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KevMskull12

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A member registered Feb 04, 2021 · View creator page →

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DEVLOG 3:

1) The past week, I managed to fix the movement for the player and add some text for the objective of the game throughout. Plus, filling in the GDD template of what can happen in the game from the mechanics to the presentation.

2) the goals accomplished for last week by the team was setting up and fixing ht level design and how the game will play out with feedback and to properly put in in into the prototype.

3) The team's goals for next week is to implement more of the mechanics and how they will influence the gameplay and fixing and adding stuff to the game rom the previous prototypes and pitches from the previous weeks.

4) As an individual I have accomplished to fix the movement, add a goal of what the player needs to do in the game with text, add pickups and objects and enemies for the player to grab and avoid. 

5) By next week I want to make the player have a reaction when getting hit by the enemies and have like the player react with invincibility frames of some kind

6) how to have the player get hit and react and how to code in for enemies to harm the player with 3 hits in some shape or form

7) Progress so far...







Playtest report: 

1) What I was playtesting was Chris's game with more improvements from the setting to the gameplay and more context of what is going on.

2) what does the player have to do to keep progressing and do you need to find a specific item to unlock the next area or talk to someone specifically to advance the plot and clues. 

3) The playtester for INTENSE DISTURBANCE was Chris. I represented him the progressive version of my game with feedback and improvements from the previous prototypes.

4) What I observed was that it was easier to monouver and clearer to what the player had to do in the game with the objective above. I saw and noticed that the pickups and text was everywhere on screen with the text big on screen. The interaction was at best good with some more feedback and fixes but good overall. 

5) questions none just add a reset button and have the text display when win.

6) add a reset and make the text smaller, enemies do some damage and not fall and go back to old layout of control keys for casuals...

7) add a reset and fix some text and add you win when reaching the goal and when picking stuff up it does something...

https://docs.google.com/document/d/1M3q7XkoiUivuHpiR3rwRfp0r_yrqNcE5lSARwPbqOfQ/... 

link to the GDD template of INTENSE DISTURBANCE 

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Devlog 2 for gd 210

1)Our team goal's for last week was to come up with the prototype for our games we presented on our pitches and presentations and implement whatever we could on time before Wednesday. I would go and start creating prototype on UNITY while Chris would use BITSY for the game he is creating and focus on implamenting some mechanics and player movement and maybe some items here and there. 

2) The goals completed was the player movement, what the game will look like in terms of design and aesthetic and what is the story behind the game and what you need to do with the prototype made so far. 

3) Next week's goals are to focus on finishing implementing the mechanics and improve some fixes with the first prototype and continue making progress with the mechanics, the objectives and clearer direction for our games. Me and Chris both agreed that we need to get the second prototype done before Wednesday and play test our games so we can see on how much progress we have don e so far.

4) What I have accomplished last week was getting the first prototype done with player movement, the presentation of what the game will look like with shapes and putting some stuff like the blue clock piece and power ups and weapons and the gateway of what you need to do and what they will look like when picked up and sound like.

5) What I will try to accomplish by the upcoming Wednesday is to put in some text, the player to pick up items and weapons and try to put like an objective of some kind when starting to play and fix some of the movement and camera when playing.

6) What I need to learn is how to put objectives on screen with text and how the player can pick up items in game and fix the camera motion when the player moves the cube. 

7) Here are the images so far...





8) what I was play testing was Chris's game (2nd prototype) he made on bitsy it was a guy walking and interacting to items around the rooms to see or explain what was going on. There were at Times too much space it felt like you left the boundary of the level and some doors could not open or interact

9) What I wanted to learn while play testing was what does the player have to do in order to advance the plot, do you need to pick up stuff to open something or unlock something, what do these characters want and know who you are and what id happening in the story.

10) My Playtester was Chris playing my 2nd prototype of Intense Disturbance. the target audience for INTENSE DISTURBANCE is or those who like horror stuff, rhythm reaction based games or running style games.

11) what I observed was 8 bit rooms with 8 bit characters, text and interactions of Chris game that looked good and had a mysterious vibe to it what I saw when playtesting was some of the areas you couldn't access or interact with and a part of the level broke the boundary of where the player should not go. the interaction was with text as you approach with the Aaron keys and talk knowing who you were or look familiar and from what I could tell you had to find stuff to get memories back to your head in order to tell what is going on.

12) the feedback I received from Chris was making the enemies react have invincibility frames and have a reset button for the player to start over if the player screwed up and fixing the text which was the objective of the level. 

13) what I will do to the feedback is keep it as future reference and do my best to keep up and improve more on the game to be fully playable and match up to what I have been presenting and pitching before the deadline.

14) the questions for the game were how many hits so the player has invincibility frames when hit and how to make the enemies react and hurt the player rather than stop it.

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1)The team's goals was to fix some stuff from our pitches in miro and try to improve upon it with the feedback given to us on how to make our game stand out more. We improved from our original pitch to make it better and now we will have to make our prototype step by step and on time. 

2) one of the goals I am accompanying is to try to have some form of presentation on how the game will look like and play a little bit for now while taking our miro stuff and pitches and feedback into consideration on making our first prototype. Also we will try to keep improving and fixing stuff from our pitches and presentations with what we can put in our game like for me being the enemy types, powerups and clock piece and even the gateway.

3) The team Goals for next week get a clear presentation of what the game will play out and look like while also implementing feedback and fixing some stuff in our games that can match the criteria:

* have movement

*add a character 

* have a setting

4) what I have accomplished in the past week was making ideas and using the feedback for INTENSE DISTURBANCE as of the enemy types, what weapon is what and it's use, the play style of buttons to press, what powers are in the game , the goal of the game, and what to do with the lanes and enemies in front, and what happens if you fail and win. all this stuff is in miro to what the game will playout.

5) by next week, I at least want to have movement of the main character, the layout of what the game will look like as what the player will be running on and having a camera focused on the character when running. 

6) what I have to learn is how to code movement, camera, the plane the character will be running on and how to put powerups and the gateway the items at least a few. for now I am sticking with shapes to see how it goes since I have no idea how to put or properly code rag dolls/characters.

7) screenshot of what I have so far in UNITY...










my final game of the roll a ball get the cubes while avoiding the enemy on the side

2) Search-based Procedural Content Generation, Julian Togelius et al.

This article speaks on the topic of PCG is the system that developers use in games to make the content of the game be made for the gamers ready to play and experience. The more content and stuff the game offers the more gamers will go back and replay the game to find hidden stuff like secrets, Easter eggs, items that the game tried to hide from the player or hidden bosses. It adds value and non stop fun for everyone to have.  Its up to you as the developer to put as much stuff as you can with the shortage of a schedule given to you and the more you expand on the ideas of the design from a fps level design to driven mehcanics such as freezing time by pressing X given thanks to PCG. it also gives you the steps when outlooking for resources needed in the game, inspiration from other games to make your project come to reality and making sure how to distinct a game's overall from its characters, levels, weapons, tools, supplies and progress to know what the game's went for to the audience they were targeting for. 

1) The Death of the Level Designer (all 6 parts). Andrew Doull

This 6 page article was about Procedural Content Generation or PCG for short is one of the strategies to use when making design choices such as level design, making stuff interactive such as weapons, supplies, npc's in the game to talk to, etc. It also  quick time events,= and  mechanics for the game with the setup of the game can get really get overhype and lose so much of the core audience if it fails to deliver or overpromise of too much too little too late. With so many AAA releases using PCG there are some mistakes and well crafted ideas if the developer takes time to implement everything in the game not just the setup and design but also the techniques and skills you learn and improve upon to make a satisfying game not fun but at least good in a certain way that makes it function and playable at launch. If not, AAA releases lose money, lose confidence of the public, bad reviews and can lose it's reputation on not only the company but the developers as well. That is why Indies and big studio developers learn from the mistakes other game developers have gone through to not repeat the same mistake twice from setting up the AI, letting the player have more freedom and experiment without so much button layouts of tutorials, good AI and cpu formatting and a good setup and presentation to have the players get more invested and more satisfied with a play through of the game.

LENSES CHAPTER 27-28

LENSES:CHAPTER 27: THIS CHAPTER IN LENSES talks about how the start of designing a game as a developer starts off with who is gonna do what, what's this what's that and disagreements all around on trying to focus on what the game is supposed to be. You have to go back and forth and think and come up with something until everybody on the team agrees and starts the project. As a client, listen, propose the ideas and come up with the next stops after disagreeing and agreeing with the topic then consider what he or she wants and says "yes".

LENSES: CHAPTER 28: THIS CHAPTER IN LENSES talks about about who should you trust and agree on making, publishing, distribute and manage everything from the game to the team behind the project. It deals with negotiating with what's intriguing with the marking of the game by benefiting them but also yourself. Do not let the ego overcome you or it can affect the progress of making the game.  persuasion is involved depending on how much promise  and value ca resonate to the project . The more interest, the more funding. Working a Schedule is involved from the idea or topic of your project is based on, the hourly time to work on it and make sure you get things done before the due date,  know how much your spending and what that money is going for and the copies your distributing and think are gonna sell or financial problems may occur,  and the higher the risk the more chances of getting into disputes but also making the game good.  Do not rely another's nor have a lot of confidence the game is gonna be good if you do not put the effort to do so and have no idea what your doing because all the funds and money including the tools is given to you to make a good game and take advantage of it to make the game stand out. 

Level up chapter 4: 

Chapter 4 in the reading, LEVEL UP,  talks about how making a game comes with the creativity and flow of learning of game design you have learned similar to writing for a play or making a science experiment with the tools you have used and are experienced with. The coolest thing s you have to do a document of the lists of the overview of the game your making from how old you need to be for the game's targeting demographic, bullet points and data to your game's excitement and hype from the mechanics to the story, you need a 10 pager to summarize everything expected coming up for your game coming to release. Outline everything, edit some stuff that you wanna take out or keep and publish the final paper by checking all the gameplay controls, story, setting, theme, level design, enemy design, etc to make sure your game is fully complete and tested or you could get a bad game at release.  you want to keep track of everything you have learned, take feedback, respect others people's thoughts and opinions and impressions to improve better and give a complete full game with no tactics of content locked on the disc nor an unplayable game by giving respect to the gamers and Buyers and you will earn their respect.

the game mechanic I put for the roll a ball game is dashing when the ball gets to move, you Get a few seconds to use the dash to speed up while it takes time to recharge for a bit you can also jump take more advantage while also using to your advantage to hit the walls, when jumping and when trying to reach the blocks.

Journal reading response: Video Game Monetization Strategies, Chris Cobb

This article is about the monetization strategies behind a AAA release of a game that includes not only the main game but more content with dlc and updates with tweaks to give more for the developers to work on and give to the players in the upcoming months of the game.  Microtransactions are involved to have more content more valuable and worth more in the long run however with random chance of getting what you want otherwise spend and spend until you eta high reward of goods that's truly worth the money and content your paying for. There is cosmetics which is pretty much skins, color schemes, items like diamonds or coins to buy more stuff in the game to be creative and there is gameplay content which is dlc for extra levels, weapons, and characters and valuables to make the player have more upgrades and investment to the game than what's been given.  However, microtransactions have been known to take out the enjoyment of a game buy buying stuff in the game that's already been added I to the disc, pay for something that is not worth the wait and can lead to bad choices for the companies and developers as thinking this is okay and everyone should do it. The more you buy, the less play time you have since your putting more money to the extra stuff rather than the main game. This can lead to companies have exploitations among the group of people behind the scenes, gamers with tactics to get easy money, take advantage and abuse the system of rules on how much you can charge for the in game currency, and can lead to a less fun friendly player experience and have more time taken away purchasing and buying rather than playing and experiencing the game you bought for 60 dollars or more. 

JOURNAL READING RESPONSE: Next Generation Monetization: Supremacy Goods, Ramin Shokrizade

This article talks about how microtransactions have been around for a while and have made a huge change In gaming with adding extra stuff to the game from DLC to skins and its the only way right now to make profit online for gamers to use real currency/money to get the stuff they want at a random chance of luck.  It later speaks how one person buys stuff from a game with real money that they get invested so much for the rewards they get based on a game for example a cool gun that can do 10 times the more damage than the one your given at the start of the game. However, this later changes from invested to ejected as the cool and really awesome stuff in the game is stuck behind a paywall and if you truly really feel like playing the game with a good time and don't wanna spend hours unlocking the items with hard work or playing through the game there is always the wallet and credit cards to do the work for you. some people feel this is more of an easy way-out rather than playing the game through as implemented. It also talks about supremacy goods which are goods you can purchase depending of what good service your feel you can buy and handle. This is also viewed in multiplayer online games and free to play as much of the whole game relies more on your credit cards and spend until you get all the the cool items, weapons and skins in the whole game like FORTNITE, Subway Surfers, World of Tanks and more.  Microtransactions are viewed more as a revenue source for developers to make the games last longer and continue improviing the game as a result.  The solutions to MIcrotransactions are making the player play honestly and work for it as the old times where you play and your earn the reward, don't overprice the content or people will get upset, give price points scubas street fighter 5 while playing the game to unlock more colors, costumes and characters and finally try to avoid subscription based purchases  since it makes it more easier to play the game throughly with all the items that give too much advantage that it later becomes easy and boring and spending so much money for months for nothing. 

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journal readings and the mechanic implemented for my horror game 👇

MECHANIC implemented: 

the mechanic I would like to implement on my Forest horror game is a mechanic that punishes the character by being attacked by an enemy leading to walk slower and run less with also triggering the insanity meter feeling hopeless and scared to even attack to give more of that sense of fear and dread for the game to feel more terrifying. Rather than fear of dying of an enemy you encounter in the forest its more about the fear of what lies ahead and is ready to attack you and every step you take to get through the forest. 

THE TRUST SPECTRUM

"THE TRUST SPECTRUM" talks about how design with social and trust connections on any game your creating from CO-OP multiplayer to single player games. This reading focuses on how to make sense of level design, the theme of the what the game is going for, form a special relationship of the spectrum that's been set up to have good confidence later with anyone willing to play the game being designed.  If you do not do that, then you break the game's principles with just marketing, incomplete design of the games mechanics or modes, and terrible experience of gameplay.  the more trust on games you build off upon, the more the mechanics, story and presentation gives it a high respect of trust that makes the game unforgettable and fun depending on the resources examples being time, risk and  roles.  the more the risk, the more satisfaction you will get for the game's rules and setup that was meant to be played. 

Level Up, Chapter 9

This chapter of Level up talks about observing level design such as rounds, waves, the world's objectives, level interior and observation in 3d or 2d. When starting a level it can start with ACT/ZONES starts like Sonic the hedgehog or Level Start or just dropped in starting the action.  When mapping a world you need to focus on the graphic design of the level, the color scheme, the tone and theme to understand what your creating and going for especially the characters. The characters have to stand out and resemble something unique for the player to take interest to play from the colors to the characters attitude/motivation or abilities.  What's weird is that You do not have to add a lot of characters or any except the main character but should also stick up with the core of the game. Even crazier,  Nor a story is required as long as the gameplay stands out as well as much as the level design and fun to play through. There are also goals you need to form to have something and motivate you to keep playing otherwise its pointless. Have creative form of structure when designing, use your imagination with the items, weapons and enemies to have more fun and joyful to know more about but also feel satisfying when using the supplies while also getting to know the enemies and destroying them too. I also liked that it mentioned sandbox areas of measuring the angles and width of the stage/area your game will center around on while also focusing on exploration and depth. Plus,  of not adding invisible walls since it limits the fun and exploration of the game making it more clusterphobic than it should making it a chore to play as a result.  What I also found interesting is that the tutorial levels to help you play are done last and you must first focus on sketching ideas on what the levels should look like, mapping it out with precision and measure,  what enemies spawn in what area and the items/weapons put in the game. 

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A new mechanic that can be added to the unity ball game could be is what if the ball could shoot a string like rope to grab the squares from a very far distance to then pull it and collect it and do the same for the other squares that are too far too reach. it can be easier to get the squares faster and easier to get and you don't have to move the ball so much. Another game mechanic that can be added could also be is a turbo boost where you hold down for example button "w" hold it until the meter is full and release the ball that can go over all over the place and hit the walls to get most of the squares inside the playing field.  Not only that you can also move the ball to whatever direction you want to get the square until it starts slowing down.  The more you hold the more it rolls everywhere letting you get most of the squares with limited time of turbo letting you roam faster to get the squares. think of its a dash but with a limited time usage. one last game mechanic would be a dash to move the ball faster and move with speed with a bar that decreases after use and increases to use again to get to the squares faster.

10 pager section-> Gameplay Experience 

THE FOREST OF THE UNFORGIVEN is a first person/survival  horror game that focuses on the main character "mike" trying to get his sister back from the evil ruler of the forest  trying to sacrifice her as another soul being gone for the taking.  The game frightens players with the dark, foggy, gritty and disturbing tone while traversing the forest. As the player, you will be in first person point of view with horrific sounds and atmosphere surrounding you at every corner walking in mid cloudy/dark pathways within the forest while also encountering monsters and creatures awaiting you to rip your flesh apart.  The enemies can appear at any given moment unexpectedly or suddenly. You will hear them or sneeze them with a red creepy flash to know you are in danger and you need to be prepared with whatever you have.  the enemies are aggressive towards you and will attack you immediately so you can evade or shoot. After 8 hits you can die, and with limited supply will be difficult to confront the monsters but you can always choose to either run away or battle. The choice is up to you. There are limited amounts of weapons, ammo, first aid and other items you find making the player take precaution and make each shot count. When you use your gun you'll have the ammo bar on the right with the number of bullets it has so you need to have each bullet with caution. You will also have melee weapons such as a crowbar, machete or axe and you can hit enemies unclose, throw  directly at them and you can swing automatically. However, after so much use it will break and no longer be on your hands to switch to something else . You will encounter some survivors deep within the forest trying to escape just as you but by doing them some favors. Do those favors and they will reward you with good items or weapons to help you along the journey.  you will also have an inventory system that will keep track of what you currently have but with limited space giving a challenge of what to keep or throw away for more space for better items later in the game. Do your best to survive and watch out what's  awaiting you in this "FOREST OF THE UNFORGIVEN".

Theory of fun chapter 10:

This chapter on Theory of Fun talks about the aesthetics of a game you play that you not only enjoy it but appreciate it. It also relates on how making a game matters when you deliver it stable and ready to play at launch and less of doing things half way.  Presentation is the key of having a good experience and fun time for everyone to have. For example in the book makes its example of this to making films of having the camera with a  decent proximity and good setup to have good visualization and tone to the film. Otherwise, it won’t be a good scene or good equilibrium for the whole film. Same thing with video games without good representation, visualization and projection and it does not gravitate to anyone and loses focus on its goal to be a good game. Wishing the core of a game there is choreography that stands out to what you’re seeing from the game from what the character looks, wears, sounds like and does and the theme and music in the background.  It even mentions that the games must have a good view on not only the gamer but to society as a whole and the creator behind the game must take consideration on their work and their messages or it will be filled with backlash and regret. Furthermore, the most important thing is be constructive and creative of your work while being aware of what your doing whether its a project for a game, movie, art or anything else that involves people getting into the experience of the project your going for. 

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Lenses chapter 20  talks about aesthethics and the importance of the gaming experience with not only how the game plays and its mechanics but everything else surrounding it because it draws the player more to stick around and find out more what the game offers, it keeps things interesting and makes you like the art style and respect it for the choice of this style by the game devs behind the game.  It also relates to art where art symbolizes beauty and creativeness and if you have that then the game makes it gorgeous and awesome to look that makes it difficult for your eyes to move away from the screen because it looks great. there are also different viewpoints when it comes to aesthetics as one who designs the illustrations and art and the other does the visuals that both have to make it clear what they are designing, the tone, the world and theme of your game that makes it exciting, riveting and compelling to get your hands on and start playing immediately. I liked how there is a process of making the art aesthetics of the game with sketches while adding some detail, then balancing art digitally with the right colors and atmosphere with a clear study of the game and adding the music and audio to make it more real and joyful to improve your game's experience and without it you feel nothing when playing leading you to a shallow experience. 

READING JOURNALS FOR WEEK 3

1) The Game Production Pipeline: Concept to Completion

THE 1st article TALKS ABOUT THE PROCESSES OF THE GAMES  in steps and In 4 concepts 

Part 1 talks about concept what the idea of the is about for the game like a racing game or a fighting game. It could also be a follow up to a sequel or new existing title

Part 2  talks about Preproduction involves coming up with ways on how tell, imagine and visuals the story, the characters, the idea and it can be based on anything like a simulator of something that happened or made up. The storyline is what matters more in this phase because the characters, plot, setting and message is the theme of the game. After that, there is a storyboard involved to make the presentation of what the story could like and the overall game with scripted elements and action moments. Then write the story down, blueprints for the menu, games levels, and game over screens including the maps involved and the levels that are going to be in the game. This shows how There are  limitations to this but you need to be  creative as possible to make the game feel energetic and ready and fun for all as a developer and for the people who will be playing it. Otherwise, your game is not 

Part 3 talks about is mostly about design, art and programing for the game to have the game be experienced, marketing department is involved how to show and represent the game for people to buy and say “it looks interesting and I want to play”. Animations,  motion capture  and coding is all the tools for this phase and works on the style and  how the game looks on screen on with the characters actions, the reactions and the textures of 2d or 3d depending on what look for the game  they want to go for. If there are mistakes and need some improvements they can always update and tweak out the problems after the first impression with the aspects being of special effects, the models for the characters in the game that you will be playing and all programmers and artists and designers do as much as possible to make the project stand out. 

Part 4 

Finally, Post production talks about  is all coding, art and design, process of creativity and ideas  is now  thrown form the window  and revised to make sure it works and its fully ready to function and play and look as good as ever. it has tone play tested to make sure its fully balanced, fully playable and not crash or lag or glitch much.There are going to be bugs and some drawbacks that will keep the game down with the experience but can always be changed later with updates. If fixed all drawbacks and bugs then it can met and be put for consoles and pc fully with approval and not be in the market for customers to buy and fully play and maybe review on the opinions on whether the game was good, bad or decent for feedback for the developers to take notice on what to do and what not to do for the next title of the game or a new project entirely.

 After reading this article I liked how it shows the process of how being a game designer is not all that easy and some projects will require to work a lot with people and try to do your best with the crunching time, don't get so stressed, take a break once in awhile but mostly keep track of your work and do your best.

2ND ARTICLE: Choosing a Project Management Tool for Game Development, Meredith Hal

The article choosing a project for your game talks about the overview on how to make a game step by step with programming  on how its going to be made, who’s gonna do what and the assets and tools involved to have the project be made such as  Basecamp, Assembla, Asana , TRILL, HackNPlan and Jira. Also, google drive and hack plan to store your files and folders of data for the game in case you get lost and have no idea what to do as a team or solo. These programs depend on what type of strategy on managing your stuff by yourself Or with a group.However it has its flaws and positives. Google drive for example can give you enough material to keep you on you toes but it lacks protection and security and anyone can enter the projects data without permission and can steal or delete whether they are on the team or not or can even make changes that affects the development and idea concept as a whole.  Another example being ASSEMBLA that has enough performance to work well and cause no issue with security measurement and hosted control. Not only that but can also have backups just like google photos and easier to use if you don’t have enough experience with programming. With that the flaws involve when its more about designing your stuff than its data and the UX design is not the best thing in the world leaving you to keep finding another way to sketch and design in another program or have no choice but do it in ASSEMBLA but to expect problems later on not only designing but also problems with the spending on the program. Most of the programs are not free but gives you enough perks and set up to make your project work and be made with caution and planning well your time and work by yourself or in a team. Any Program works as long as you know what your doing and know the good and bad of it all. Doing your best counts and make it count.

WEEK 3 ten pager section: STORY AND SETTING

10 pager section-> the game called  "The Forest of the unforgiven" story is about a young boy named "TIFF" who goes camping with his sister "JAYLENE" on a forest called "forest impotayable " for French being the title.  the sign was covered by a  bush and both kids don't know that this is not the type of forest to be in for a project such as this. They go out to camp for a school project on filming the wildlife and the experience of camping for the first time. Jaylene gets a bad feeling as soon as they enter but does her best to maintain herself. While traversing the forest they not there's not alot going on other than its always cloudy, not a lot of animals and spooky fog is  everywhere and creepy Skeletons  on the ground. Instead of leaving they keep going for the needs to get a good grade on the project. After walking forever, they take a break for the night and go to sleep. Jaylene wakes up and hears a creepy noise in the bushes thinking its some sort of squirrel or deer only to find its monster with red eyes and yells waking up Tiff. Tiff sees the monster and starts running with his sister as fast as they can. They keep running until a creepy old man with a black robe stops them with dark purple magic  and uses the magic to kidnap Jaylene and tells tiff that he will be taking his sister as a sacrifice for a ritual planned for her for this forest's beneficial life and for the monsters and damned to impend doom. The old man introduces himself as "REV the ruler of the forest and the soul breaker of humanity"  says that if Tiff wants to see her again he'll have to get him a powerful diamond with enough power to take control of all humanity and do it before time is up otherwise she will die and be sacrificed and taking control over. The old man gives tiff the map to do this task since he sees tif as the boy with enough potential and manipulated to do his bidding. With no choice, Tiff embarks on an adventure to rescue his sister while also doing the task beforehand with the map given to him  while also worrying about the horrors and challenges awaiting him. The setting takes place in a spooky forest with ghosts, ghouls, monsters and some survivors you will meet throughout the game that's said that anyone who enters the forest never saw the light of day again and no one has ever traversed the forest far enough to tell or see the upcoming terror waiting for tiff. 

week 3 ten pager section: Character and Control

As the character you will be playing as Tiff as the main character who is trying to get his sister back from an evil group who has taken control of the forest infesting it with monsters and terrifying creatures you will meet later in the game. The controls  for this game are an FPS type:

1) WASD is for movement

W move forward 

A to look left 

S to move back

to look right 

2) E to interact with items, weapons, and supplies or survivors you find in the forest. to use the items click on them in inventory. to use the inventory press COMMAND

3) R is to shoot or hit with a weapon you find and use

4) Shift is for running

5) menu is the ESCAPE button

6) SPACE is for jump 

7) OPTION  is to look at the map

8) button I- dialogue 1, 

Button O dialogue 2, 

Button P Dialogue 3

9) T button is to change weapon

10) F is throw secondary weapon like grenades or spears

10 pager section 2-> Game conflict-> "the forest of the damned" is about a boy named Tiff who goes out camping with his sister "Jaylene" on a forest called "forest DINCE" which in France means forest of the damned. They camp there for one night and both fall asleep at a campfire until tiff wakes up and hears something in the trees which he thought was a bear when in reality was a creepy monster with a skull for a face. He gets frightened and wakes up Jaylene and both run until an evil  priest takes Jaylene with shadow powers and tells Tiff if he wants to see her again he must traverse the enormous forest and combat the awaiting fiends and challenges awaiting him within one week or she will be a sacrifice for the evil upcoming ritual in plan for her. With no choice, Tiff must settle out and find his sister before it is too late. Tiff has to traverse the forest and find ways to survive and find his instincts and find clues to where the evil priest may have gone while also having contact with monsters, survivors and evil cult groups and creepy locations awaiting him. Tiff is still a kid and has never been afraid this much but he'll have to overcome or his fears get the better of him leaving him hopeless while his sister is being sacrificed for an evil cult.

10 pager section 1-> GAME MECHANICS

The game mechanics for my game called "THE FOREST OF THE UNFORGIVEN" will involve you as the player to walk on the forest and look around the forest to find some items for your health, sane meter and weapons you use such as ammo, medkits and candy. Make sure to keep an eye on your sane meter because it will fall apart overtime and need to fill it up with medicine you find in the forest to keep you from going crazy. Your sane meter will decrease when you have not used any medicine. You'll be given some time to find through the forest too use when there is trouble near by. When your sane meter goes down you'll be hearing voices and seeing things given you anxiety and later decreasing your health in the process dying by your anxiety. your option will be running from encounters if that happens or if your geared up then it will be no problem with Your other game mechanic; shooting. if there are enemies near by or survivors that you meet the will find you as an enemy if you shoot them on sight or start attacking you at first.  There will also be talking dialogue given you paths and objectives while also trying too ind your sister(the main goal of the game).  It's up to you as the player to help out some strangers you find in the forest or annihilate them and take their stuff for later.  Your last game mechanic  will be exploration with not only finding items for you to equip for your guns, health and sane meter but also secret stuff and goodies for you and for the npc's you meet that will require you to find stuff for them to later help you after depending on whether they attack you or not.  Plus, you can even find more creepy creatures and locations to distract your from the main game's goals.

journal reading 1= The Medium of the video game was about how games need to have a graphical style the pulls the player into having to get into with emotional events in the game, the style that involves theme to have a feel of having passion, follow the main character's view and finding ways to connect. It also connects to similarly with tv watching what's going on and having the audience and build up their feelings on finding ways to relate to certain characters and the stories plot when it gets interesting or when the audience have been reeled in and want to find out more. It also talks about how many games started off with pixels with classic driven themes and gameplay that Most people recognize to this day and how certain themes bring in nostalgia and feel to the player when playing through such as PAC-MAN or DONKEY KONG or Q-BERT, etc.  Games also come from adaptations from other games being recognized for their proper way that makes everybody who played it remembered it as a good game for the its content and remembered for it. With this, it influences other games to follow those ideas and make it their own way while still having to connect to the game they want and know.  Games must also have goals, narrative and interactions to keep the story flowing and having many choices with different dialouge and cutscenes to have re-playability. 

Journal reading 2Hamlet's hit points talks about narrative in gaming on how it must keep emotional  moments,  appeal to keep things interesting and engaging for the player to avoid boredom, have a lot of unique writing and plot with unexpected moments, make improvements on the game to not repeat the same mistakes over and over again otherwise the game can flop and be persistent with your story to have it moving along better. it also talks on how games such as James Bond, Call Of Cthulhu and champions and more had their own unique ideas and works on what made them good not only the narratives and themes but also with the gameplay and atmosphere they were set out to do. I also liked when most games stories to have a good impact must take some elements from RPGS such as final fantasy, persona and Mass effect as examples to create a gratifying driven plot, books from shelves and screenplay together to make it work. I also likes that there are beats involved on certain storytelling with my favorite being ANTICIPATiON where your expecting certain stuff to happen throughout when you understand the plot's narration and expecting it to show up any moment of a promised revelation. Lastly, curves are involved on what makes a good story go up and makes it go down. What goes up is the intro, turning point and development starts off great and interesting. Once those increase the low point must keep itself in the games momentum in order for the finale and plot twist to have a climax that will leave an impact and would eventually be worth it at the very end. Otherwise, the story would go doing  mixed and confusing leaving the plot scramble and uninventful  and cliche without anything going on leaving the plot pointless and forgettable.

LENSES CHAPTER 10->

Lenses chapter 10 talks about the steps involved of gameplay with the game mechanics. The first step talks about spacing on places existing in the game and how they connect to each other with boundaries not the space within each cell.  Examples of this is used in RPG'S the use spaces in 2D form. it also connects with our mind on how constructed it is. Sure it is not the best but you can connect to it. The second mechanic involved is the objects, attributes and states involved such as the characters, scoreboards, tokens, and anything else being manipulated. What I found interesting was how the book used the word "action" as the third mechanic when there is action in the game is there, it's ascendence with verbs that refer as the verbs of game mechanic. For example moving a character, character punching another character, talking and jumping and running and so on are examples of Action as a game mechanic. It describes operational: basic movement and  resultant: actions to resolve the actions to complete the goal. with more verbs, more actions and goals including subjects the more the game offers to the player to spend more time on the game to do more stuff to get high rewards in the process. the fourth mechanic is rules meaning there has to be a way on what the game can let you and what the game does not allow you to do. Without rules, the player has no idea on what to do and can only just waste time figuring out what to do.the fifth mechanic is skill where the player has to build up while playing to have a better experience in the game mentally, physically and socially. Plus, the player must acquire real skills that do exist and count while virtually is really one you think you have but don't. The last mechanic being chance where the player has all the other mechanics involved and expect the unexpected. Surprises and plot twist being an example the make the games flow more compelling to get to and having the player do the best on decision making and overcoming challenges.

10-pager section-> 

The overview of the 10-pager sections to having good quality with the sound when it comes to hitting somebody, have satisfying movement and action when having to move a character,  reactions to when getting hit or a conversation otherwise the AI would look dead on arrival and it would look more like a Ragdoll than a real cpu, a death screen or a game over with a sound effect to feel death was upon arrival and got you good, vocal cues can be added to add personality to the character or they would fell like talking to mannequins with no expression and can't socialize with you, and to have victory sound to feel you earned it by doing the objective to get though the level otherwise it would feel unearned or didn't fell as you did something and for the weapons get good sound, good visualization  and great impact. This makes me want to do a first person game where your a 13 year old boy trying to find his way back back home from a forest but to also find his sister. While lurking in the forest, you start to feel and see that this is no forest but a spooky and creepy one at that. Theres going to be monsters, creepy crawlies and poltergeists involved trying to stop you and scare you from getting through the game. Thankfully, you are not alone you have a weapons and items to help you such as shotguns, pistols, rifles, medkits, apples, and candy to help you heal or combat the horror. There are secrets you discover while traversing to the forest, abandoned houses, factories and sewers. There are some people in the forest to talk to to help or get to know more about them, ask the whereabouts of your sister, or just to have a normal conversation to take a break from walking that can lead them to help you where to go or an item you need for in case of an emergency. There  will also be a sane meter with you where the more excited the meter gets which turns to color red or normal is white. when the sane meter gets excited its because you'll be hearing voices in your head disturbingly scaring you due to losing your cool or feeling unease when traversing telling you to stop and head back or make you regret coming to the forest in the first place. You can fix this by getting aspirin or green medicine to make you sane again. the game is called the woods of no return.

Theory Of Fun chapters 2-3:

 After reading The Theory of Fun's chapters for this week it taught a lot about how video games are connected with the real world with concepts that make you as a person who plays video games improve and take these ideas and fundamentals to have a good time. One of those concepts were in chapter 2 where it talks about how  everything connects tot the brain you see and do trying to make up the process and interesting analogies around it. For example,  from a guy's face to a tv screen with a game show on is a pattern that the  brain that intrigues it and consumes it as data as if the brain was like paceman eating the dots while avoiding the ghosts. It is also trying to fill in the blanks, find the answers and make up the process when it chunks its data and can notice a lot more around the environment than the person itself. Another concept I found interesting is everything you do in daily routines are steps from getting up to bed to eating a sandwich at the job your working at. This  is all steps leaving you to improve more on those daily routines to get it done more faster and better with planning and strategy. Similar to games,  the more you practice the game's functions and skills and levels you passed to get a better rating, the more you level up and get better at the game and easier it is to get through and the more better grades your achieve with high rewards and unlocks.  Chapter 3 talked about  what games really were that makes it intriguing and enjoyable to play formal which were fundamental and powerful learning tools and not only being patterns but also puzzle pieces that you must first build upon to make up the patterns.  The concepts behind it were that learning was not only the objective nor skill but the drug to keep you going with the gamed continue playing.  I also learned that if the game does not have any patterns or something original in its bone with variables no ones ever seen, the game could flop quickly and can be a boring experience. if a game designer makes a boring game then the player will have the same boring experience playing it just as the designer had a boring time creating it. Finally, I also learned from  chapter(3)  that games are like educational games with great fundamentals implanted that make a blast to play but you need to go out with high risk, not a lot of limitations, create patterns and puzzles that make the game intriguing, and put the amount of effort and time otherwise the game flops and can be left forgotten and never seen again.