3 Haziran 2015 Çarşamba

Post Mortem

    In our first lesson we had a brainstorm session to find out a game idea to work on for the rest of the semester. First, we chose to design an utopian game which will be reduced later to reality format. We thought the game would be played with a program that makes connection with brain and part of the brain that is responsible for dreaming. . It would create a personal game world and would save the game worlds that were created . These worlds would be playable anytime by the player and also could be shared in a social network like Steam from which other players could download and experience it. The games will be based on survival. The places and the challenges will be chosen by the device according to the person’s biggest fears. Every stage of the game has a different  setting. When the player overcomes the challenges the game unlocks the doors which opens to another setting.
    We tried to develop our idea and reduce it to a more realistic base but after the 3rd week we chose to change our game idea so we came up with a new idea in which players asked to change complete specific objectives in a distinct time period before the whole environment changes. our idea depends on the mechanized curtains on which the visual projected from the headset. the curtains are used to create a maze-like environment in a various and changing themes. Players start the game in a one doored room with a several keyholes and their goal is leaving the place. Each round they go into the maze to complete their objectives such as finding keys in this example. They use a smart interface like a smartphone app to interact with the room. But they also have to do it fast because their time in each maze is limited. When they hear the -let say"gong"- sound, they need to run back through the maze and reach the starting room. Next they check their keys or codes while all maze reconstructs itself. Then they go back to the maze and repeat the step. It keeps going like this. Our aim is to make players to be create curiosity and be surprised by experiencing different levels. We want them to be pleasured by completing the tasks and find the keys for being free.
    We made a video sketch for our changeable environment concept. For that, we used Mert's house representing different mazes with different rooms. I drew 2D structure of the maze we are supposedly walking. We also made a video of those drawing to indicate the simultaneous action.
    We decided on game mechanics with a reality check. We thought our game should have kinesthetic involvement and should be played in a 3D space. We decided to firstly give a trial and an instruction guide to the player. The game would be played with a single player and multiplayer option will be held on future releases. It will be played with an app besides projector. Player will find the keys and the codes by searching each one of the maze with giving commands from the application. The keys which should be found by the player are randomly located in objects.
    We understood that we need a special code for the headset to use in our game. Mert and Erdem created some basic levels with Daniel's code, they upgraded in them. Some basic interaction mechanics were to follow. We came up with a work sharing for the first phase of our game development. Mert was supposed to script for the acceloremeter. Erdem's task was to create the game environment and basic movement codding. I was supposed to design the levels.
    In our last weeks i tried to finalize the texture design. We decided on our theme to be the castle library. While Mert was dealing with movement scripts, Erdem was redesigning the level with more optimized settings because our first design for the level was too RAM-exhausting. We had to design another one in order to maintain fluency. Erdem chose to build an environment as the same shape of the room that we are going to play in and he made movement for the player with respect to the date coming from the companion app.

12 Mayıs 2015 Salı

Getting Closer to Final Form

We divided tasks into three. Selen is trying to finalize the texture design. We decided to determine our theme for the game as Castle Library. We will use ancient books, flasks, candlesticks and chests. Mert is dealing with movement scripts. Our previous design for the level was too RAM-exhousting. Giray recommended us to choose a simpler level design in order to maintain fluency. So we gave up our first design and make a new one with newly selected theme Castle Library. Erdem took redesigning level with more optimized settings. And he choose to build an environment as the same shape of the room that we are going to play in.


21 Nisan 2015 Salı

The Progress We've Made So Far

After we decide on game mechanics with a reality check, we understand we needed a code for the headset to use in our game. Fortunatly, Daniel had just what we need. So we met with him and he demostrate us how the headset works. Then we dicussed how can we use the current working system in our game mechanics.

We decided to create soem basic levels to use Daniel's code, we upgraded, in them. Some basic interaction mechanics were to follow. But we needed to share our responsibilities. So we came up with a work sharing for the first phase of our game development:

  1. Mert: Scripting for the acceloremeter
  2. Erdem: Creating game enviorment and basic movement codding
  3. Selen: Designing the levels

17 Mart 2015 Salı

We made a Video-sketch

After we decided on our final idea, we gathered in Mert's house to film our Video-sketch. First, we brainstormed our ideas about the script of the video. But then we realised our idea needs to be developed. So we come up with a new idea in which players asked to change complete specific objectives in a distinct time period before the whole environment changes.



Our idea depends on the mechanized curtains on which the visuals projected from the headset. The curtains are used to create a maze-like environment in various and changing themes. Players starts the game in a one doored room with several keyholes and their goal is leaving the place. Each round they go into the maze to complete their objectives such as finding keys in this example. They use a smart interface like a smartphone app to interact with the room. But they also have to do it fast because their time in each maze in limited. When they hear the -let say- "gong" sound, they need to run back through the maze and reach the starting room. Next they check their keys or codes while all maze reconstructs itself. And they go to the maze and repeat all the step. The keeps going like this.



To make a video-sketch from that, we used the rooms of Mert's house representing different mazes in different themes, such as bedroom became space while bathroom is a prison. After we filmed those first-person videos, Selen drawn 2D structure of the maze we are supposedly walking. We also made a video of those drawing to indicate the simultaneous action. After the editing process we have created the following:

-video in progress-




First Ideas

I have 3 main game ideas so far:

1. Project Nomad: Survival-Strategy-RPG



2- Project Forts & Soldiers: 2D Board-game like Strategy


3- Project Planet of Robots: Open-world 1st Person Shooter/Action