Blog

  • 22/11/2016-29/11/2016 – Analysing Survey Results

    Using the responses I have collected from this survey I will be able to use the information to aid how I will develop my game. The survey I conducted consisted of the following questions:

     

    survey-1survey-2survey-3survey-5

     

    To help interpretting the data, I have created a demographic to better lay out the results:

    demographics

     

    Q1: What is your gender?

    From general knowledge, I know the industry is very balanced regarding gender, and swings back and forth very close to 50/50 constantly. However, my survey is very male dominated – 70.83% male to 29.17% female. This could be due to the lack of responses. As the majority will have been answers from classmates or colleagues, it is to be expected as in both environments the vast majority of people are male.

     

    Q2: What is your age?

    Following a similar trend to the previous question, the results are very close to what I would expect, given who the respondents were. 62.5% of the respondents were aged 15 to 16, and 37.5% were aged 17 to 18. This shows how young people currently dominate the gaming scene, and how my games main focus should be on younger people.

     

    Q3: Do you play games?

    100% of the people surveyed play games. This is a big statistic as it shows how much reach the gaming industry has now. Almost everyone now plays games, even if they don’t consider themselves to. This is a big statistic and shows just how vast the market is.

     

    Q4: How often do you play games?

    Regarding playtime, 58.33% of people play games multiple times a day. In my opinion, this is no longer too surprising due to the amount of people with mobile smart phones. The average smartphone user has around 26 apps downloaded on their phone, a percentage of this being games. This means that a lot of games will be opened daily, making it understandable that a large number of people play game multiple times a day. 29.17% answered that they would play games once or twice a day, emphasising this point. The other 12.5%  play games once or twice a month, or even less.

     

    Q5: How long do you spend on games per session?

    This question had a gradual increase regarding answers. Very few people (4.17%) spent under 10 minutes on a game in one session, and a massive 75% play over 1 hour on a game per session. This shows how important it is to have an addictive factor in my game, as the player expects to be able to play them for long periods of time.

     

    Q6: Where do you play mobile games typically? (eg. On the toilet)

    From the results collected, I can see that the majority of people play mobile games either on a mode of transport, before they go to sleep, or on the toilet. This means that my game will truly have to be mobile so it fits with the current trend with where people are playing mobile games. It needs to be able to allow the player to leave then pick up where they left off.

     

    Q7: What genres do you like?

    By quite a margin, most respondents prefer Action or Adventure games (62.5% and 50%), followed by Strategy (37.5%), then dipping down to MMO, Role-play, Simulation or other (25% or below). This is good as my game will be Action and Adventure, and may include some Strategy.

     

    Q8: What is your opinion on single player games?

    The responses for this question were very mixed. They varied from “boring at times” to “brilliant”. The general feedback I have pulled away from this is that they are good if they are made correctly with unique gameplay or a good storyline, so that is what I will set out to do.

     

    Q9: On average, how much money do you spend on games every month?

    The answers to this question were very varied, spanning across all but one category. The majority of respondents said they would spend £6-£10 on games monthly (20.83%). This was closely followed by Under £5, £11-£20 and £21-£30 (all 16.67%). The rest varied from not spending any money to over £60 being spent monthly, all sharing a similar percentage.

     

    Q10: What art style do you prefer?

    37.5% of the respondents said that they would prefer a “Realistic” style. The style I am looking to adopt, Pixel Art, only shared 8.33% of results. However, as this was only to see what the user prefered, I am going to stick with this style. The results were pretty evenly spread excluding realistic, which can still justify my decision.

     

    Q11: How big of an influence does the storyline have on you?

    For this question the most common answer by far was that story has a “major” influence when considering what game to play. This is great as I am aiming for my game to be story driven, so story will be a large factor when playing.

     

    Q12: Do you like cut scenes in games?

    65.38% of respondents do enjoy cut scenes in games, which puts my game idea in good-stead as the majority enjoy them. A better statistic to look at from this is that 84.62% either enjoy cut scenes or have no preference, only leaving a small amount of people (15.38%) disliking them.

     

    Q13: Do you prefer games to have a twist at the end?

    65.38% prefer twists in a game, and 34.62% have no preference. This means that 0% of the respondents wouldn’t prefer a twist in the game. As my game includes a twist, the information collected from this surveys completely supports the idea to do so.

     

    Q14: Do you prefer a storyline to be linear (point A to B) or non-linear (open world – anywhere between point A and B)?

    Unfortunately for me the majority of respondents (73.08%) prefered to have a non-linear game/storyline. I can still however justify my decision to make a linear game as it is for mobile, and being made to follow the storyline so close justifies this. The results to this question have made me consider adding bonus levels, or incentives like quests with rewards while playing.

     

    Q15: What genres do you least like to play and why?

    For this question the majority of answers I received were that “Simulators” are the least liked genre as they are “boring”, but a small minority of respondents did mention “FPS” or “MMO”. This is good as the genre for my game has not appeared, meaning that the genre may be liked for the most part.

  • 22/11/2016 – Story2D Peer Review

    Student name: Owen Gilbert

    Peer reviewer: Danny (Barry chuckle) Smith

    Blog entry title: Comment on blog entry: Completed? Yes/no Target to complete the entry? (What needs to be done)
    Story Development   – History

     

     

     

     

    Very well described yes No tweaking needed
    Narrative Theory – Propp & Todorov

     

     

     

     

    In immense detail on the history of these two gentlemen. And you have explained why a story plan is important. yes No tweaking needed
    Script Treatment

     

     

     

     

    Completed on time yes No tweaking needed
    Intro to Key Frame Animation

     

     

     

    You have included all the technical words and their meaning which is very good for the reader to understand. yes Show some screenshots of your work on animation
    Sprite Sheets

     

     

     

     

     

    You included your sprite and the idle animation and also the walking animation. yes No tweaking needed
    Tile Maps

     

     

     

     

     

    You have shown your tiles and provided a level which is made from them yes Correct spelling for the software use it is Piskel not ‘Pickel’
    Graphic User Interface (GUI)

     

     

     

     

     

    N/A NO Complete the god damn blog
    Menu Systems – mock up

     

     

     

     

    N/A NO Complete the god damn blogS

     

     

  • 22/11/2016 – Digital Audio

    Digital Technologies convert analog waveforms into digital (a set of 1s and 0s), then approximately converts them back to analog waveforms when they are played. This is done through an AD/DA converter.

     

    AD/DA (Analog to Digital or Digital to Analog) converters are found in virtually every digital device now, from speakers, to laptops, to microphones. They are now vital to everyday life. Using binary (0=Off, 1=On) the computer can build a series of numbers which approximate the analog waveform. To record this we need the Amplitude (Bit Depth) and the Frequency (Sample Rate).

     

    Bit Depth

    More than 2 binary digits create a word. The more there are in the “word”, the more accurate the recording will be. For example, 24 bit would be 24 digits in a word. If the word is all 0’s, it is the lowest amplitude (no sound), and all 1’s would be the highest/loudest.

     

    Sample Rate

    Sample Rate, or Frequency, is measured per second. The computer takes a picture of the waveforms, recording there peaks and troughs, at a regular interval. This is known as the sample rate. An example of sample rate would be 48,000kHz, which would equate to 48,000 pictures taken per second.

     

    Mono and Stereo

    There are 2 kinds of audio files – mono and stereo. Mono has no perception of the surroundings, as it is only one audio track. This mean you will not get a left or right specific sound. Stereo files are made up of two mono files, one for the left ear and one for the right. This gives you surround audio which better immerses you in the music/environment.

  • 15/11/2016 – Conclusions

    Why is it important to carry out market research?

    It is important to carry out market research to see how appealing your game will be to your target market, as well as how effective your USPs are.

     

    What do you need to consider when making a game?

    Where the current gaps in the market are regarding game genres, as well as whats popular in the industries current state. Using this you can determine what kind of game would be best to make and the ideal audience you should target.

     

    What could cause harm or offense?

    • Violence and Gore
    • Using copyrighted/trademarked assets without seeking permission
    • Using buildings and people from real life without also seeking permission or carrying out the relevant research regarding what is being used, for example the Empire State Building and the Queen.
    • Religions and religious figures being shown in an offensive manor
    • Flashing images which without using the correct precautions or warning the player upon opening the game can affect people with photo sensitive epilepsy.

     

    What regulations are there?

    • Copyright
    • Trademark
    • PEGI Rating System

     

    Who checks the content of the game?

    • The BBFC (British Board of Film Classification)
    • PEGI  (Pan European Game Information) rate the games suitably

     

    How will you know if your game will be addictive/find out what makes a game addictive?

    Good ways to see if your game will be addictive are to:

    • Survey it and see the responses collected to get an idea of what people are looking for/if they are interested in your game.
    • Go to game expos and conventions and ask about for feedback. Getting a stall and asking people to test your game is also a very good way of collecting feedback.

     

    Why do games companies need to follow guidelines when making their games?

    If guidelines are not followed closely, companies can face scrutiny, bad publicity, fines, lawsuits and can even have the game banned in certain regions/countries. They need to follow these guidelines to maintain ethnicity also.

     

     

     

  • 15/11/2016 – Sound

    Today we discussed sound and how effective its use is in games.

    The Audio Environment

    Music can be made to compliment a game very effectively, as the depth of field and many other aspects can create a “3D World”, helping to present an illusion that the player is sitting in the in the middle of the action. Listening with your eyes closed helps create the illusion of this “3D World”.

    A few simple techniques are used to achieve this:

    • Volume – Close or Distant
    • Panning – To the left or right of the player
    • Frequencies – The low and high sounds are used to separate instruments

     

    Using these techniques you can create the illusion of a whole orchestra:

    audio-environment

     

    The Psychology of Music

    These techniques also help the ambiance of the environment and the atmosphere. This helps set moods and emotions.

     

    Sound as Information

    • Speech
    • Iconic – For example, the Mario theme tune
    • Symbolic – An action, person or place etc.
    • Metaphoric – Implies a thought into the audience

     

    Film and Game Parallels

    There are a large majority of similarities between music in the film and game industries. They can all be categorized into the following:

    • The Human Voice
      • Story Teller
      • Character
      • Dialogue
    • Sound Effects
      • Synchronous Sounds – sound that matches the actions on the screen
      • Asynchronous Sounds – background sounds which are added into the scene to create ambience
    • Music
      • The emphasis of the scene

     

    Uses of Sound in Games

    Sound can be implemented to enhance what we both see and want the audience to feel. Music and sound is used in the following:

    • FMV (Full Motion Video)
    • Intro Scenes
    • Closing Sequences
    • Credit Sequence
    • Plot Advancement
    • Action Scenes

     

    Interactive adaptive audio is used to further enhance how effective sound is in games. For everything the player does, a sound can usually be applied to enhance the environment further. The could anything from pressing a button or opening a door, to changing a weapon of picking up an item.

  • 10/11/2016 – Running Sounds

    Today we created a sound for character running. We did this by looping a tapping sound to simulate the sound of running footsteps. This was done in audacity.

    We also worked on level design and the layout and order of levels.

  • 08/11/2016 – GUI

    GUI, or Graphic User Interface, allows the use of icons etc which interact with the user, making information easier to interpret as well as making navigation easier. Nearly every domestic computer is interacted with through a GUI today.

     

    WIMP

    WIMP systems derive from GUI, each letter standing for:

    • Window – Runs self contained program
    • Icon – Shortcut containing an action the PC can preform
    • Menu – Text/Icon based, selects and executes programs or tasks
    • Pointer – eg. A mouse cursor, used for navigation

     

    The History

    1960’s – GUI began to appear when Douglas Engelbart’s Augmentation of Human Intellect project developed the oN-Line System (NLS) which incorporated a multiple windows and a mouse driven cursor.

     

    1973 – In this year Douglas Engelbart and Alan Kay developed the Xerox Alto at the Xerox PARC, the first computer GUI.

     

    1983 – Apple introduced the first commercially available computer with a GUI, the Lisa computer.

     

    1985 – Windows 1.0 was released.

     

     

    The GUI System

    the-gui-system

     

    The Balance of UI and UX

    UX refers to how enjoyable UI interactions are. UI refers to the methods and interfaces a player would use to interact with your game.

     

    Examples of UI

     

    An example of a bad UI would be WoW (World of Warcraft) when you progress further into the game:

    shit-ui

     

    The overlays are cluttered and in excess so much you can barely see what is happening in the actual game. The displays are informative, but maybe too informative and show an overload of information which could easily get confusing.

     

    A good UI would be Dead Space 3:

    dead-space-3-ui

    As it is shown on the image above, the information is kept to a minimum, and the HUD (Heads Up Display) is very subtly showing all of the useful information at that time. For example, the long blue bar following the character’s spine shows the players’ health, and the hologram next to the weapon shows the current ammunition. This is clutter free and is a very nice and comfortable experience for the player.

     

    My GUI

    As I am developing a mobile game, my GUI won’t require as much information, and therefore will only have to display one thing: Lives. For this I am only going to show hp or lives in the top left/right corner of the screen.

    heart-gui

     

  • 08/11/2016 – Surveys

    Here I created a survey to see interest about things related to my game:

    Part 1: https://www.surveymonkey.co.uk/r/LLG8FHD

    Part 2: https://www.surveymonkey.co.uk/r/LVGKJG5

     

    Q1: What is your gender?

    Q2: What is your age?

    Q3: Do you play games?

    Q4: How often do you play games?

    Q5: How long do you spend on games per session?

    Q6: Where do you play mobile games typically? (eg. On the toilet)

    Q7: What genres do you like?

    Q8: What is your opinion on single player games?

    Q9: On average, how much money do you spend on games every month?

    Q10: What art style do you prefer?

    Q11: How big of an influence does the storyline have on you?

    Q12: Do you like cut scenes in games?

    Q13: Do you prefer games to have a twist at the end?

    Q14: Do you prefer a storyline to be linear (point A to B) or non-linear (open world – anywhere between point A and B)?

    Q15: What genres do you least like to play and why?

  • 03/11/2016 – Designing the menu

    In this session we designed and animated a main menu, added a double jump and polished up the levels. The main menu now has an image which is animated to show the idea of lightning:

     

    spr_titlescreen_0    spr_titlescreen_27

  • 02/11/2016 – Game Balance

    Today I discovered how important game balance can be for a game. This means for example, the health and attack damage for both the player and the enemy should be balanced properly in order for the game to be enjoyable.