Thursday 14 June 2012

UDK

We have now been experimenting with a new 3D game design software known as UDK (Unreal Development Kit). We have just been over the basics so not much is known about UDK for me. I have done a few screenshots of what I have done.















Now there are several different types of background you can open with on UDK. I went ahead and chose morning background. This is pretty much what it looks like.















Next I have done a city which is a simple click and drag option as this is a default city. By going into the options you can find loads of different things.















Finally I have uploaded pre made vehicles. I have screenshot a picture of me blowing up another vehicle showing the damage and health settings are already inside the vehicle mechanics.

Game Interface

I have now done my game interface design. I have gone through using various buttons, money design, a simple field map, life gauge and a magic meter.



Okay in the top left corner the hearts represent your health, the more damage you take, the more hearts you lose, these are also divided into quarters. Below the hearts is a green bar, this is your magic meter. The more magic you use, the more your meter decreases. Next at the bottom left is your money supply. Top right you have your buttons which come up with commands for interacting with various objects. Finally the bottom right is your map.

This is all purely based around adventure games known as Legend of Zelda. Which is a classic layout of health, money, map and button display. This is what I have researched in previous posts.

Friday 18 May 2012

Game design folder


Games design include extensive amount of artwork and idea generation to help game developers/learners to develop and create towards a final game.
game controls
platforms its designed for
target audience
similar games or designs on market, how is yours different or better?
narrative story of the game
game layout charts
storyboards
level layouts
environment illustrations
character design
model profile sheets
GUI designs
thumbnail sketches
3D modelling

Thursday 17 May 2012

Game Interface

Now lets do a game interface, I am going to base my interface similar to The Legend of Zelda Ocarina of Time, I shall be using the life gauge, money, maps and controls but I will be making them myself and a bit different too. Here is an example of a Legend of Zelda Ocarina of Time screen shot.

















The Legend of Zelda Ocarina of Time was released on the Nintendo 64 in the UK on December 11th 1998. This adventure game has been known to be best game of the year or at least in the top ten best games ever from the release date to now. The graphics may look out dated now but back on release they were amazing. The interface works simply. You have your health in the top left, your money in the bottom left, actions in the top right and finally the map on the bottom right. The game was revealed during December 1995 at Nintendo's Space World trade show which was initially intended to be released on the Nintendo 64 expansion, the Nintendo 64DD. The design of Ocarina of Time was intended to be in first person but due to a child Link being involved, they felt the need to show the character.

Now here are the icons I have been doing.



Thursday 3 May 2012

Unity

Today I have done some work on unity, this program is used to create 3D games, I have taken a few screenshots of my work, annoyingly the program has froze halfway through.


















Thursday 26 April 2012

Legend of Zelda Interface research


The Legend of Zelda Skyward Sword uses several different interfaces. Most standard Zelda games always have the health in the top left and actions for buttons on the right side of the screen. Also rupee count is always located somewhere, which is usually the top left or the bottom right. On Skyward sword there is also a shield gauge later on in the game plus shows the controls on the left for the Nunchuck and on the right for the Wii Remote. Also when you dash, roll or spin attack, your stamina meter will also appear on screen.

There is also an option within the game to lighten the interface on the controls or even getting rid of them all together so all that’s left is health, rupees and shield gauge plus stamina when running.


Thursday 8 March 2012

GUI History

Some of the earliest GUI used were mostly radars and they used light pens instead of using a mouse. Pretty much it is how a person can interact with computers. The Xerox Alto was the first to use the desktop metaphor and the mouse. Which was then followed by an upgraded version called Xerox Star. As of 1979, Steve Jobs then made the apple computers which were called Apple Lisa and Macintosh. The evolution of GUI interface have really shown like today's models such as Microsoft Windows, Mac OS X and X Window System. There are also new systems such as androids and blackberrys. Most of these ideas have been completely based off and inspired by the Xerox computers.

















Also there are several examples of different GUI interface examples. These are such as the monitor screen which  is an embedded industrial application which employ a real time operating system. Also others are simply searching the internet using a browser, you type in what you want to search for then the internet browser makes a list of suggested websites for you. This is a prime example of GUI interface. Restaurants are starting to use GUI interface now too with their Point-Of-Sale touch screen pads.

Interface general

In general there are several different interfaces, almost everything can be classed as an interface. an example of this is something simple like a washing machine. You simply set up the commands and it reacts by doing whatever you say. Also I will explain how it is. By flicking on a light switch you input the flick, the output is the light coming on. That is how they work. Same with a lamp, you flick, push, touch or just simply plug in and the light comes on.

What is an interface?

The user interface, in the industrial design field of human–machine interaction, is the space where interaction between humans and machines occurs. The goal of interaction between a human and a machine at the user interface is effective operation and control of the machine, and feedback from the machine which aids the operator in making operational decisions. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls, and process controls. The design considerations applicable when creating user interfaces are related to or involve such disciplines as ergonomics and psychology.
A user interface is the system by which people (users) interact with a machine. The user interface includes hardware (physical) and software (logical) components. User interfaces exist for various systems, and provide a means of:
  • Input, allowing the users to manipulate a system
  • Output, allowing the system to indicate the effects of the users' manipulation
Generally, the goal of human-machine interaction engineering is to produce a user interface which makes it easy, efficient, and enjoyable to operate a machine in the way which produces the desired result. This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the human.
Ever since the increased use of personal computers and the relative decline in societal awareness of heavy machinery, the term user interface has taken on overtones of the graphical user interface, while industrial control panel and machinery control design discussions more commonly refer to human-machine interfaces.

Maze game

We had to make a new layout of a maze, I thought of doing a basic yet good look for the maze, here is what I have done.




Thursday 9 February 2012

Flash game interfaces

I have done some research on flash games recently for my interfaces. The first game I have been playing is Super Smash Flash 2. This is a simple beat em up game with the use of keyboard buttons, the aim is to inflict damage and knock off your opponent, the more damage inflicted, the more your opponent flies. It is a simple two attack buttons, one shield button and one grab button. There is also a jump button too. The game is great on graphics, the only thing that needs improving is sorting out the multiplayer. When your friend is charging a move, you have to hold down the key which stops the other player from doing much.















The other game I have been playing is a game on Miniclip called 8 Ball Pool. This is a simple pool game with online competetive gameplay. It is just click for aim, how far you move the mouse back is how powerful your shot will be. You need to pot all of your type of balls (either spots or stripes) and then pot the black, if you pot the black before then you lose, it is just a simple game of pool... but online!




Thursday 2 February 2012

Research

First of all, we have planned to make a lake design for our interactive interface, which I have done some research into, after that we have researched some castles as we changed our mind. Here are some images of my research.


















After that I have done some cloud research, here is what I have done.


















We have decided to do a tree that will change with the seasons, by researching clouds in seasons, they only get darker the colder the season. Then we are going to add a grassy background. We are going to use an oak tree too. This is my image for the seasons.