of every type that I could think of or care to write about in this blog post... So, anyways, 'til next time - that's all folks!