<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-3423381309436901925</id><updated>2012-02-17T11:18:53.672+10:00</updated><category term='text adventure'/><category term='sandbox'/><category term='cgd workshops'/><category term='game design'/><category term='prototype exercises'/><category term='hot potato'/><category term='uni'/><category term='shadow puppetry'/><category term='cgi scripting'/><category term='essay ideas'/><category term='iron dev'/><category term='tips'/><category term='griffith'/><category term='wreckless conduct'/><category term='concept design'/><category term='design document'/><category term='hard-boiled'/><category term='auteurs'/><category term='links'/><category term='critical games design'/><category term='unity'/><title type='text'>Button Bash Design</title><subtitle type='html'>Thoughts on game design and development by a rambling student.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>81</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-3657418005640077317</id><published>2011-08-23T08:53:00.000+10:00</published><updated>2011-08-23T08:53:02.716+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Flatpack World</title><content type='html'>The level builder has gotten bit of an upgrade since its last mention. Inicus' &lt;a href="http://inicus.wordpress.com/2011/07/31/update-cubes-into-buildings/"&gt;Tile Interpret&lt;/a&gt; system has been intergrated.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-lkqo6a-KhJ0/TlLZbQP5RmI/AAAAAAAABpk/Dtz1KFldqVU/s1600/LB_Menu2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="75" src="http://3.bp.blogspot.com/-lkqo6a-KhJ0/TlLZbQP5RmI/AAAAAAAABpk/Dtz1KFldqVU/s200/LB_Menu2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;To cut down on processing time, it will only work on cubes that are selected with the level builder. &lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-E8rLiQINbD4/TlLZbGAqFUI/AAAAAAAABpU/Tb0EY4eSNUo/s1600/Tile_Intepret_Buildings.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="160" src="http://3.bp.blogspot.com/-E8rLiQINbD4/TlLZbGAqFUI/AAAAAAAABpU/Tb0EY4eSNUo/s200/Tile_Intepret_Buildings.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I have to recheck some code but you can still make non-retangular shaped buildings.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-t40SbvCSZJg/TlLZbPVFEJI/AAAAAAAABpc/xcpidb3LKMg/s1600/Tile_Intepret_Buildings2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="158" width="200" src="http://2.bp.blogspot.com/-t40SbvCSZJg/TlLZbPVFEJI/AAAAAAAABpc/xcpidb3LKMg/s200/Tile_Intepret_Buildings2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Particular walls on the buildings can now spawn props onto them. It still need some work as some walls have a tendancy to spawn props out of bounds. But media heavy and congested buildings are coming.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-O_7oO4JXjWk/TlLZbWoR2SI/AAAAAAAABps/peAUYHK5pYU/s1600/building_props.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="124" src="http://3.bp.blogspot.com/-O_7oO4JXjWk/TlLZbWoR2SI/AAAAAAAABps/peAUYHK5pYU/s200/building_props.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I'm working on a level now. It's still at grey box level. I'll be looking for test drivers tommorrow so if you want to give it a spin, come and ask me. (I learnt yesterday that System.IO.FileInfo.Delete is one of .Net features that aren't supported by Unity's web builds.)&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-PxmbmDExQtY/TlLZbr636XI/AAAAAAAABp0/sWPFJXddC1c/s1600/Test_Level.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="53" src="http://2.bp.blogspot.com/-PxmbmDExQtY/TlLZbr636XI/AAAAAAAABp0/sWPFJXddC1c/s200/Test_Level.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-3657418005640077317?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/3657418005640077317/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/08/flatpack-world.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3657418005640077317'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3657418005640077317'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/08/flatpack-world.html' title='Flatpack World'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-lkqo6a-KhJ0/TlLZbQP5RmI/AAAAAAAABpk/Dtz1KFldqVU/s72-c/LB_Menu2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4673886264971955632</id><published>2011-08-23T07:13:00.003+10:00</published><updated>2011-08-23T08:57:23.251+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='griffith'/><title type='text'>Nag naggity nag</title><content type='html'>Some graduation house keeping. Thank you to those who did fill in the &lt;a href="https://spreadsheets.google.com/spreadsheet/viewform?formkey=dEhiUXZWRllCZ1R5Mk5CeUhvam1qU3c6MQ"&gt;form&lt;/a&gt; that I emailed you all (unless your email broke then you are excused and should ask for an explanation) and those you did find some time to go over the docs with their game descriptions and crew details. You spared me some time.&lt;br /&gt;&lt;br /&gt;So I'm going to assume you (who haven't gotten around to it) are happy with the details listed below:&lt;br /&gt;&lt;br /&gt;- &lt;a href="https://spreadsheets.google.com/spreadsheet/ccc?key=0At6C4tOxrihcdEQyZFpiNHRrU2hXNzdPVGwwTVRkSGc&amp;amp;hl=en_GB"&gt;Contact Details&lt;/a&gt; (This is a spreadsheet with names and emails)&lt;br /&gt;- &lt;a href="https://docs.google.com/document/d/1-DPykGof_xnGkwHs_V1S_ZI8xzBsj8oswqJunfGSIB0/edit?hl=en_GB"&gt;Carrom&lt;/a&gt;&lt;br /&gt;- &lt;a href="https://docs.google.com/document/d/1X6a3dG_gPuMjf0L3oveZP9riTCW0Enuo2eFbAY1IuZM/edit?hl=en_GB"&gt;Knight Marshal&lt;/a&gt;&lt;br /&gt;- &lt;a href="https://docs.google.com/document/d/1nYUGQOrWbjIFNegFdzC3VnwtryJkQuX3kPE6G982eig/edit?hl=en_GB"&gt;Canon Courier&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;If you have had other people working on your games, make some effort to credit them. If I haven't gotten your roles right, then fix it or tell me to fix it. I'm still waiting on images for the Graduate DVD book, my deadline for this is getting closer and I have a lot to do for Wreckless so any effort is much appreciated. &lt;br /&gt;&lt;br /&gt;If you don't want to donate or participate in any of the fundraising for the End of Year show, then can you let me know. I need to get an idea of numbers so I can gracefully write a letter to Michele and Herman telling them that (potentially all at this point) Gamers aren't going to be doing anything for the End of Year show. &lt;br /&gt;&lt;br /&gt;Here's some Mana Bar figures as from this &lt;a href="http://www.manabar.com.au/mana_bar_bookings_brisbane.pdf"&gt;document&lt;/a&gt;. The Mana Bar can hold up to 60 people.&lt;br /&gt;&lt;br /&gt;Booking out the Mana Bar on the 22nd November (End of Year show night) will cost:&lt;br /&gt;- $1000 bar tab (5pm - 8pm)&lt;br /&gt;- $2000 bar tab (5pm - 12pm)&lt;br /&gt;&lt;br /&gt;Booking out the Mana Bar for Friday/Saturday nights will cost:&lt;br /&gt;- $1500 bar tab (5pm - 8pm)&lt;br /&gt;- $3000 bar tab (5pm - 12pm) &lt;br /&gt;&lt;br /&gt;Booking out the Mana Bar for Sunday nights  will cost:&lt;br /&gt;- $600 bar tab (5pm - 8pm)&lt;br /&gt;- $1500 bar tab (5pm - 12pm)&lt;br /&gt;&lt;br /&gt;- Between an additional $200 - 800 for food (depending on your choices for food)&lt;br /&gt;&lt;br /&gt;If you don't get your Griffith email: there's some Industry thing that Griffith's holding on the 13th of September at the Ship Inn. You need to RSVP a spot via &lt;a href="https://spreadsheets.google.com/spreadsheet/viewform?formkey=dGM5UWlXRkpkaWlkdWR1Nml1a3lMU1E6MQ"&gt; &lt;b&gt;HERE&lt;/b&gt;&lt;/a&gt;. Not guarantee that you'll get in.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4673886264971955632?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4673886264971955632/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/08/nag-naggity-nag.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4673886264971955632'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4673886264971955632'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/08/nag-naggity-nag.html' title='Nag naggity nag'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-1997019318754603249</id><published>2011-08-07T21:42:00.001+10:00</published><updated>2011-08-07T21:43:19.691+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='cgi scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Copy and Pasting Animations</title><content type='html'>Copying and pasting animations for the rigs in Wreckless now goes something like this:&lt;br /&gt;&lt;br /&gt;For the curious, there are about 54 items in the current rig that are used to animate. With the tool, we only have to copy animations from 9 of these objects.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-oaucIsBY-WU/Tj52smVZtQI/AAAAAAAABoc/h57TaqzcRm0/s1600/Rig_outliner.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="88" src="http://4.bp.blogspot.com/-oaucIsBY-WU/Tj52smVZtQI/AAAAAAAABoc/h57TaqzcRm0/s200/Rig_outliner.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Open up unanimated rig.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/--vLjsxmqRto/Tj52s2KMwLI/AAAAAAAABok/LiaDk7FvJ08/s1600/CA_0.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://4.bp.blogspot.com/--vLjsxmqRto/Tj52s2KMwLI/AAAAAAAABok/LiaDk7FvJ08/s200/CA_0.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Import the animated rig.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-7b7fw6ufmIo/Tj52s5tcSVI/AAAAAAAABos/hg0g3cg_zkI/s1600/CA_1.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://4.bp.blogspot.com/-7b7fw6ufmIo/Tj52s5tcSVI/AAAAAAAABos/hg0g3cg_zkI/s200/CA_1.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Find and select the animated rig's "Root" node. Then copy the animations from it.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-e39ZHoqk3fk/Tj52tHagaZI/AAAAAAAABo0/ivfg7WEjsMk/s1600/CA_2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://1.bp.blogspot.com/-e39ZHoqk3fk/Tj52tHagaZI/AAAAAAAABo0/ivfg7WEjsMk/s200/CA_2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Find and select the unanimated rig's "Root" node. Paste the animations to it.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-DnrNsBIAZWM/Tj52tFzVI7I/AAAAAAAABo8/IQFKu6WrsTc/s1600/CA_3.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://2.bp.blogspot.com/-DnrNsBIAZWM/Tj52tFzVI7I/AAAAAAAABo8/IQFKu6WrsTc/s200/CA_3.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;As the script's not in control of importing the rig, I haven't added any capabilities to find and match names of the 2 rigs. You also have to copy and paste for all the IK handles and rig controls. This does cut down the process to about 1 minute so I can't complain. The best part, most of the work is done in 4 lines of code which look like this:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;proc CopyKeys() {&lt;br /&gt;   string $sourceRoot[] = `ls -selection`;&lt;br /&gt;   copyKey -time ":" -option keys -hierarchy below -controlPoints 1 -shape 1 {$sourceRoot[0]}; &lt;br /&gt;}//END CopyKeys&lt;br /&gt;&lt;br /&gt;proc PasteKeys() {&lt;br /&gt;   string $rootNode[] = `ls -selection`;&lt;br /&gt;   pasteKey  -option replaceCompletely -copies 1 -connect 0 -timeOffset 0 -floatOffset 0 -valueOffset 0 {$rootNode[0]};&lt;br /&gt;}//END PasteKeys&lt;br /&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-1997019318754603249?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/1997019318754603249/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/08/wreckless-conduct-copy-and-pasting.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1997019318754603249'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1997019318754603249'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/08/wreckless-conduct-copy-and-pasting.html' title='Wreckless Conduct: Copy and Pasting Animations'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-oaucIsBY-WU/Tj52smVZtQI/AAAAAAAABoc/h57TaqzcRm0/s72-c/Rig_outliner.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-2423252041342662811</id><published>2011-07-31T06:25:00.001+10:00</published><updated>2011-07-31T06:27:39.917+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='links'/><title type='text'>Link Dump: Bits and bobs</title><content type='html'>Miscellanouse bits that I found interesting:&lt;br /&gt;&lt;br /&gt;- &lt;a href="http://irrationalgames.com/insider/from-the-vault-may/"&gt;Bioshock Pitch&lt;/a&gt;&lt;br /&gt;- Orchestra treatment of &lt;a href="http://au.gamespot.com/features/6326086/sound-byte-journey"&gt;Woven Variations&lt;/a&gt; from &lt;a href="http://thatgamecompany.com/games/journey/"&gt;Journey&lt;/a&gt;&lt;br /&gt;- The numbers of &lt;a href="http://geekaphone.com/blog/mobile-games-by-the-numbers/"&gt;mobile gaming&lt;/a&gt; (for you mobile game devs)&lt;br /&gt;- This year's GDC Game Design Challenge: &lt;a href="http://www.gdcvault.com/play/1014541/The-Game-Design-Challenge-2011"&gt;Bigger than Jesus&lt;/a&gt; (Features Jason Rohrer, John Romero and Jenova Chen)&lt;br /&gt;- &lt;a href="http://www.abc.net.au/tv/collectors/segments/s3274047.htm"&gt;Board Games&lt;/a&gt; with comedian Tommy Dean&lt;br /&gt;- ABC radio on the changing shape of the Australian Games industry and new opportunites &lt;a href="http://mpegmedia.abc.net.au/rn/podcast/2011/07/ats_20110727_1810.mp3"&gt;Download the mp3&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-2423252041342662811?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/2423252041342662811/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/07/link-dump-bits-and-bobs.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2423252041342662811'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2423252041342662811'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/07/link-dump-bits-and-bobs.html' title='Link Dump: Bits and bobs'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-1722112157449839360</id><published>2011-07-29T11:17:00.001+10:00</published><updated>2011-08-23T08:44:16.638+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='griffith'/><title type='text'>Graduating with Griffith</title><content type='html'>If you're the kind of person that wants to avoid talking to people or queing up then this might be for you. I give you Griffith's &lt;a href="http://www.griffith.edu.au/graduations/preparing-for-graduation/finishing-in-semester-22011-or-trimester-22011"&gt;online details&lt;/a&gt; about checking your graduation using the &lt;a href="https://portal.secure.griffith.edu.au/psp/GP90PD/GUINTRA/GP/h/?tab=DEFAULT&amp;amp;cmd=login&amp;amp;errorCode=106&amp;amp;languageCd=ENG"&gt;Griffith Portal&lt;/a&gt;. This feature will probably become available around Monday &lt;b&gt;1st of August&lt;/b&gt;. I'm sure you can always talk to Admin if you're not trusting of anything I happen to spout.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-1722112157449839360?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/1722112157449839360/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/07/graduating-with-griffith.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1722112157449839360'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1722112157449839360'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/07/graduating-with-griffith.html' title='Graduating with Griffith'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-7305260152000979368</id><published>2011-07-27T06:07:00.000+10:00</published><updated>2011-07-27T06:07:19.210+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='cgi scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Debuggery</title><content type='html'>&lt;b&gt;Unity&lt;/b&gt;&lt;br /&gt;It has been a long time between updates but I spent a lot of it debugging my level builder and associated scripts. It contains less bugs than before and few more options.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-zY0Y6SBd358/Ti8YCxMhW1I/AAAAAAAABnU/-XIW_EaTIRs/s1600/level_buildGUI.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="117" src="http://2.bp.blogspot.com/-zY0Y6SBd358/Ti8YCxMhW1I/AAAAAAAABnU/-XIW_EaTIRs/s200/level_buildGUI.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;This a quick tool that I wrote to make using Inicus' &lt;a href="http://inicus.wordpress.com/2011/07/07/building-levels-with-cubes/"&gt;Cube Interpret&lt;/a&gt; System easier to use. &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-m-djJSVr7YU/Ti8VnBprlNI/AAAAAAAABm8/JRQx5MUbxPI/s1600/Snap_Utils.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="90" src="http://1.bp.blogspot.com/-m-djJSVr7YU/Ti8VnBprlNI/AAAAAAAABm8/JRQx5MUbxPI/s200/Snap_Utils.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;It snaps cubes (any prefab) to a sizeable "tile grid" (Wreckless uses 3x3x3 metre scale), lets you scale the selected items by the scale (+n in x,y,z) and lets you add a tag to the selected. Which is important so the Cube system knows what to turn cubes into.&lt;br /&gt;&lt;br /&gt;Road Intersections can align (it's a little buggy) before they generate roads and there's highways happening. I will be working on getting ramps and barriers on those intersections up.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-kkEHcvwU3Is/Ti8VnvvlQ9I/AAAAAAAABnM/Hf1q2mvIFHI/s1600/road_gen2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="84" src="http://1.bp.blogspot.com/-kkEHcvwU3Is/Ti8VnvvlQ9I/AAAAAAAABnM/Hf1q2mvIFHI/s200/road_gen2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Prop Zones are little areas that will be scattered around the levels that generate props for you to crash into. It saves me time having to place the props in manually. There are a variety of options for how props are spawned inside the zone. It's still a small work in progress, I have yet to find an elegant way to code it.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-PHBgI5b2vHU/Ti8YwfVZAsI/AAAAAAAABnc/TOUvDfF1nro/s1600/prop_zoneGUI.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="198" width="200" src="http://4.bp.blogspot.com/-PHBgI5b2vHU/Ti8YwfVZAsI/AAAAAAAABnc/TOUvDfF1nro/s200/prop_zoneGUI.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-htsqiqRKN8I/Ti8VnaTG_-I/AAAAAAAABnE/CPSJB-jvifI/s1600/prop_zone3.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="70" src="http://1.bp.blogspot.com/-htsqiqRKN8I/Ti8VnaTG_-I/AAAAAAAABnE/CPSJB-jvifI/s200/prop_zone3.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;Skybox Progression&lt;/b&gt;&lt;br /&gt;Although it's not apparent, Wreckless is meant to be full of hive city environments so the skybox should reflect it. I dislike matte painting but it's just how I've decided to get something up.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-raUsfDR2qys/Ti8ZLt0a_pI/AAAAAAAABnk/8049VPQk9R8/s1600/skybox_wip00.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="50" width="200" src="http://2.bp.blogspot.com/-raUsfDR2qys/Ti8ZLt0a_pI/AAAAAAAABnk/8049VPQk9R8/s200/skybox_wip00.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-gRmwkwUilGo/Ti8ZLqxOSiI/AAAAAAAABns/qqZrbawtH4A/s1600/skybox_wip.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="50" width="200" src="http://2.bp.blogspot.com/-gRmwkwUilGo/Ti8ZLqxOSiI/AAAAAAAABns/qqZrbawtH4A/s200/skybox_wip.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-OQJGQHZ8BMU/Ti8ZLwgJVlI/AAAAAAAABn0/CYkLcYfFthA/s1600/skybox_06.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="50" width="200" src="http://2.bp.blogspot.com/-OQJGQHZ8BMU/Ti8ZLwgJVlI/AAAAAAAABn0/CYkLcYfFthA/s200/skybox_06.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;A shot of an unfinshed 3D version.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-AL27W3bX3JA/Ti8cx6xorlI/AAAAAAAABn8/etzQ_JZEUaA/s1600/skybox_3d.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="63" width="200" src="http://1.bp.blogspot.com/-AL27W3bX3JA/Ti8cx6xorlI/AAAAAAAABn8/etzQ_JZEUaA/s200/skybox_3d.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;If there are any artists around who'd like to do some modelling or matte painting, it would certainly save us some time and look 1000 times better. Feel free to contact me or Inicus if you want to work on a cyberpunk environment.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Mel scripting&lt;/b&gt;&lt;br /&gt;I got tired of having to set up all my default scene cameras' near and far clip planes so I wrote a mel script. I could add more functionality to it but this is good enough for me.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-HWvGt7MGz24/Ti8dKy_yDdI/AAAAAAAABoE/bb72EZkx44A/s1600/cam_script.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="42" width="200" src="http://3.bp.blogspot.com/-HWvGt7MGz24/Ti8dKy_yDdI/AAAAAAAABoE/bb72EZkx44A/s200/cam_script.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I spent a lot of time on the break trying to script a tool that will copy animations from 1 rig to another. So far no dice. But hopefully I can get back into it once I've picked some brains of far more intelligent people than I.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-_pJFeOjVC_Q/Ti8d7QFEdYI/AAAAAAAABoU/yJcC4PAiHv4/s1600/copy_anims2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="72" width="200" src="http://3.bp.blogspot.com/-_pJFeOjVC_Q/Ti8d7QFEdYI/AAAAAAAABoU/yJcC4PAiHv4/s200/copy_anims2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-FuAOKhoGlTI/Ti8d7YMtj0I/AAAAAAAABoM/IXA37x6yz4U/s1600/copy_anims.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="163" width="200" src="http://4.bp.blogspot.com/-FuAOKhoGlTI/Ti8d7YMtj0I/AAAAAAAABoM/IXA37x6yz4U/s200/copy_anims.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-7305260152000979368?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/7305260152000979368/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/07/wreckless-conduct-debuggery.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7305260152000979368'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7305260152000979368'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/07/wreckless-conduct-debuggery.html' title='Wreckless Conduct: Debuggery'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-zY0Y6SBd358/Ti8YCxMhW1I/AAAAAAAABnU/-XIW_EaTIRs/s72-c/level_buildGUI.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-5325526823050563709</id><published>2011-06-06T16:01:00.000+10:00</published><updated>2011-06-06T16:01:22.938+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='cgi scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Level Building Phase 1</title><content type='html'>While I would love to ammend the above title with "complete", this puppy has got a snowballing effect on it. One day I expect it to implode itself or explode my brain. Any day now.&lt;br /&gt;&lt;br /&gt;Here's some progress shots of trying to roads to spawn around intersections:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-HnMSR6MkdFI/TexnW9EncSI/AAAAAAAABm0/mCHKdOU3hX0/s1600/LB_Progress.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="60" src="http://1.bp.blogspot.com/-HnMSR6MkdFI/TexnW9EncSI/AAAAAAAABm0/mCHKdOU3hX0/s200/LB_Progress.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The Level Builder 'menu':&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-mdLYl_Nt5mw/Texk0nc7-KI/AAAAAAAABmc/h4BE5lK3bR8/s1600/LB_Menu.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://4.bp.blogspot.com/-mdLYl_Nt5mw/Texk0nc7-KI/AAAAAAAABmc/h4BE5lK3bR8/s200/LB_Menu.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I found it easier to import my reference image in so I can lay pieces out to fit the map. It's a little buggy but it works enough for me.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-3WRNIqWaymk/Texk04R6UPI/AAAAAAAABmk/5flmPeY46EM/s1600/LB_RefPlane.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="134" src="http://4.bp.blogspot.com/-3WRNIqWaymk/Texk04R6UPI/AAAAAAAABmk/5flmPeY46EM/s200/LB_RefPlane.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Placement of objects/world elements:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-lUPTJw228rw/Texk1CIbztI/AAAAAAAABms/uRF6wxMSGQA/s1600/LB_Objects.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="50" src="http://2.bp.blogspot.com/-lUPTJw228rw/Texk1CIbztI/AAAAAAAABms/uRF6wxMSGQA/s200/LB_Objects.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I'm going to be working on this for quite some time. There's a big list of bugs to fix and some added extras that would make level building easier. I'm going to take a break and then start making things better.&lt;br /&gt;&lt;br /&gt;If anyone needs to construct a litmas test for the 90's, consider &lt;a href="http://kinokofry.com/archive/diary-045-raddest-cat-part-2/"&gt;the raddest cat&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-5325526823050563709?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/5325526823050563709/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/06/wreckless-conduct-level-building-phase.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5325526823050563709'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5325526823050563709'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/06/wreckless-conduct-level-building-phase.html' title='Wreckless Conduct: Level Building Phase 1'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-HnMSR6MkdFI/TexnW9EncSI/AAAAAAAABm0/mCHKdOU3hX0/s72-c/LB_Progress.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-5099501999145440240</id><published>2011-05-29T14:29:00.001+10:00</published><updated>2011-05-29T14:29:47.245+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='unity'/><title type='text'>Links: Unity Tools</title><content type='html'>Level building is pretty fiddly but here are links that might make it easier:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://unity3d.com/support/documentation/Manual/Positioning%20GameObjects.html"&gt;Positioning Objects&lt;/a&gt; via the Unity Manual. Check out the notes on Unit and Vertex snapping.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://unity3d.com/support/documentation/ScriptReference/EditorWindow.OnInspectorUpdate.html"&gt;Align Positions&lt;/a&gt; via the Unity Manual. An example script from Unity.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.unifycommunity.com/wiki/index.php?title=SnapToGrid"&gt;Snap to Grid&lt;/a&gt; by Hayden Peake: Can be useful if you're working on a grid layout and to a particular scale.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://unifycommunity.com/wiki/index.php?title=LineMup"&gt;LineMup&lt;/a&gt; by Matthew J. Collins. Aligns and distributes even spacing between selected objects. Comes with an &lt;a href="http://www.youtube.com/watch?v=QM_grjdKGyg"&gt;instructional video&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.blog.silentkraken.com/2010/02/06/transformutilities/"&gt;Transform Utilites&lt;/a&gt; by Daniel Rodríguez (Also found &lt;a href="http://www.unifycommunity.com/wiki/index.php?title=TransformUtilities"&gt;here&lt;/a&gt;): A pretty hand tool for aligning objects in a scene, it's a little more technical than the other options but makes things much easier. &lt;br /&gt;&lt;br /&gt;Now back to scalding my eyeballs with Wow-Wow Sauce and other ritualistic activities that make up level building. &lt;i&gt;A proper post is coming&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-5099501999145440240?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/5099501999145440240/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/05/links-unity-tools.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5099501999145440240'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5099501999145440240'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/05/links-unity-tools.html' title='Links: Unity Tools'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4917909357032365087</id><published>2011-05-16T22:08:00.004+10:00</published><updated>2011-05-17T13:39:44.689+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='cgi scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: The Scent of Failure</title><content type='html'>Some progress shots of level building toolkit + Unity Editor + beating head on keyboard looks like. Finally got some kind of mouse click system which instantiates a prefab in the scene window.&lt;br /&gt;&lt;br /&gt;For those interested, the code looks a little like this:&lt;br /&gt;&lt;br /&gt;&lt;pre style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&lt;code class="html"&gt;&lt;/code&gt;&lt;/pre&gt;&lt;pre style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&lt;code class="html"&gt;&lt;span class="tag"&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;//&lt;code class="html"&gt;&lt;span class="tag"&gt;OnScenGUI is how the Editor handles events in the scene window&lt;/span&gt;&lt;/code&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;function OnSceneGUI() {&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; //&amp;nbsp; Handles are like Gizmos&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp; // Draw cube at 0,0,0 when level builder is on&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Handles.color = Color.red;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Handles.CubeCap(0, Vector3.zero, Quaternion.identity, 0.5);&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp; &lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; if(editMode) {&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if(Event.current.type == EventType.MouseDown) {&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if(Event.current.button == 0) {&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; var ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; var dist : float;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; // Cast a ray on a "fake" plane (The Plane class in Unity is a "Representation of planes")&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; // If ray hits the plane (grid stand in), use the current mouse position to instantiate our prefab&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if(grid.Raycast(ray, dist)) {&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; var pos : Vector3 = ray.origin + ray.direction.normalized * dist * 0.5;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Debug.Log("Placed fab at: " + pos);&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; // Using EditorUtility.InstantiatePrefab does stop me from creating clones of my prefab&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; // I could still use Instantiate(gameObject, pos, Quaternion.identity) here as well&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; var currentPiece : GameObject = EditorUtility.InstantiatePrefab(target.currentFab);&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; // Seems like the line below is causing some problems&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; currentPiece.transform.position = pos;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }//END grid Raycast&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }//END Mouse Left Click&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; // Prevent deselection of object while in Edit Mode&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Selection.activeGameObject = target.transform.gameObject;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; }//END In Edit Mode&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif;"&gt;}//END OnSceneGUI&lt;/div&gt;&lt;br /&gt;Failure is listed down below, I'm getting worried about how long this is all taking so any suggestions are most welcome.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/-Bnx2spOc2y8/TdENtszzw1I/AAAAAAAABlw/ggbLrj44afM/s1600/Level_Tool3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5607278089826714450" src="http://1.bp.blogspot.com/-Bnx2spOc2y8/TdENtszzw1I/AAAAAAAABlw/ggbLrj44afM/s200/Level_Tool3.jpg" style="cursor: pointer; display: block; height: 200px; margin: 0px auto 10px; text-align: center; width: 72px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Edit:&lt;/b&gt; I've sort of resolved the fragmenting of prefabs, it had to do with my invoking of particular functions. I will be working on the functionality of the level builder.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-qpT_Eua910k/TdHttg_6cGI/AAAAAAAABl4/WVNMcRExY9w/s1600/level_Tool4.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="125" width="200" src="http://4.bp.blogspot.com/-qpT_Eua910k/TdHttg_6cGI/AAAAAAAABl4/WVNMcRExY9w/s200/level_Tool4.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;This one is a little old but it does show that I've resolved a strange problem with the math that determined where a collider positioned itself and when you resized buildings.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/-YX7s5jLOwsI/TdENUg25FpI/AAAAAAAABlo/rPcTw_emaIo/s1600/level_tool2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5607277657121691282" src="http://3.bp.blogspot.com/-YX7s5jLOwsI/TdENUg25FpI/AAAAAAAABlo/rPcTw_emaIo/s200/level_tool2.jpg" style="cursor: pointer; display: block; height: 200px; margin: 0px auto 10px; text-align: center; width: 130px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;For funs:&lt;br /&gt;&lt;a href="http://forum.unity3d.com/threads/69573-MinePackage-Minecraft-starter-package"&gt;Minecraft - Unity Style&lt;/a&gt;. Also has a &lt;a href="http://dl.dropbox.com/u/5556115/WebPlayer/WebPlayer.html"&gt;playable demo&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4917909357032365087?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4917909357032365087/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/05/wreckless-conduct-scent-of-failure.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4917909357032365087'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4917909357032365087'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/05/wreckless-conduct-scent-of-failure.html' title='Wreckless Conduct: The Scent of Failure'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-Bnx2spOc2y8/TdENtszzw1I/AAAAAAAABlw/ggbLrj44afM/s72-c/Level_Tool3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-212684023782359197</id><published>2011-05-10T13:30:00.005+10:00</published><updated>2011-05-10T14:21:52.315+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='cgi scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Streets of Hell</title><content type='html'>With about 4 weeks to go, I decide to start scripting things that will help with level building. Yes, I have under-estimated the enormity of this task. Here's a look at what I've been working on.&lt;br /&gt;&lt;br /&gt;Building scripts for prefabs:&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/-8aSfB940g6U/TcixtheDGGI/AAAAAAAABlQ/kt_lamt_C1Y/s1600/level_tool1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 74px; height: 200px;" src="http://4.bp.blogspot.com/-8aSfB940g6U/TcixtheDGGI/AAAAAAAABlQ/kt_lamt_C1Y/s200/level_tool1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5604925131899213922" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Material randomiser:&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/-KpJXcHUEAms/TcixtqdQ4ZI/AAAAAAAABlY/DQAGgm6MhIc/s1600/props_mats.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 124px; height: 200px;" src="http://1.bp.blogspot.com/-KpJXcHUEAms/TcixtqdQ4ZI/AAAAAAAABlY/DQAGgm6MhIc/s200/props_mats.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5604925134311842194" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;To Do:&lt;br /&gt;- City layout&lt;br /&gt;- Roads&lt;br /&gt;- Buildings&lt;br /&gt;- Props&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-212684023782359197?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/212684023782359197/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/05/wreckless-conduct-streets-of-hell.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/212684023782359197'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/212684023782359197'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/05/wreckless-conduct-streets-of-hell.html' title='Wreckless Conduct: Streets of Hell'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-8aSfB940g6U/TcixtheDGGI/AAAAAAAABlQ/kt_lamt_C1Y/s72-c/level_tool1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-7507727241198671673</id><published>2011-04-28T21:12:00.000+10:00</published><updated>2011-04-28T21:12:18.273+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Highway Star</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-949KF9rWTXo/TblKYNq0DdI/AAAAAAAABk4/wAFd_geBWUg/s1600/car_wip.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="164" src="http://4.bp.blogspot.com/-949KF9rWTXo/TblKYNq0DdI/AAAAAAAABk4/wAFd_geBWUg/s200/car_wip.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-geQz5AMoAIo/TblKYfiPf0I/AAAAAAAABlA/bC7WjA5cEeo/s1600/car_wip2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="148" src="http://4.bp.blogspot.com/-geQz5AMoAIo/TblKYfiPf0I/AAAAAAAABlA/bC7WjA5cEeo/s200/car_wip2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-eyZitXxTiho/TblKYveni_I/AAAAAAAABlI/MdMMv2wCGb8/s1600/car_wip3.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="125" src="http://1.bp.blogspot.com/-eyZitXxTiho/TblKYveni_I/AAAAAAAABlI/MdMMv2wCGb8/s200/car_wip3.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-7507727241198671673?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/7507727241198671673/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-highway-star.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7507727241198671673'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7507727241198671673'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-highway-star.html' title='Wreckless Conduct: Highway Star'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-949KF9rWTXo/TblKYNq0DdI/AAAAAAAABk4/wAFd_geBWUg/s72-c/car_wip.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-8072481863144721677</id><published>2011-04-26T09:17:00.001+10:00</published><updated>2011-04-26T17:42:38.823+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='unity'/><category scheme='http://www.blogger.com/atom/ns#' term='links'/><title type='text'>Link: Unity Things</title><content type='html'>Some stuff for Unity that looks pretty interesting and I may be writing an assignment about some of these.. &lt;br /&gt;&lt;br /&gt;&lt;a href="http://forum.unity3d.com/threads/24714-Maya-MEL-grid-script-for-building-Unity-assets"&gt;Maya + Unity Grid&lt;/a&gt;: A MEL script and some interesting things about scale between Maya and Unity.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.plasticarm.com/?p=218"&gt;Level Builder&lt;/a&gt;: This thing's 141MB so it will eat your bandwith. It looks pretty interesting, I will be testing it out later. &lt;i&gt;Edit: Okay, you get a demo version of the level builder that works in a strange way. It's interesting to play around with but for some bizzare reason is configured to work with joysticks.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://forum.unity3d.com/threads/42524-UniLOD-BETA-Level-of-detail-and-streaming-support-UPDATE"&gt;UniLOD&lt;/a&gt;: A LOD system for Unity.&lt;br /&gt;&lt;br /&gt;&lt;a href="https://github.com/ricardojmendez/UnitySteer"&gt;UnitySteer&lt;/a&gt;: Because I can't afford the Asset Store.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-8072481863144721677?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/8072481863144721677/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/link-unity-things.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/8072481863144721677'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/8072481863144721677'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/link-unity-things.html' title='Link: Unity Things'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-9137496121620048000</id><published>2011-04-25T12:35:00.001+10:00</published><updated>2011-04-25T12:37:16.682+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='cgi scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Prop Export Tool</title><content type='html'>My &lt;a href="http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-yellow-boxing.html"&gt;Export Tool&lt;/a&gt; has hit its final stage of development. I doubt I'm going to do more to it but suggestions are always welcome.&lt;br /&gt;&lt;br /&gt;Here's a pictorial outline of how it works:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Important:&lt;/b&gt; This works best if you point the tool to a Custom Assets/Assets folder in your Unity project that should have folders for Models and Textures. I may look into adjusting it so you can just choose a project folder but that will depend on time constraints.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-52x0yCTGpHw/TbTIl-7Q9oI/AAAAAAAABj4/eDAjokIl_LY/s1600/toolA_use1.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://2.bp.blogspot.com/-52x0yCTGpHw/TbTIl-7Q9oI/AAAAAAAABj4/eDAjokIl_LY/s200/toolA_use1.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;If you can see the tool, then you may notice the text boxes for Model and Texture Folders. They are default names but you can edit them as long as you remember to have a "/" at the front. Annoying but it's just the way I've set to code to deal with empty text boxes. &lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-ECmtiMAb13c/TbTImNlo7UI/AAAAAAAABkA/1NMHZkKrR-c/s1600/toolA_use2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://3.bp.blogspot.com/-ECmtiMAb13c/TbTImNlo7UI/AAAAAAAABkA/1NMHZkKrR-c/s200/toolA_use2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-L94Z1-4KROs/TbTImNsHI7I/AAAAAAAABkI/Z3eL_CCKBSo/s1600/toolA_use3.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://2.bp.blogspot.com/-L94Z1-4KROs/TbTImNsHI7I/AAAAAAAABkI/Z3eL_CCKBSo/s200/toolA_use3.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-LVewE7eQLqg/TbTImU-LQMI/AAAAAAAABkQ/amKk0AhWqbI/s1600/toolA_use4.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://3.bp.blogspot.com/-LVewE7eQLqg/TbTImU-LQMI/AAAAAAAABkQ/amKk0AhWqbI/s200/toolA_use4.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-DNTk1d216Es/TbTImm-aOuI/AAAAAAAABkY/bat0KLt4Fss/s1600/toolA_use5.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://3.bp.blogspot.com/-DNTk1d216Es/TbTImm-aOuI/AAAAAAAABkY/bat0KLt4Fss/s200/toolA_use5.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-0HZwZdaWfK4/TbTIv0baq9I/AAAAAAAABkg/Z9SeGHdxf64/s1600/toolA_use6.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://4.bp.blogspot.com/-0HZwZdaWfK4/TbTIv0baq9I/AAAAAAAABkg/Z9SeGHdxf64/s200/toolA_use6.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I've got a slight problem with importing to Unity and the generation of materials. If you look at the pictures below, it will generate a material from the imported texture file and import the Maya default lambert1. It's very likely I will need to play with Unity's Editor classes but we'll see how I go.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-RuSqjARNYis/TbTIwJ47sLI/AAAAAAAABko/UDBGmjqhI90/s1600/toolA_mat1.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://2.bp.blogspot.com/-RuSqjARNYis/TbTIwJ47sLI/AAAAAAAABko/UDBGmjqhI90/s200/toolA_mat1.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-pmwq_lgvnYI/TbTIwLjBPJI/AAAAAAAABkw/_QIBCMGW-wE/s1600/toolA_mat2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://4.bp.blogspot.com/-pmwq_lgvnYI/TbTIwLjBPJI/AAAAAAAABkw/_QIBCMGW-wE/s200/toolA_mat2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Fixed:&lt;br /&gt;- Problems with exporting with/without the Collision node&lt;br /&gt;- Hacky fixes for re-exporting and multiple Collision Nodes (you can have mulitiple Collision nodes but it ignore those nodes upon export)&lt;br /&gt;- Collision volume names, it will now stop appending additional tags to the volumes' name&lt;br /&gt;&lt;br /&gt;Added:&lt;br /&gt;- Naming of multiple volumes, you can add the same tag to whatever's under your selection&lt;br /&gt;- Folder Names as mentioned before&lt;br /&gt;- Remove collision volumes from the Collision node&lt;br /&gt;&lt;br /&gt;Problems:&lt;br /&gt;- You will need to assign another material to your object, Maya has a problem with renaming lambert1.&lt;br /&gt;- It will still build an Export Node even if you haven't selected a mesh or when you exit out of the save dialog box. I may need to find a way to halt the procedure.&lt;br /&gt;&lt;br /&gt;To Add:&lt;br /&gt;- File Path refinement&lt;br /&gt;- Extra pivot point options (maybe, I don't really need them but someone else might)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-9137496121620048000?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/9137496121620048000/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-prop-export-tool.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/9137496121620048000'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/9137496121620048000'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-prop-export-tool.html' title='Wreckless Conduct: Prop Export Tool'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-52x0yCTGpHw/TbTIl-7Q9oI/AAAAAAAABj4/eDAjokIl_LY/s72-c/toolA_use1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-696575862538548620</id><published>2011-04-21T19:55:00.000+10:00</published><updated>2011-04-21T19:55:54.858+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Dem Dry Bones</title><content type='html'>The Wreckless Art Team's had some trouble with importing our animated rigs into the build. Tuesday night, &lt;a href="http://briskii-industries.blogspot.com/"&gt;Brie&lt;/a&gt; found the solution to our problem.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-KfHOqWV0W_4/Ta_7P25CjII/AAAAAAAABjw/D0x8tDDy32Y/s1600/scale_comp.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="152" src="http://3.bp.blogspot.com/-KfHOqWV0W_4/Ta_7P25CjII/AAAAAAAABjw/D0x8tDDy32Y/s200/scale_comp.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The solution involves an attribute found on joints known as Scale Compensation (or in Maya Segment Scale Compensate) which isn't supported by Unity. You just uncheck a checkbox found in the Attribute Editor and the rig will import correctly.&lt;br /&gt;&lt;br /&gt;To save Brie the hassle of doing this 234 times (that's 39 bones x 6 models), I wrote a MEL script that does it for her. FUU-YEAH, Hadōken's a little hard to do but fixing pipeline issues like this is pretty good.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-696575862538548620?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/696575862538548620/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-dem-dry-bones.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/696575862538548620'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/696575862538548620'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-dem-dry-bones.html' title='Wreckless Conduct: Dem Dry Bones'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-KfHOqWV0W_4/Ta_7P25CjII/AAAAAAAABjw/D0x8tDDy32Y/s72-c/scale_comp.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6058617457079381901</id><published>2011-04-18T21:59:00.001+10:00</published><updated>2011-04-18T22:01:22.012+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='cgi scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct:: Yellow Boxing</title><content type='html'>'Lo and behold, it's that time where I do an update. Expect much boring stuff to occur right now. Here's some screenshots of some progress with unwrapping the car to keep your eyeballs entertained.&lt;br /&gt;&lt;br /&gt;It's essentially 1 solid mesh of a Lowrider and then over 18 separated parts that will break off when you crash it in game. It's going to take some time to get a nice and smooth UV happening so don't hold your breath. I didn't model it, you may thank the &lt;a href="http://inicus.wordpress.com/"&gt;genius&lt;/a&gt; behind it by giving him &lt;a href="http://vimeo.com/22501727"&gt;cash&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-T7-K1zGTUUA/TawXCk-kbOI/AAAAAAAABiw/0ArlXOYlBjA/s1600/Car_Progress.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://1.bp.blogspot.com/-T7-K1zGTUUA/TawXCk-kbOI/AAAAAAAABiw/0ArlXOYlBjA/s200/Car_Progress.jpg" width="104" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I've been working on a MEL script/Export tool that's going to help me export props for Wreckless. It's getting close to an alpha stage so I'm going to write about it since it does more things than a half-unwrapped car.&lt;br /&gt;&lt;br /&gt;It's a tool that's built to work with Matt's BuildCollisionOnImport for Unity and make exporting props to the Wreckless build simpler. A basic run down for skim readers:&lt;br /&gt;- It will export an FBX to either my current folder or somewhere I choose&lt;br /&gt;- It will rename my mesh and current material to the same name as my Maya scene.&lt;br /&gt;- It will also copy the image file linked to the material into the directory I chose&lt;br /&gt;- It can place collision volumes under a collision node&lt;br /&gt;- I can tag collision volumes using this tool (more about that below)&lt;br /&gt;- It does pivot point placement&lt;br /&gt;- Everything is placed under a node called Export&lt;br /&gt;&lt;br /&gt;Here's some shots of what it does and what problems I've come across. Note: This tool only exports as FBX, I could probably make it do other file formats but that's not necessary at the moment.&lt;br /&gt;&lt;br /&gt;1. This is our substitute model, it has a clean construction history and an assigned texture. The export tool is that thing on the side, you will get a cleaner shot of it later.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-BZPFompZp48/TawgWcO1PTI/AAAAAAAABjI/9xOZrc07rBA/s1600/tool_use1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="108" src="http://1.bp.blogspot.com/-BZPFompZp48/TawgWcO1PTI/AAAAAAAABjI/9xOZrc07rBA/s200/tool_use1.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;2. Pivot Settings, move the pivot to particular places. It has general placements at the moment but I will be trying to include more expansive options. The pivot offset only works for above and below the model. It doesn't do x or z axes at the moment. &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-GMMJJS98yxE/TawgWiL7g6I/AAAAAAAABjQ/kZc-WKnXo6A/s1600/tool_use2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://4.bp.blogspot.com/-GMMJJS98yxE/TawgWiL7g6I/AAAAAAAABjQ/kZc-WKnXo6A/s200/tool_use2.jpg" width="123" /&gt;&lt;/a&gt;&lt;/div&gt;You may ask why not and I would have to explain why trying to move the pivot 0.2 meters below the prop is a little bit tedious. You may read that as "she's a lazy little thing" and you would be right.&lt;br /&gt;&lt;br /&gt;3. The export buttons. Quick export will dump your FBX to the same location as your Maya scene. Export will place your FBX into the folder you direct it to. It will also copy the image file you're using to texture it into any folder marked "Texture" in the same directory as the FBX. Placement for lazy people will be coming up.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-SMKmKnb9Dk8/TawgXJyzJGI/AAAAAAAABjY/RvZ93a7845A/s1600/tool_use3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://2.bp.blogspot.com/-SMKmKnb9Dk8/TawgXJyzJGI/AAAAAAAABjY/RvZ93a7845A/s200/tool_use3.jpg" width="184" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;4. I hit a problem with trying to stick duplicated versions of the model under a Collision Node. In the top picture, you can see it completely missed the collision volume I had put in the scene. &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-Hu_XIy_GXPg/TawgXRwxfVI/AAAAAAAABjg/rMSZAp893qA/s1600/tool_use4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://1.bp.blogspot.com/-Hu_XIy_GXPg/TawgXRwxfVI/AAAAAAAABjg/rMSZAp893qA/s200/tool_use4.jpg" width="184" /&gt;&lt;/a&gt;&lt;/div&gt;Surprisingly checking where it was calling the function actually fixed it. The bottom shot shows what you're meant to get with the tool. If you have noticed, it will also rename your mesh and current material the same name as your scene. That's a good thing if your scene is "Vending_Machine" but bad if it's "R_204892-492". I might include extra bits that allow the user to set a name for the mesh and material.&lt;br /&gt;&lt;br /&gt;Exporting into Unity looks like this:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-_NoxjYL5b-o/TaweMUzgWnI/AAAAAAAABjA/EpIRcUSH8cY/s1600/tool_unity.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://4.bp.blogspot.com/-_NoxjYL5b-o/TaweMUzgWnI/AAAAAAAABjA/EpIRcUSH8cY/s200/tool_unity.jpg" width="184" /&gt;&lt;/a&gt;&lt;/div&gt;If you're not familiar with Matt's script, basically it will look for a node called "collision", then look for anything that has an ID tag. Depending on which tag you use, the script will then make a collider where you put a volume and then delete the mesh you used to make that volume.&lt;br /&gt;&lt;br /&gt;So in the above case, the "_Box" tag we stuck on our collision volume will make a Box Collider. Feel free to come bug me if you don't get that explanation, stabbing costs you extra.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-lZ22QM63WHc/TawaIHzNOhI/AAAAAAAABi4/DBpsoxnqi-k/s1600/tool_tofix.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://4.bp.blogspot.com/-lZ22QM63WHc/TawaIHzNOhI/AAAAAAAABi4/DBpsoxnqi-k/s200/tool_tofix.jpg" width="123" /&gt;&lt;/a&gt;&lt;/div&gt;There are a few things to fix with the current version of the tool. &lt;br /&gt;&lt;br /&gt;It can't generate collision volumes, these need to be made by the user. However it does come with some options that make it easier to put collision under the right node. I started putting these in when I remembered that there are props which contain more than 1 type of volume.&lt;br /&gt;&lt;br /&gt;It's got a problem with naming volumes, as you can see it'll keep appending the tag to the transform's name. Don't you worry, I will fix it soon.&lt;br /&gt;&lt;br /&gt;The current GUI looks like this, most things are explanatory but you can ask questions and I may try to answer them.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-hDKp8CfsWP0/TawljIDLeLI/AAAAAAAABjo/71Vba742Dyo/s1600/tool_box.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://2.bp.blogspot.com/-hDKp8CfsWP0/TawljIDLeLI/AAAAAAAABjo/71Vba742Dyo/s200/tool_box.jpg" width="159" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;To Do:&lt;br /&gt;- Solve problems with the collision tags, and node.&lt;br /&gt;- Refine the export function&lt;br /&gt;- Refine the naming system&lt;br /&gt;- Include additional pivot point options&lt;br /&gt;&lt;br /&gt;If you have any suggestions or complaints, please fire them at my head. I'll be sure to get them in a most painful way.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6058617457079381901?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6058617457079381901/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-yellow-boxing.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6058617457079381901'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6058617457079381901'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-yellow-boxing.html' title='Wreckless Conduct:: Yellow Boxing'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-T7-K1zGTUUA/TawXCk-kbOI/AAAAAAAABiw/0ArlXOYlBjA/s72-c/Car_Progress.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4489386552892597968</id><published>2011-04-16T14:52:00.002+10:00</published><updated>2011-04-26T09:17:45.334+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='unity'/><category scheme='http://www.blogger.com/atom/ns#' term='tips'/><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Unity Skyboxes</title><content type='html'>I've been fiddling around with a new skybox texture for Wreckless Conduct. As skybox texture creation isn't covered in the &lt;a href="http://unity3d.com/support/documentation/Manual/HOWTO-UseSkybox.html"&gt;Unity&lt;/a&gt; manual, I did a hunt around for some tutorials/information.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://answers.unity3d.com/questions/4281/adding-matte-images-to-skybox"&gt;Flat Images for Skybox&lt;/a&gt; (A Unity Answers diagram) and &lt;a href="http://www.interlopers.net/tutorials/28841"&gt;Creating a Skybox&lt;/a&gt; discuss the same method but works well if you're using a 2D app like Photoshop. See also this  &lt;a href="http://www.cgtextures.com/content.php?action=tutorial&amp;name=cubemaps"&gt;tute&lt;/a&gt; from CGTextures.&lt;br /&gt;&lt;br /&gt;"As Unity uses a sphere to project the skydome it is best to use Maya or Vue to create the textures for the skybox as the spherical projection is hard to get it right within a photoeditor only." (From the &lt;a href="http://forum.unity3d.com/threads/33488-Sky-Box"&gt;Unity Forums&lt;/a&gt;)&lt;br /&gt;&lt;br /&gt;I've been told Unity will blow the skybox textures up so high-res images are a good thing.&lt;br /&gt;&lt;br /&gt;Here's some old attempts at the skybox:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-OwhD2HYPArg/Taka-bBj-fI/AAAAAAAABiI/IkgRPadPiA4/s1600/skybox_01.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="40" width="200" src="http://4.bp.blogspot.com/-OwhD2HYPArg/Taka-bBj-fI/AAAAAAAABiI/IkgRPadPiA4/s200/skybox_01.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-K24j7sZaKmY/Taka-nHOMcI/AAAAAAAABiQ/ihtD9acKLLE/s1600/skybox_02.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="50" width="200" src="http://4.bp.blogspot.com/-K24j7sZaKmY/Taka-nHOMcI/AAAAAAAABiQ/ihtD9acKLLE/s200/skybox_02.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-w51dZGNTXYI/Taka-p-kAzI/AAAAAAAABiY/xl9Q3IStp5o/s1600/skybox_03.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="50" width="200" src="http://2.bp.blogspot.com/-w51dZGNTXYI/Taka-p-kAzI/AAAAAAAABiY/xl9Q3IStp5o/s200/skybox_03.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-v6D0H1qsgE0/Taka-6GqSAI/AAAAAAAABig/vz2IDskfl58/s1600/skybox_04.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="50" width="200" src="http://1.bp.blogspot.com/-v6D0H1qsgE0/Taka-6GqSAI/AAAAAAAABig/vz2IDskfl58/s200/skybox_04.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-5CVXF-1IaQg/TakjE3nuwgI/AAAAAAAABio/PcjRjT2R02U/s1600/skybox_05.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="170" src="http://1.bp.blogspot.com/-5CVXF-1IaQg/TakjE3nuwgI/AAAAAAAABio/PcjRjT2R02U/s200/skybox_05.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4489386552892597968?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4489386552892597968/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/unity-skyboxes.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4489386552892597968'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4489386552892597968'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/unity-skyboxes.html' title='Unity Skyboxes'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-OwhD2HYPArg/Taka-bBj-fI/AAAAAAAABiI/IkgRPadPiA4/s72-c/skybox_01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4358129218650757915</id><published>2011-04-11T22:04:00.000+10:00</published><updated>2011-04-11T22:04:43.982+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Plastic Surgery</title><content type='html'>One of the tasks I've had for the last week was texturing the pedestrians modeled by &lt;a href="http://briskii-industries.blogspot.com/2011/03/wc-progress-wk-1-4.html"&gt;Brie&lt;/a&gt;. So far there are only 3 but more are in the works. More can be done with these but I wonder just how much you'll see when you're plowing through them.&lt;br /&gt;&lt;br /&gt;I've included the Texture maps and progress shots, just for the hell of it. Trying to paint wrinkles and stubble has got to be worth something, right?&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-Ayx4dXhU0og/TaLp1RUbDMI/AAAAAAAABhQ/cfI8gxkXogc/s1600/ped_man.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://1.bp.blogspot.com/-Ayx4dXhU0og/TaLp1RUbDMI/AAAAAAAABhQ/cfI8gxkXogc/s200/ped_man.jpg" width="76" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-P4QEzL7D_fQ/TaLp1b4bYPI/AAAAAAAABhY/w_jZX1FT5-M/s1600/man_map.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://1.bp.blogspot.com/-P4QEzL7D_fQ/TaLp1b4bYPI/AAAAAAAABhY/w_jZX1FT5-M/s200/man_map.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-oIh9KFCU3zI/TaLp1vK2GPI/AAAAAAAABhg/nG0HNzBLNCo/s1600/ped_granny.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://1.bp.blogspot.com/-oIh9KFCU3zI/TaLp1vK2GPI/AAAAAAAABhg/nG0HNzBLNCo/s200/ped_granny.jpg" width="76" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-lilYahWTMNg/TaLp19qD1_I/AAAAAAAABho/nyeSKCuRJ-Y/s1600/granny_map.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://3.bp.blogspot.com/-lilYahWTMNg/TaLp19qD1_I/AAAAAAAABho/nyeSKCuRJ-Y/s200/granny_map.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-oylHVAodKnU/TaLqCrYj8aI/AAAAAAAABhw/VryXdnZjRvc/s1600/ped_fatman.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://2.bp.blogspot.com/-oylHVAodKnU/TaLqCrYj8aI/AAAAAAAABhw/VryXdnZjRvc/s200/ped_fatman.jpg" width="76" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-PkVx5Ir2wpM/TaLqC4UkVHI/AAAAAAAABh4/oDOYtpzxn80/s1600/fatman_map.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://4.bp.blogspot.com/-PkVx5Ir2wpM/TaLqC4UkVHI/AAAAAAAABh4/oDOYtpzxn80/s200/fatman_map.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;You may or may not have noticed that the level had a HUGE scale issue that's been toned down (still a while to go). Here's some progress shots, there are still some things that need fixing but I'll get to them soon.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-8EIkjP7KEnw/TaLttVsVs8I/AAAAAAAABiA/uh-LFl-srn8/s1600/level_dev_04.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="81" src="http://3.bp.blogspot.com/-8EIkjP7KEnw/TaLttVsVs8I/AAAAAAAABiA/uh-LFl-srn8/s200/level_dev_04.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4358129218650757915?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4358129218650757915/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-plastic-surgery.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4358129218650757915'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4358129218650757915'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-plastic-surgery.html' title='Wreckless Conduct: Plastic Surgery'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-Ayx4dXhU0og/TaLp1RUbDMI/AAAAAAAABhQ/cfI8gxkXogc/s72-c/ped_man.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6028423049500340291</id><published>2011-04-04T21:45:00.002+10:00</published><updated>2011-04-04T21:47:59.256+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Hard Hat Area</title><content type='html'>What some people do not realise is that level and world building requires you to award yourself a faceted degree in architecture, urban planning and fun. If you observe the images below, you can be assured that I did not earn my degree.&lt;br /&gt;&lt;br /&gt;Scribbles from my notebook:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-ORQQfeQylZ4/TZmlmkYJSsI/AAAAAAAABf4/IMSBENf18l4/s1600/level_dev_00.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="153" src="http://3.bp.blogspot.com/-ORQQfeQylZ4/TZmlmkYJSsI/AAAAAAAABf4/IMSBENf18l4/s200/level_dev_00.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;On the left: What I had planned for the level&lt;br /&gt;On the right: What the plan looks like when you realise the mini-map is orientated a particular way...&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-LOotZs4b3MM/TZmvmzSNQyI/AAAAAAAABhI/o2HFIPaJGF8/s1600/level_map.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="100" width="200" src="http://4.bp.blogspot.com/-LOotZs4b3MM/TZmvmzSNQyI/AAAAAAAABhI/o2HFIPaJGF8/s200/level_map.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-x4DB_sPXoE8/TZmtA7WeoHI/AAAAAAAABg4/Idgu5kkbBHs/s1600/map_legend.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="108" src="http://1.bp.blogspot.com/-x4DB_sPXoE8/TZmtA7WeoHI/AAAAAAAABg4/Idgu5kkbBHs/s200/map_legend.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;*Okay it's a seperate image because I forgot that no-one else will know how to read the damn thing. Yes, North is thataway:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-EmRnZslHpPQ/TZmlnAau05I/AAAAAAAABgI/IJdEnnzc6AM/s1600/mini_map.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="108" src="http://2.bp.blogspot.com/-EmRnZslHpPQ/TZmlnAau05I/AAAAAAAABgI/IJdEnnzc6AM/s200/mini_map.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The varying levels of brightness in these next shots relate to my using additional lighting in the scene so I could see what I was doing.&lt;br /&gt;&lt;br /&gt;Timelapse screenshots:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-lbOCNTr9Xvo/TZmnvn6BmrI/AAAAAAAABgo/c0glG0cT_Rc/s1600/level_building_timelapse.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://3.bp.blogspot.com/-lbOCNTr9Xvo/TZmnvn6BmrI/AAAAAAAABgo/c0glG0cT_Rc/s200/level_building_timelapse.jpg" width="176" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Detail shots:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-9BpeB-1808s/TZmlnZH_uAI/AAAAAAAABgQ/vD9-HnaFVqw/s1600/level_dev_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://4.bp.blogspot.com/-9BpeB-1808s/TZmlnZH_uAI/AAAAAAAABgQ/vD9-HnaFVqw/s200/level_dev_01.jpg" width="123" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-hPTrJgIUv6M/TZmlniW-5kI/AAAAAAAABgY/pB80aWJbHLI/s1600/level_dev_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://4.bp.blogspot.com/-hPTrJgIUv6M/TZmlniW-5kI/AAAAAAAABgY/pB80aWJbHLI/s200/level_dev_02.jpg" width="123" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The pits are housed in little buildings of their own, I'd make the buildings high-risers but there are a few things about scale that need fixing.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-CKKorbA3ljo/TZml_KHGUfI/AAAAAAAABgg/z5fKu3FLje8/s1600/pits.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="108" src="http://2.bp.blogspot.com/-CKKorbA3ljo/TZml_KHGUfI/AAAAAAAABgg/z5fKu3FLje8/s200/pits.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Unintended driving in a city of giants. The map shouldn't be that big but it is.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-rvtxDXi8Q6U/TZmqYgPTYmI/AAAAAAAABgw/dyAYLGJAS4U/s1600/level_dev_03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://1.bp.blogspot.com/-rvtxDXi8Q6U/TZmqYgPTYmI/AAAAAAAABgw/dyAYLGJAS4U/s200/level_dev_03.jpg" width="124" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;To Do:&lt;br /&gt;- Fix the entire world of Wreckless starting with pbcak and this little black duck&lt;br /&gt;- Add in props (It's looking a little bare)&lt;br /&gt;- Texture pedestrians&lt;br /&gt;- Save the &lt;strike&gt;cheerleader&lt;/strike&gt;, sorry the world. Like these fine, fine people. *&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-DgIwJrl45vk/TZmuvpbh1dI/AAAAAAAABhA/KoQ3k0tSERM/s1600/bp_sign.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="130" width="200" src="http://3.bp.blogspot.com/-DgIwJrl45vk/TZmuvpbh1dI/AAAAAAAABhA/KoQ3k0tSERM/s200/bp_sign.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;*That's the 90's BP logo right there, you might know it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6028423049500340291?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6028423049500340291/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-hard-hat-area.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6028423049500340291'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6028423049500340291'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/04/wreckless-conduct-hard-hat-area.html' title='Wreckless Conduct: Hard Hat Area'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-ORQQfeQylZ4/TZmlmkYJSsI/AAAAAAAABf4/IMSBENf18l4/s72-c/level_dev_00.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4430855268670953409</id><published>2011-03-28T21:23:00.001+10:00</published><updated>2011-03-28T21:24:55.339+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: It's the Pits</title><content type='html'>One of the features of Wreckless is the machine pits, where players can get their vehicle repaired and reload their weapons. The money you earn racing can be used here especially if you or a competitor has totalled your car. &lt;br /&gt;&lt;br /&gt;Development sketches and notes:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-4aEZpHvk6T4/TZAkt0UyauI/AAAAAAAABfI/y4ndswPBFIA/s1600/props_sk2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="102" src="http://4.bp.blogspot.com/-4aEZpHvk6T4/TZAkt0UyauI/AAAAAAAABfI/y4ndswPBFIA/s200/props_sk2.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-9nNhZKbSIZc/TZAkuMGH9AI/AAAAAAAABfQ/F-jdeu7CUbk/s1600/props_sk.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://2.bp.blogspot.com/-9nNhZKbSIZc/TZAkuMGH9AI/AAAAAAAABfQ/F-jdeu7CUbk/s200/props_sk.jpg" width="118" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The old pits from the prototypes:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-tCToVrDmvnE/TY_Mt5cRn9I/AAAAAAAABeQ/8blL5RT0OwU/s1600/old_pits.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://2.bp.blogspot.com/-tCToVrDmvnE/TY_Mt5cRn9I/AAAAAAAABeQ/8blL5RT0OwU/s200/old_pits.jpg" width="186" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The current pits(still work in progress):&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-W48Zk8Jc1Tk/TY_Mt631mDI/AAAAAAAABeY/tlPshTHFzJs/s1600/new_pits.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://2.bp.blogspot.com/-W48Zk8Jc1Tk/TY_Mt631mDI/AAAAAAAABeY/tlPshTHFzJs/s200/new_pits.jpg" width="186" /&gt;&lt;/a&gt;&lt;/div&gt;These pits are going to be inserted into buildings so you can get drive-thru service, oh the wonders of modern convenience. The name's not important but keep an eye out for the hazard stripes, they work like &lt;a href="http://www.mcdonalds.com.au/"&gt;beacons&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Pit props/window dressing*:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-poy0RXldMhw/TY_MuPUs4eI/AAAAAAAABeg/rqxHbz74dGI/s1600/pit_props.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="118" src="http://2.bp.blogspot.com/-poy0RXldMhw/TY_MuPUs4eI/AAAAAAAABeg/rqxHbz74dGI/s200/pit_props.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-Ct5rQ5KNVwk/TY_MuWHQfcI/AAAAAAAABeo/VwjqZ6_6460/s1600/pit_props2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="108" src="http://3.bp.blogspot.com/-Ct5rQ5KNVwk/TY_MuWHQfcI/AAAAAAAABeo/VwjqZ6_6460/s200/pit_props2.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;* None of which actually operates, it's &lt;a href="http://dictionary.reference.com/browse/mise+en+scene"&gt;mise en scène&lt;/a&gt;/set design.&lt;br /&gt;&lt;br /&gt;Shots of WIP versions of the hydraulic lift:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-KKrriVpQEq4/TY_M4dB3AoI/AAAAAAAABew/XAzxN-FZxIA/s1600/car_lift.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://2.bp.blogspot.com/-KKrriVpQEq4/TY_M4dB3AoI/AAAAAAAABew/XAzxN-FZxIA/s200/car_lift.jpg" width="94" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Stats of the current hydraulic lift:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-3U8mYd-wckg/TY_M4h0gEKI/AAAAAAAABe4/LRlv3eRNgF8/s1600/hydralic_lift.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://4.bp.blogspot.com/-3U8mYd-wckg/TY_M4h0gEKI/AAAAAAAABe4/LRlv3eRNgF8/s200/hydralic_lift.jpg" width="150" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;This prop has a few problems like scale but these are going to get fixed soon. Sorry techno-nuts, it doesn't lift your car up. It's just window dressing.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-usGi7y5z4R8/TZBs3Cba2eI/AAAAAAAABfY/Qg7EVtudq6o/s1600/lift-2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="200" src="http://1.bp.blogspot.com/-usGi7y5z4R8/TZBs3Cba2eI/AAAAAAAABfY/Qg7EVtudq6o/s200/lift-2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4430855268670953409?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4430855268670953409/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/wreckless-conduct-its-pits.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4430855268670953409'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4430855268670953409'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/wreckless-conduct-its-pits.html' title='Wreckless Conduct: It&apos;s the Pits'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-4aEZpHvk6T4/TZAkt0UyauI/AAAAAAAABfI/y4ndswPBFIA/s72-c/props_sk2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-3110565912207591332</id><published>2011-03-22T14:21:00.001+10:00</published><updated>2011-03-23T05:28:18.111+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Week 4</title><content type='html'>Last week the Wreckless team discussed the plan for the current 3 week sprint. The plan was to subtract the racing element and go for &lt;b&gt;demolition derby&lt;/b&gt;. &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-hIVER-oFGis/TYgiK2ye3BI/AAAAAAAABd4/aA8sACNK_NE/s1600/yena_sketch09.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="86" src="http://4.bp.blogspot.com/-hIVER-oFGis/TYgiK2ye3BI/AAAAAAAABd4/aA8sACNK_NE/s200/yena_sketch09.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Our old work breakdown looks like this:&lt;br /&gt;&lt;a href="http://inicus.wordpress.com/"&gt;Inicus&lt;/a&gt; - Competitor AI&lt;br /&gt;&lt;a href="http://szu-tai.blogspot.com/"&gt;Anderson&lt;/a&gt; - Car Customisation&lt;br /&gt;&lt;a href="http://briskii-industries.blogspot.com/"&gt;Brie&lt;/a&gt; - Pedestrian modeling and animation *(This has changed to something particular tasty, more info can be had from Brie)&lt;br /&gt;Me - Environment: modeling, texturing and level design&lt;br /&gt;&lt;br /&gt;Old concept sketches dealing with roads, highways and rooftop racing. That's right, the city is a hive and it may turn out like Mega-City One from Judge Dredd. (Well hopefully something more navigable.)&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-UhXj2KaQwaE/TYgidTqBdXI/AAAAAAAABeA/CHouoF6t6hs/s1600/s07.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://1.bp.blogspot.com/-UhXj2KaQwaE/TYgidTqBdXI/AAAAAAAABeA/CHouoF6t6hs/s200/s07.jpg" width="180" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-vdNchN8pC4c/TYgidSHAlAI/AAAAAAAABeI/O-oHwypBDJY/s1600/yena_sketch04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="80" src="http://4.bp.blogspot.com/-vdNchN8pC4c/TYgidSHAlAI/AAAAAAAABeI/O-oHwypBDJY/s200/yena_sketch04.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Screenshot of me figuring out how the bridge and ramp road system is going to work out. It will get better.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-GavREs8mEJI/TYggjCt6RZI/AAAAAAAABdg/bdmd7O9nbqs/s1600/level_build.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="154" src="http://1.bp.blogspot.com/-GavREs8mEJI/TYggjCt6RZI/AAAAAAAABdg/bdmd7O9nbqs/s200/level_build.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;You may not realise this but &lt;a href="http://inicus.wordpress.com/"&gt;Inicus&lt;/a&gt; has written up a script that tiles the UVs for items like roads, pavements and windows when the game is run. Check out some before and after shots.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-pCiA58wpIbE/TYggjQ6nTlI/AAAAAAAABdo/t0Q1uFiGAdE/s1600/level_build2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="77" src="http://3.bp.blogspot.com/-pCiA58wpIbE/TYggjQ6nTlI/AAAAAAAABdo/t0Q1uFiGAdE/s200/level_build2.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-p3rs6meXY7M/TYggjkzTwHI/AAAAAAAABdw/NEIeChUoY4g/s1600/level_build3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="77" src="http://4.bp.blogspot.com/-p3rs6meXY7M/TYggjkzTwHI/AAAAAAAABdw/NEIeChUoY4g/s200/level_build3.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-3110565912207591332?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/3110565912207591332/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/wreckless-conduct-week-4.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3110565912207591332'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3110565912207591332'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/wreckless-conduct-week-4.html' title='Wreckless Conduct: Week 4'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-hIVER-oFGis/TYgiK2ye3BI/AAAAAAAABd4/aA8sACNK_NE/s72-c/yena_sketch09.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-980000031272509606</id><published>2011-03-14T16:06:00.000+10:00</published><updated>2011-03-14T16:06:42.634+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Props</title><content type='html'>I've been working my way down the prop checklist and I have about 6 models to go and about X amount of variations to on everything. The design brief/art direction for Wreckless can be summed up as: "You'll be fine as long as you make it as I see it in my head". &lt;br /&gt;&lt;br /&gt;Here's some screenshots of what may be appearing in Wednesday's prototype:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-0SJ4PG6uJoA/TX2tdcMNhXI/AAAAAAAABcw/lvwlnRGCAhY/s1600/Signs.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="163" width="200" src="http://2.bp.blogspot.com/-0SJ4PG6uJoA/TX2tdcMNhXI/AAAAAAAABcw/lvwlnRGCAhY/s200/Signs.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Yes, the street lamp looks very long. I will look into it.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-1tkJqNkc6X0/TX2tdZqsZZI/AAAAAAAABc4/u7djOedypL8/s1600/electric_poles.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="168" width="200" src="http://1.bp.blogspot.com/-1tkJqNkc6X0/TX2tdZqsZZI/AAAAAAAABc4/u7djOedypL8/s200/electric_poles.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;These be things that will be stuck on buildings, the two little ones in the middle are generic fuse boxes.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-2OG0QpeffoA/TX2tdrH31NI/AAAAAAAABdA/Cct48rjvJ0I/s1600/wall_elements.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="78" width="200" src="http://1.bp.blogspot.com/-2OG0QpeffoA/TX2tdrH31NI/AAAAAAAABdA/Cct48rjvJ0I/s200/wall_elements.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-4ezkjJp_QOE/TX2td0gHgSI/AAAAAAAABdI/JnnnvlhrXNM/s1600/destructibles_1.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="108" width="200" src="http://2.bp.blogspot.com/-4ezkjJp_QOE/TX2td0gHgSI/AAAAAAAABdI/JnnnvlhrXNM/s200/destructibles_1.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-kWs98XHNjZw/TX2tei9MBqI/AAAAAAAABdQ/L5sH_karrmM/s1600/destructibles_2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="64" width="200" src="http://2.bp.blogspot.com/-kWs98XHNjZw/TX2tei9MBqI/AAAAAAAABdQ/L5sH_karrmM/s200/destructibles_2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Wreckless is meant to have a lot of advertising it its world. This is the stuff for now and it's not even the tip of the iceberg.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-96syWLdrmBU/TX2v3a2KLSI/AAAAAAAABdY/eds2trlGt3w/s1600/billboards.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="114" width="200" src="http://3.bp.blogspot.com/-96syWLdrmBU/TX2v3a2KLSI/AAAAAAAABdY/eds2trlGt3w/s200/billboards.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-980000031272509606?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/980000031272509606/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/wreckless-conduct-props.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/980000031272509606'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/980000031272509606'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/wreckless-conduct-props.html' title='Wreckless Conduct: Props'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-0SJ4PG6uJoA/TX2tdcMNhXI/AAAAAAAABcw/lvwlnRGCAhY/s72-c/Signs.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-5376550018444054798</id><published>2011-03-11T05:49:00.002+10:00</published><updated>2011-03-11T06:24:29.561+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='links'/><title type='text'>Link Dump</title><content type='html'>&lt;a href="http://altdevblogaday.org/"&gt;#AltDevBlogADay&lt;/a&gt; has a new website which is much easier to use.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gdcvault.com/free"&gt;GDC Vault&lt;/a&gt; - Free videos from &lt;a href="http://www.gdconf.com/"&gt;GDC&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://publications.dice.se/"&gt;DICE Presentations&lt;/a&gt; from this year's GDC. - They are an offshoot of EA so they will be discussing things about AAA title production.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://chrishecker.com/Please_Finish_Your_Game"&gt;Please Finish Your Game&lt;/a&gt; by Chris Hecker - (I will watch it sometime but I've been told it is important viewing)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamasutra.com/features/postmortem/"&gt;Postmortem, Gamasutra style&lt;/a&gt; - Lessons learnt from production and release of games.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedev.net/blog/490/entry-2249546-space-shooter-project-the-day-after/"&gt;Space-Shooter Postmortem&lt;/a&gt; - Lessons learnt from a student producing a spaceship game and it comes with source code.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://blogs.unity3d.com/2011/03/09/kongregate-unity-game-contest-winners/"&gt;Kongregate Unity Game Winners&lt;/a&gt; - Unity and Kongregate had a competition and these are the results.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://trafficwasabitch.com/"&gt;Jasmine&lt;/a&gt; showed me &lt;a href="http://dlgames.square-enix.com/siig/eng/index.html"&gt;Space Invaders Infinity Gene&lt;/a&gt;, a very cool reboot of a classic which reminded me of &lt;a href="http://www.kongregate.com/games/ArmorGames/upgrade-complete"&gt;Upgrade Complete&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamesbrief.com/2011/02/demystifying-trademarks-and-games/"&gt;Demystifying trademarks and games&lt;/a&gt; - Stuff about copyright, logos and trademarks that you might want to think about.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamesbrief.com/2011/02/12-business-tips-for-indie-game-developers/"&gt;12 business tips for indie game developers&lt;/a&gt; by Paul Taylor of &lt;a href="http://www.mode7games.com/blog/"&gt;Mode7&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.escapistmagazine.com/articles/view/columns/extraconsideration/8639-Extra-Consideration-Console-Gaming"&gt;Extra Consideration: Console Gaming&lt;/a&gt; - Opinions piece from MovieBob, Yahtzee, and James Portnow.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html"&gt;Gaming can make a better world&lt;/a&gt; by &lt;a href="http://janemcgonigal.com/"&gt;Jane McGonigal&lt;/a&gt; - An interesting take on serious gaming and games as work.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://gambit.mit.edu/loadgame/shadowshoppe.php"&gt;Shadow Shoppe&lt;/a&gt; - A game prototype that is also a survey on how people associated character traits with body shape.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dafont.com/"&gt;Da Font&lt;/a&gt; and &lt;a href="http://www.blambot.com/index.shtml"&gt;Blambot&lt;/a&gt; are places that I use to look for fonts.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-5376550018444054798?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/5376550018444054798/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/link-dump.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5376550018444054798'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5376550018444054798'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/link-dump.html' title='Link Dump'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-2188178264282328589</id><published>2011-03-10T20:57:00.003+10:00</published><updated>2011-03-28T21:28:36.659+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Buildings</title><content type='html'>Subtitled "Why you should pay attention to every little thing your producer tells you".&lt;br /&gt;&lt;br /&gt;Here's a run down of how the buildings in the Wreckless prototype developed. Most of this happened over the holiday and is a staggering exercise in my own stupidity. Somehow diagrams and written instructions are the better methods of instructing me.&lt;br /&gt;&lt;br /&gt;Buildings started out as design sheets:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-igEqqg-wwaQ/TXioh-Wtq1I/AAAAAAAABbw/t3xVf4lRt2I/s1600/design_sheet_example.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://3.bp.blogspot.com/-igEqqg-wwaQ/TXioh-Wtq1I/AAAAAAAABbw/t3xVf4lRt2I/s200/design_sheet_example.jpg" width="98" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Used to be buildings that were made of a base and a bunch of planes. Somehow I missed the instructions where the entire building was built from planes. When your producer is this &lt;a href="http://inicus.wordpress.com/"&gt;guy&lt;/a&gt;, you know when you've failed. &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-zjUsiGHN3yg/TXioiC0vrFI/AAAAAAAABcA/XytkGciznSw/s1600/old_building.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="70" src="http://2.bp.blogspot.com/-zjUsiGHN3yg/TXioiC0vrFI/AAAAAAAABcA/XytkGciznSw/s200/old_building.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Old tile set which had a scale issue. &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-hOKsaZucIp8/TXioh-0lgzI/AAAAAAAABb4/S7DFKOwNJvE/s1600/Old_Tiles.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://3.bp.blogspot.com/-hOKsaZucIp8/TXioh-0lgzI/AAAAAAAABb4/S7DFKOwNJvE/s200/Old_Tiles.jpg" width="164" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Tiny doors are bad. You can see the scale is all &lt;b&gt;wrong&lt;/b&gt;.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-txT6labIErI/TXioilShwqI/AAAAAAAABcI/zMgEg2-LuL8/s1600/bad_buildings.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="112" src="http://2.bp.blogspot.com/-txT6labIErI/TXioilShwqI/AAAAAAAABcI/zMgEg2-LuL8/s200/bad_buildings.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;A Wreckless human is about 1.8m tall and when you compare him to an improved door, he's going to be bumping heads with an imaginary door frame. This screen shot was taken by my &lt;a href="http://inicus.wordpress.com/"&gt;boss&lt;/a&gt;.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-4VT1VDScu1s/TXioizhndII/AAAAAAAABcQ/lbbMsJwP9tQ/s1600/Scale0.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="118" src="http://1.bp.blogspot.com/-4VT1VDScu1s/TXioizhndII/AAAAAAAABcQ/lbbMsJwP9tQ/s200/Scale0.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Current Tile Set:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-jLgFi1RQ4GY/TXipJDvKXtI/AAAAAAAABcg/O70EEYAU87I/s1600/New_Tiles.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="150" src="http://1.bp.blogspot.com/-jLgFi1RQ4GY/TXipJDvKXtI/AAAAAAAABcg/O70EEYAU87I/s200/New_Tiles.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;All these textures are scaleable based on a 3x3 meter scale. For example our roads are 6m wide and &lt;i&gt;x&lt;/i&gt;m long.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Weekend Goal:&lt;/b&gt;&lt;br /&gt;Model, unwrap and texture approx. 20 props to populate the prototype's level.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-2188178264282328589?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/2188178264282328589/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/wreckless-conduct-building-cities.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2188178264282328589'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2188178264282328589'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/wreckless-conduct-building-cities.html' title='Wreckless Conduct: Buildings'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-igEqqg-wwaQ/TXioh-Wtq1I/AAAAAAAABbw/t3xVf4lRt2I/s72-c/design_sheet_example.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-1197853596045385534</id><published>2011-03-03T08:46:00.001+10:00</published><updated>2011-03-10T21:01:09.108+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='concept design'/><category scheme='http://www.blogger.com/atom/ns#' term='wreckless conduct'/><title type='text'>Wreckless Conduct: Prototype Week 1</title><content type='html'>Hot Potato hasn't gone to the prototyping stage but its brother &lt;a href="http://gullcityexiles.wordpress.com/"&gt;Terra&lt;/a&gt; has. However I have been working on another project during the holiday and that glorious and violent experience known as Wreckless Conduct is on the production short list.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;This means that based on how the prototype ends up in 2 weeks, Wreckless Conduct will become a viable project for this semester or something to shelve for another time.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Wreckless Conduct is "a demolition derby with super awesome weapons" set in a cyberpunk future from the 90's. The project's headed by &lt;a href="http://inicus.wordpress.com/"&gt;Inicus&lt;/a&gt; and features &lt;a href="http://szu-tai.blogspot.com/"&gt;Anderson&lt;/a&gt; as programmer, &lt;a href="http://briskii-industries.blogspot.com/"&gt;Brie&lt;/a&gt; as character artist and myself on environments.&lt;br /&gt;&lt;br /&gt;We've been working on the design and a prototype since late November/early December so our current goals for the next 2 weeks look like this:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Main Goal&lt;/b&gt; &lt;br /&gt;Have a prototype that is a small game level&lt;br /&gt;It will contain: moving pedestrians, competitors (AI controlled cars), environment props, buildings and a rudimentary HUD.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Work Breakdown&lt;/b&gt;&lt;br /&gt;Plan for the next 2 weeks:&lt;br /&gt;&lt;br /&gt;Brie: Model, unwrap, rig and animate (basic walk cycle) for generic pedestrian. &lt;br /&gt;&lt;br /&gt;Yena: Environment textures and modeling environment props&lt;br /&gt;&lt;br /&gt;Anderson: Credits system, Run time, HUD&lt;br /&gt;&lt;br /&gt;Dominicus: Competitor AI, Pedestrian AI (coding for animations), build and implement level&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Day 2 Thoughts&lt;/b&gt;&lt;br /&gt;Yes, the current prototype has buildings with textures but they are broken. So I'll be spending the weekend fixing up those textures and then modeling environment props.&lt;br /&gt;&lt;br /&gt;Here's some old building designs from the very start of the project, these were my starting points for building textures. More on this later.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-lWGHUSg6uzM/TW7DeOBeEiI/AAAAAAAABao/19zznSELjMQ/s1600/1.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="136" width="200" src="http://3.bp.blogspot.com/-lWGHUSg6uzM/TW7DeOBeEiI/AAAAAAAABao/19zznSELjMQ/s200/1.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-D8pIq2G8HW4/TW7DeCGh9vI/AAAAAAAABaw/dYyOrvArVF8/s1600/2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="134" width="200" src="http://2.bp.blogspot.com/-D8pIq2G8HW4/TW7DeCGh9vI/AAAAAAAABaw/dYyOrvArVF8/s200/2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-G-oXisyqHNI/TW7DefBDZ7I/AAAAAAAABa4/w1OcrztEKn0/s1600/3.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="147" width="200" src="http://1.bp.blogspot.com/-G-oXisyqHNI/TW7DefBDZ7I/AAAAAAAABa4/w1OcrztEKn0/s200/3.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-W1aRJcsiWZg/TW7DetSq6fI/AAAAAAAABbA/IZjZacXFTT4/s1600/4.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="148" width="200" src="http://1.bp.blogspot.com/-W1aRJcsiWZg/TW7DetSq6fI/AAAAAAAABbA/IZjZacXFTT4/s200/4.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-yoUTGQ_SP_4/TW7DeozQNaI/AAAAAAAABbI/xVkk1cm-u34/s1600/5.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="74" width="200" src="http://3.bp.blogspot.com/-yoUTGQ_SP_4/TW7DeozQNaI/AAAAAAAABbI/xVkk1cm-u34/s200/5.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;Prop List&lt;/b&gt;&lt;br /&gt;In rough order of priority these are some of things that would make the level look like a city. Consider it my checklist for the 2 weeks.&lt;br /&gt;&lt;br /&gt;- Street Lamp / traffic light / electricity or phone pole&lt;br /&gt;-          Billboard (probably TV screen, but simple picture boards are also ok)&lt;br /&gt;-          Bin&lt;br /&gt;-          Street Sign&lt;br /&gt;-          Bench&lt;br /&gt;-          Dumpster&lt;br /&gt;-          Transformer / fuse box / something like that from which we extend wires between things&lt;br /&gt;-          Double-sided flat plane object on which to put wire/s texture (multiple different kinds of wire textures would be nice)&lt;br /&gt;-          Air-conditioning unit &lt;br /&gt;-          Vending machine&lt;br /&gt;-          Phone booth&lt;br /&gt;-          Metal barrel&lt;br /&gt;-          Neon sign &lt;br /&gt;-          Chainlink fence&lt;br /&gt;-          Plant box &lt;br /&gt;-          Construction scaffolding&lt;br /&gt;-          Cardboard box&lt;br /&gt;-          Wooden crate&lt;br /&gt;-          Gas Canister&lt;br /&gt;-          Handrails (for the edges of platforms, etc)&lt;br /&gt;&lt;br /&gt;Here are some old design sheets for props. &lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-tXf493RVvUY/TW7G1L8VOnI/AAAAAAAABbQ/W7uJAKkAQZs/s1600/b1_design.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="68" width="200" src="http://2.bp.blogspot.com/-tXf493RVvUY/TW7G1L8VOnI/AAAAAAAABbQ/W7uJAKkAQZs/s200/b1_design.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-TQY-Q7Ujr8Q/TW7G1dKPLoI/AAAAAAAABbY/LOlksKdoxpY/s1600/cb_design.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="88" width="200" src="http://1.bp.blogspot.com/-TQY-Q7Ujr8Q/TW7G1dKPLoI/AAAAAAAABbY/LOlksKdoxpY/s200/cb_design.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-RkBatHPpVI0/TW7G1s2z9GI/AAAAAAAABbg/sigVDysu_hk/s1600/d1_design.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="68" width="200" src="http://2.bp.blogspot.com/-RkBatHPpVI0/TW7G1s2z9GI/AAAAAAAABbg/sigVDysu_hk/s200/d1_design.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-5oFz_AY2Hzs/TW7G1st4deI/AAAAAAAABbo/DTf3BFI1oiM/s1600/d2_design.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="68" width="200" src="http://3.bp.blogspot.com/-5oFz_AY2Hzs/TW7G1st4deI/AAAAAAAABbo/DTf3BFI1oiM/s200/d2_design.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-1197853596045385534?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/1197853596045385534/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/wreckless-conduct-prototype-week-1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1197853596045385534'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1197853596045385534'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/wreckless-conduct-prototype-week-1.html' title='Wreckless Conduct: Prototype Week 1'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-lWGHUSg6uzM/TW7DeOBeEiI/AAAAAAAABao/19zznSELjMQ/s72-c/1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-5872977171049826624</id><published>2011-03-01T22:24:00.002+10:00</published><updated>2011-03-02T09:33:13.852+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='design document'/><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><title type='text'>Hot Potato 2.2</title><content type='html'>Uploading Hot Potato version 2.2, some minor tweaks made but perhaps some more work to do. Both documents are .pdf format.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Edit: Small tweaks now added to make these the final versions.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://docs.google.com/viewer?a=v&amp;pid=explorer&amp;chrome=true&amp;srcid=0B96C4tOxrihcODZiZTQwYjUtZWQ4Zi00ZTJiLWI4MzUtYmZhY2UwZjU0ZWM3&amp;hl=en_GB"&gt;Design Document 2.2&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://docs.google.com/viewer?a=v&amp;pid=explorer&amp;chrome=true&amp;srcid=0B96C4tOxrihcODliMDI4MGMtMzllYS00MDlmLWFjOTQtOTVmNTNjYmRjNGEy&amp;hl=en_GB"&gt;Hot Potato Pitch&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-5872977171049826624?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/5872977171049826624/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/hot-potato-22.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5872977171049826624'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5872977171049826624'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/hot-potato-22.html' title='Hot Potato 2.2'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6058778455200046291</id><published>2011-03-01T17:21:00.000+10:00</published><updated>2011-03-01T17:21:23.747+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><title type='text'>Tater Dev: Old Images</title><content type='html'>Old images that might appear in the pitch.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-T5roml9GU7c/TWyctGJcfTI/AAAAAAAABVw/Pzufgwe_je0/s1600/gameplayA.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="106" src="http://3.bp.blogspot.com/-T5roml9GU7c/TWyctGJcfTI/AAAAAAAABVw/Pzufgwe_je0/s200/gameplayA.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-x1vEkG4UV8Y/TWyctULEAhI/AAAAAAAABV4/6cEQlg4lYx4/s1600/gameplayB.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="106" src="http://4.bp.blogspot.com/-x1vEkG4UV8Y/TWyctULEAhI/AAAAAAAABV4/6cEQlg4lYx4/s200/gameplayB.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-KawcNlbUOIk/TWyctjJRfxI/AAAAAAAABWI/RvfAKISn3UU/s1600/obj_physical.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="106" src="http://2.bp.blogspot.com/-KawcNlbUOIk/TWyctjJRfxI/AAAAAAAABWI/RvfAKISn3UU/s200/obj_physical.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-vA9O7DbqQqo/TWydEV0KJlI/AAAAAAAABWY/JD_pmOvLAqY/s1600/obs_mineral.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="106" width="200" src="http://2.bp.blogspot.com/-vA9O7DbqQqo/TWydEV0KJlI/AAAAAAAABWY/JD_pmOvLAqY/s200/obs_mineral.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-N8i8juvC1cA/TWydEgiPQPI/AAAAAAAABWg/6kZ4Om7DOoM/s1600/obs_water.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="106" width="200" src="http://4.bp.blogspot.com/-N8i8juvC1cA/TWydEgiPQPI/AAAAAAAABWg/6kZ4Om7DOoM/s200/obs_water.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6058778455200046291?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6058778455200046291/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/tater-dev-old-images.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6058778455200046291'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6058778455200046291'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/tater-dev-old-images.html' title='Tater Dev: Old Images'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-T5roml9GU7c/TWyctGJcfTI/AAAAAAAABVw/Pzufgwe_je0/s72-c/gameplayA.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-5152827929886423755</id><published>2011-03-01T06:04:00.000+10:00</published><updated>2011-03-01T06:04:10.534+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><title type='text'>Tater Dev: Logo 1.4</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-mnp_-0ObQKI/TWv_mmsHCCI/AAAAAAAABVo/THzvW7xo_J8/s1600/logo_draft.png" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="200" src="http://3.bp.blogspot.com/-mnp_-0ObQKI/TWv_mmsHCCI/AAAAAAAABVo/THzvW7xo_J8/s200/logo_draft.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-5152827929886423755?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/5152827929886423755/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/tater-dev-logo-14.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5152827929886423755'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5152827929886423755'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/03/tater-dev-logo-14.html' title='Tater Dev: Logo 1.4'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-mnp_-0ObQKI/TWv_mmsHCCI/AAAAAAAABVo/THzvW7xo_J8/s72-c/logo_draft.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6718897857891399007</id><published>2011-02-24T13:36:00.001+10:00</published><updated>2011-02-24T13:36:48.242+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><title type='text'>Tater Dev: Logo Fiddlin'</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-XFo7G4ZRFLE/TWXSKgGEt_I/AAAAAAAABVg/xVmqSkGiae8/s1600/Logo_Render2.jpeg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="160" width="200" src="http://2.bp.blogspot.com/-XFo7G4ZRFLE/TWXSKgGEt_I/AAAAAAAABVg/xVmqSkGiae8/s200/Logo_Render2.jpeg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6718897857891399007?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6718897857891399007/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/tater-dev-logo-fiddlin.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6718897857891399007'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6718897857891399007'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/tater-dev-logo-fiddlin.html' title='Tater Dev: Logo Fiddlin&apos;'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-XFo7G4ZRFLE/TWXSKgGEt_I/AAAAAAAABVg/xVmqSkGiae8/s72-c/Logo_Render2.jpeg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-1218676940973177832</id><published>2011-02-24T05:35:00.001+10:00</published><updated>2011-02-24T05:35:33.019+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><title type='text'>Tater Dev: Logo Upgrade?</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-mDKu-p9L1so/TWVhaZgPvgI/AAAAAAAABVQ/HCJETTyjDiA/s1600/3D_logo_rough.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="174" width="200" src="http://4.bp.blogspot.com/-mDKu-p9L1so/TWVhaZgPvgI/AAAAAAAABVQ/HCJETTyjDiA/s200/3D_logo_rough.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-tL1LnxVNqnU/TWVhas0ozEI/AAAAAAAABVY/Wx9coH3-eKs/s1600/Logo_Render1.jpeg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="160" width="200" src="http://2.bp.blogspot.com/-tL1LnxVNqnU/TWVhas0ozEI/AAAAAAAABVY/Wx9coH3-eKs/s200/Logo_Render1.jpeg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-1218676940973177832?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/1218676940973177832/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/tater-dev-logo-upgrade.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1218676940973177832'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1218676940973177832'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/tater-dev-logo-upgrade.html' title='Tater Dev: Logo Upgrade?'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-mDKu-p9L1so/TWVhaZgPvgI/AAAAAAAABVQ/HCJETTyjDiA/s72-c/3D_logo_rough.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-2208010764772425054</id><published>2011-02-23T17:16:00.002+10:00</published><updated>2011-02-23T17:16:09.503+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><title type='text'>Tater Dev: Roughs</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-FMtAuz3ujYY/TWS0GRI0RKI/AAAAAAAABU4/jP6qP41ff78/s1600/Building_Styles.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="127" width="200" src="http://4.bp.blogspot.com/-FMtAuz3ujYY/TWS0GRI0RKI/AAAAAAAABU4/jP6qP41ff78/s200/Building_Styles.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-tzH7gtR8Is4/TWS0GSrT4HI/AAAAAAAABVA/Hzjc4QjWw5g/s1600/props_1.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="106" width="200" src="http://3.bp.blogspot.com/-tzH7gtR8Is4/TWS0GSrT4HI/AAAAAAAABVA/Hzjc4QjWw5g/s200/props_1.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-ZRbBICtnGx8/TWS0GnbCLnI/AAAAAAAABVI/QXTFargUEF8/s1600/props_2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="106" width="200" src="http://3.bp.blogspot.com/-ZRbBICtnGx8/TWS0GnbCLnI/AAAAAAAABVI/QXTFargUEF8/s200/props_2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-2208010764772425054?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/2208010764772425054/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/tater-dev-roughs.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2208010764772425054'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2208010764772425054'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/tater-dev-roughs.html' title='Tater Dev: Roughs'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-FMtAuz3ujYY/TWS0GRI0RKI/AAAAAAAABU4/jP6qP41ff78/s72-c/Building_Styles.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-93733134293973157</id><published>2011-02-22T12:50:00.002+10:00</published><updated>2011-02-22T12:50:20.548+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='design document'/><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><title type='text'>Tater Dev: Logo</title><content type='html'>A rough of the game's logo/cover.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-wJXzNw8zqYo/TWMkTC5Eb4I/AAAAAAAABUw/SRgHfRu8UK0/s1600/logo_rough.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="200" width="200" src="http://2.bp.blogspot.com/-wJXzNw8zqYo/TWMkTC5Eb4I/AAAAAAAABUw/SRgHfRu8UK0/s200/logo_rough.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-93733134293973157?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/93733134293973157/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/tater-dev-logo.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/93733134293973157'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/93733134293973157'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/tater-dev-logo.html' title='Tater Dev: Logo'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-wJXzNw8zqYo/TWMkTC5Eb4I/AAAAAAAABUw/SRgHfRu8UK0/s72-c/logo_rough.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-7386475668280925549</id><published>2011-02-21T15:15:00.003+10:00</published><updated>2011-02-22T10:25:06.247+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='design document'/><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><title type='text'>Tater Dev: Player and World Interactions</title><content type='html'>In my previous post, I mentioned that the shape of Hot Potato's world plane and the controls are giving me some design headaches. It's a big problem to solve as the gameplay of Hot Potato depends on these two elements.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;I'm going to be editing this on and off through out the week so come back and check it out.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Problem:&lt;/b&gt;&lt;br /&gt;Hot Potato's play mechanic is the player tilts the world and the ball moves according to the tilt's angle. By tilting the world, you're angling the ball so it falls onto objects to destroy them (score points). The tricky part is making this interesting and the solutions involve adjusting how player interaction is done.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Arguments on World Planes:&lt;/b&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-0pGD9aDvf_I/TWHZXdz42nI/AAAAAAAABTE/EzXL8jgMpz4/s1600/Rotating_Box.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="106" src="http://1.bp.blogspot.com/-0pGD9aDvf_I/TWHZXdz42nI/AAAAAAAABTE/EzXL8jgMpz4/s200/Rotating_Box.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;Notes:&lt;br /&gt;The Rotating box(screen) is the easiest method to implement as it can work with multiple methods of level construction and 2D or 3D art. The player's view of the world isn't obstructed and game objects can be clearly identified. As movement is limited to left and right, the game might not be as entertaining.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-CH80RoxQic8/TWHZXstUV7I/AAAAAAAABTM/HEvRFhfkZ0I/s1600/3D_Tilt.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="106" src="http://2.bp.blogspot.com/-CH80RoxQic8/TWHZXstUV7I/AAAAAAAABTM/HEvRFhfkZ0I/s200/3D_Tilt.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;Notes:&lt;br /&gt;This rendition would make things more interesting as the player can tilt the world in more directions. This method can work with either manual level construction or procedural building generation. However the main issue with this method will be determining the maximum and minimum amounts of tilt the player can achieve and where the camera is positioned in relation to the ball.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-zGJMsChDqD0/TWHuen5UgzI/AAAAAAAABTs/3efbiGBbUKU/s1600/Cylindrical_World.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="106" src="http://2.bp.blogspot.com/-zGJMsChDqD0/TWHuen5UgzI/AAAAAAAABTs/3efbiGBbUKU/s200/Cylindrical_World.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;Notes:&lt;br /&gt;This curved shape would give the game an interesting look based on the camera's position. The amount of tilt and level of rotation is constrained by the world's shape. This world type would work best with procedural building generation.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-8mmZHK16Kos/TWHpu8oBZKI/AAAAAAAABTc/Aek3s2w6Ngo/s1600/Rotating_Globe.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="106" src="http://4.bp.blogspot.com/-8mmZHK16Kos/TWHpu8oBZKI/AAAAAAAABTc/Aek3s2w6Ngo/s200/Rotating_Globe.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;Notes:&lt;br /&gt;I once tried to explain this type of world plane to a friend using the 1st picture, instead it is best explained as being similar to some of the spherical levels found in the Ratchet and Clank series or Mario Galaxy.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-5A-p0NOMRoA/TWHuejjlS4I/AAAAAAAABT0/7ct53RrEwaw/s1600/controls.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="116" src="http://3.bp.blogspot.com/-5A-p0NOMRoA/TWHuejjlS4I/AAAAAAAABT0/7ct53RrEwaw/s200/controls.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-KUhCPDbMOnI/TWHpvdhp_lI/AAAAAAAABTk/8xlXRFZsxT8/s1600/Giantclank_gc2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="150" src="http://2.bp.blogspot.com/-KUhCPDbMOnI/TWHpvdhp_lI/AAAAAAAABTk/8xlXRFZsxT8/s200/Giantclank_gc2.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-V80f0CLH7vU/TWMCUKRRMBI/AAAAAAAABUo/0tGXIKeOH6k/s1600/super-mario-galaxy-20060719051344687_640w.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="112" width="200" src="http://3.bp.blogspot.com/-V80f0CLH7vU/TWMCUKRRMBI/AAAAAAAABUo/0tGXIKeOH6k/s200/super-mario-galaxy-20060719051344687_640w.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Like the Cylindrical world, maintaining player interest will depend on the position of the camera. The camera position will determine the level of detail seen. Eg. A top down view will limit or negate the use of smaller objects such as crates. A zoomed in perspective would allow for more detail but can rotating and tilting a little disorientating for the player.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-bFuNUFlU8QQ/TWH1UskJepI/AAAAAAAABT8/-VQDNIXjOYA/s1600/Globe_Explain.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="102" src="http://3.bp.blogspot.com/-bFuNUFlU8QQ/TWH1UskJepI/AAAAAAAABT8/-VQDNIXjOYA/s200/Globe_Explain.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;This method can work with building generation via scripts or manual placement. Manual placement would be dependant on the scale of the sphere, a larger sphere = more space to place objects.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;GUI&lt;/b&gt;&lt;br /&gt;Hot Potato has a minimalistic approach to GUI, it's a simple game and I see no need to make it complicated. The most important graphical interface the player will ever need is the ball. It's colour coded so you know just how much heat you're packing. If you need a &lt;a href="http://4.bp.blogspot.com/-aIBjesEs2Eo/TVyDrCJd_vI/AAAAAAAABS8/MavcENb4YV4/s1600/Flame_Chart.jpg"&gt;refresher&lt;/a&gt;, it'll be in this previous &lt;a href="http://buttonbashdesign.blogspot.com/2011/02/hot-potato-v10.html"&gt;post&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The menu will be acessed by pressing a keyboard button since trying to press an onscreen button would be a bad design choice for this game. Everything else is explained below:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-TAy11dcOEtc/TWH224NiFGI/AAAAAAAABUg/JxSzRZLB9U8/s1600/GUI.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="106" src="http://1.bp.blogspot.com/-TAy11dcOEtc/TWH224NiFGI/AAAAAAAABUg/JxSzRZLB9U8/s200/GUI.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-7386475668280925549?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/7386475668280925549/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/tater-dev-player-and-world-interactions.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7386475668280925549'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7386475668280925549'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/tater-dev-player-and-world-interactions.html' title='Tater Dev: Player and World Interactions'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-0pGD9aDvf_I/TWHZXdz42nI/AAAAAAAABTE/EzXL8jgMpz4/s72-c/Rotating_Box.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-2217670972713253603</id><published>2011-02-17T12:30:00.003+10:00</published><updated>2011-02-17T13:22:23.436+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='design document'/><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><title type='text'>Hot Potato v1.0</title><content type='html'>Here be the most recent version of the design document which still requires a lot of refinement. Time's a ticking, crunch time is fast approaching and I have very little to show for it. Cries of "FFFUUUUUUUU-" will be heard.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hot Potato&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Genre&lt;/b&gt;&lt;br /&gt;3D Destructive Sandbox&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Engine&lt;/b&gt;&lt;br /&gt;Unity 3&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tagline&lt;/b&gt;&lt;br /&gt;Hot Potato got Destructive&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Premise&lt;/b&gt;&lt;br /&gt;Violence and mayhem as a flaming ball rampages through a city &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Setting&lt;/b&gt;&lt;br /&gt;The game is set in a large cartoon world where the laws of physics border on the ridiculous. Collisions in the game will be overly dramatic and humorous; contact with the ball will result in flames and explosions. Gratuitous violence is to be expected. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Game Structure&lt;/b&gt;&lt;br /&gt;Hot Potato is a destructive casual game where the player's aim is to destroy the city using a flaming ball. Each play session involves the player attempting to beat their previous score before the ball's flame extinguishes. &lt;br /&gt;&lt;br /&gt;The world of Hot Potato is designed in a sandbox structure, this allows the player to explore and experiment. Hot Potato focuses on mindless destruction and violence for enjoyment.&lt;br /&gt;&lt;br /&gt;The game has room for different environments (maps) to become available for players to download or unlock. These would extend gameplay by offering the player different scenarios and objects to explore and destroy.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Gameplay&lt;/b&gt;&lt;br /&gt;The player manipulates the ball's movement by tilting the world left and right. The ball's trajectory is affected by the tilt angle; players can manipulate this to optimise gameplay.  &lt;br /&gt;&lt;br /&gt;The flame burns out over time and the game will end if the flame burns out or is extinguished. Quick reflexes are required to avoid obstacles found in the game; these could have an extinguishing effect on the ball's flame.&lt;br /&gt;&lt;br /&gt;Points are awarded for the amount of destruction the ball causes. Destroying and exploding objects will fuel the flame which aids in the destruction of objects and prevents the game from ending prematurely. The size and temperature of the flame will affect its destructive power.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Controls&lt;/b&gt;&lt;br /&gt;Players control the game world via keyboard, the amount of tilt is determined by the duration of the key press. The world can be tilted in 8 directions (X and Z axes) to a maximum of 40°. &lt;br /&gt;&lt;br /&gt;The angle and speed of tilting will affect the ball; the player can judge the timing and angle of their tilts to optimise the ball's collision. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Camera&lt;/b&gt;&lt;br /&gt;The camera functions by scrolling with the ball, the camera will attempt to keep the ball centred on screen. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;GUI&lt;/b&gt;&lt;br /&gt;The GUI will only display the player's current score while the ball's current direction will be displayed onscreen as a moving arrow.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Ball&lt;/b&gt;&lt;br /&gt;The ball is indirectly controlled by the player, its direction of movement is determined by angle and speed of the world's tilt but also by explosive collisions and obstacles. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Flame&lt;/b&gt;&lt;br /&gt;Burns out over time but is fuelled by colliding with destroyable objects. The flame's colour is a visual indicator of how long it will last for. The colour will change from Red &amp;gt; Orange &amp;gt; White, with variations in between. &lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-aIBjesEs2Eo/TVyDrCJd_vI/AAAAAAAABS8/MavcENb4YV4/s1600/Flame_Chart.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="26" src="http://4.bp.blogspot.com/-aIBjesEs2Eo/TVyDrCJd_vI/AAAAAAAABS8/MavcENb4YV4/s200/Flame_Chart.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;Flame Colour Chart: Left (Coolest) &amp;gt; Right (Hottest)&lt;br /&gt;Warnings will appear if the flame is in danger of being extinguished.&lt;br /&gt;&lt;br /&gt;As the ball destroys more objects, its colour will change to reflect its temperature. An object's resistance to the flame is determined by its size, type and material e.g., wooden objects are very flammable while vehicles require a higher temperature to explode. &lt;br /&gt;&lt;br /&gt;The flame's size can increase momentarily when it collides with multiple objects or causes an explosion. Extra points can be rewarded if the flame flares up during these instances. Flaring up will cause the flame to spread out for a limited amount of time.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Collisions&lt;/b&gt;&lt;br /&gt;When the ball collides with another object, it will either be damaged or explode depending on the object's size, type and material. A wooden crate will burn up but may explode if it contains explosive material. If the ball collides with a car, it could take repeated hits to explode the car.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Destruction and Explosions&lt;/b&gt;&lt;br /&gt;The ball can destroy objects by burning or exploding them. Objects will add fuel to the flame while shrapnel can fly and damage other objects. Points are rewarded for the number of objects destroyed and additional points can be rewarded for explosions that occur during the destruction. &lt;br /&gt;&lt;br /&gt;Explosions will fuel the ball's flame for longer and can cause chain reactions by destroying objects caught in its radius. Based the size of the explosion, the ball can be propelled in certain directions. This can be advantageous to the player as they can use it to navigate around the game or reach more objects.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Debris and Flying Objects&lt;/b&gt;&lt;br /&gt;When an object is destroyed, there is a chance that it will break into debris or fly into other objects. Bonus points can be earned if the debris or object destroys nearby objects.  &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Barbequed, Gore and Ash&lt;/b&gt;&lt;br /&gt;If the ball collides with flesh based creatures, there is a chance they will become barbeque or ash. Bonus points are rewarded if the player barbeques a large number of creatures. Gory collisions can occur if the creatures are hit with debris or flying objects. &lt;br /&gt;&lt;br /&gt;There is the random chance that a pile of ash could become a zombie, points are rewarded if the resultant zombie is killed.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Demolition&lt;/b&gt;&lt;br /&gt;Buildings can be destroyed over time by multiple collisions with the ball or during multiple explosions. Large explosions are more likely to destroy a building than smaller ones however small ones could be chained together to topple a building. A building's resistance is dictated by its size and function; a shack is much easier to destroy than a bank. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Destructible Objects&lt;/b&gt;&lt;br /&gt;-Cardboard Boxes: Standard fuel that can be found anywhere in the world. Will burn but not explode or burst into debris.&lt;br /&gt;-Wooden Crates: Has a low chance of exploding and breaking into debris. This will provide the ball with a moderate amount of fuel.&lt;br /&gt;- Packed Crates: Wooden crates filled with miscellaneous items, some of these have the potential to explode.&lt;br /&gt;- Metal Crates: Depending on the size and flame temperature, these can be difficult to destroy. These have a random chance of exploding.&lt;br /&gt;Fences: These have varying resistance to flame, a concrete barricade can be used as an alternate pathway while a wooden fence would be fuel. &lt;br /&gt;-Signs: Objects that provide some fuel for the ball, these are more useful as flying objects depending of their size. &lt;br /&gt;- Traffic Lights and Street Lamps: The light and pole can be destroyed as separate sections resulting in more points. &lt;br /&gt;-Trees: Will burn down and fuel the ball for a long period of time. Can be used to crush other objects in the world.&lt;br /&gt;- Telephone and Electricity Poles: These have similar function to trees but can cause more destructive effects like electrocution and electrical fires. &lt;br /&gt;- Oil Barrel: Will explode upon contact, the hot oil can cause a flare up and burn nearby objects.&lt;br /&gt;- Gas Cylinder: Will explode when broken open, the amount of damage is determined by its size. This can cause chain reactions. &lt;br /&gt;- Acid Container: When this explodes, it can spray acid everywhere. This can be used to erode surrounding objects and injure nearby creatures.&lt;br /&gt;- Bombs: Explodes upon contact, can cause multiple explosions and destroy buildings.&lt;br /&gt;- Trashcans and Dumpsters: Colliding into these will cause an eruption of garbage which can then be used to fuel the ball.&lt;br /&gt;- Vehicles: Can explode with direct collision with the ball. A larger vehicle is more likely to be burnt and flung around the world during collision or if pushed by an explosion. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Fleshy Creatures&lt;/b&gt;&lt;br /&gt;-Humans: Two legged creatures that will run away from destruction and explosions. They can be hurt in numerous ways; points are allocated based on the death received. Additional points can be rewarded depending on what human is killed. E.g. A civilian is worth less than a Santa impersonator.  &lt;br /&gt;-Animals: Creatures that have the random chance of becoming barbequed if they collide with the ball.&lt;br /&gt;- Zombies: Arises from the ashes of killed fleshies, can be killed for more points. These will attempt to consume any fleshies nearby. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Obstacles&lt;/b&gt;&lt;br /&gt;Obstacles can be broken down into various types that have an effect on the ball or its flame.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Air&lt;/i&gt;&lt;br /&gt;If the ball is left in contact with these types of objects, its flame will be extinguished over time however these objects can propel the ball into an ideal direction. The player can prevent the flame from being blown out by tilting it away from the air flow.&lt;br /&gt;&lt;br /&gt;- Fans: The size of this obstacle will indicate the strength of the fan, larger fans can push the ball away and lower the flame's temperature.  A high temperature flame can destroy small fans but not industrial sized ones. &lt;br /&gt;- Air Vents: The ball can be pushed in the direction that it faces however the flame can be reduced to Red if encountered. &lt;br /&gt;- Wind Turbines and Wind Mills: These can push the ball back a long distance and blow the flame out. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;Water&lt;/i&gt;&lt;br /&gt;The majority of these obstacles will immediately douse the flame causing an instant game over. The player should avoid these.&lt;br /&gt;&lt;br /&gt;- Puddles: Will lower the temperature of the ball and reduce its flame with prolonged exposure.&lt;br /&gt;-Ice: This will melt when in contact with the ball's flame and the resulting water can extinguish the flame.&lt;br /&gt;- Hoses: Can produce pools and streams of water that will put the flame out.&lt;br /&gt;- Sprinklers: Produces a moving stream of water that the player should avoid. &lt;br /&gt;- Pools: This will extinguish the flame immediately upon collision, these will vary in size.&lt;br /&gt;- Fire Hydrants: Will produce a jet of water for a long period of time if the hydrant is destroyed. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;Mineral&lt;/i&gt;&lt;br /&gt;Prolonged contact with these can snuff out the flame and slow down the ball's movement. Tilting the world can shift the ball out of these traps. These traps are ranked by the rate they impede the ball's movement starting from low - high.&lt;br /&gt;&lt;br /&gt;Dirt, sand, mud, slime, quicksand &lt;br /&gt;&lt;br /&gt;&lt;i&gt;Chemical&lt;/i&gt;&lt;br /&gt;These obstacles can fuel or extinguish the ball's flame, a logo distinguish these obstacles from destructible objects. Extinguishing effects will be marked by a countdown &lt;br /&gt;&lt;br /&gt;- Fire Extinguishers: Fire extinguishers can put the flame out momentarily dependant on its size in relation to the ball.&lt;br /&gt;- Liquid Nitrogen: Will immediately extinguish the ball upon contact. &lt;br /&gt;- Oxygen Tanks: Contact with these will enable the player to have a prolonged flare up for a set amount of time. &lt;br /&gt;- Bicarbonate Soda: This can extinguish the ball upon prolonged contact with the contents of its container.&lt;br /&gt;- Flour: Sacks of flour become explosive upon contact with the ball and can obscure some of the surrounding area from the player's view.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Physical&lt;/i&gt;&lt;br /&gt;Physical obstacles can be used to negotiate the ball around other obstacles or to travel further across the world. Unlike other objects, these are inflammable. &lt;br /&gt;- See saw: These react to the ball's position along the see saw's beam and can be used to reach higher ground or as a destructive tool.&lt;br /&gt;- Conveyor Belt: These can be used to transport the ball over unsafe obstacles, reach higher locations or holds destructible objects. Conveyor belts can go in any direction.&lt;br /&gt;- Cannons: This can be used to shoot the ball across the map, the distance and angle of trajectory is random and cannot be controlled by the player. The ball can set off loaded cannons to destroy nearby buildings.&lt;br /&gt;- Catapults: These will fire the ball over a set distance in a straight line.&lt;br /&gt;- Weights: These can extinguish the ball's flames or be used to crush nearby objects and buildings.&lt;br /&gt;- Lifts: Will move any object up or down. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;World Construction&lt;/b&gt;&lt;br /&gt;The environments of Hot Potato could be manually constructed or via procedural generation. Both methods would provide sufficient game play for the needs of this project however these methods will have an effect on production.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Manual Construction&lt;/b&gt;&lt;br /&gt;This method is more time consuming as the design of the level is integral to providing the player with challenging and enjoyable gameplay. The level would be a closed "arena" which has the potential for the player to encounter every object and obstacle possible. To prevent a premature end game, objects would respawn over time allowing the player to continually destroy objects.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Pros:&lt;/i&gt;&lt;br /&gt;- Can customise sections of environment for more interesting player experiences&lt;br /&gt;- Opportunities to create varied experience for player&lt;br /&gt;- Gameplay can be varied based on size of level and types of environments&lt;br /&gt;&lt;i&gt;Cons:&lt;/i&gt;&lt;br /&gt;- Level design and construction will be a time consuming part of production&lt;br /&gt;- Challenging and enjoyable gameplay dependant on level design&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Procedural Generation&lt;/b&gt;&lt;br /&gt;An environment created from this method could be a continuous level which would force the player to keep moving the ball in search for more destructible objects. Procedural generation would provide endless gameplay but it does limit the gameplay to "mindless" destruction and avoidance of obstacles. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;Pros:&lt;/i&gt;&lt;br /&gt;- Level construction done through code&lt;br /&gt;- Continuous game mode suits  gameplay &lt;br /&gt;&lt;i&gt;Cons:&lt;/i&gt;&lt;br /&gt;- May be difficult to implement&lt;br /&gt;- Object and obstacle placement dependant on code, random results may occur&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Scripting&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Game Control&lt;br /&gt;- Tilt using keyboard&lt;br /&gt;- Roll Ball&lt;br /&gt;&lt;br /&gt;World&lt;br /&gt;- World Bounds&lt;br /&gt;&lt;br /&gt;World Construction&lt;br /&gt;- Procedural generation of objects &lt;br /&gt;&lt;br /&gt;Ball&lt;br /&gt;- Ball movement&lt;br /&gt;&lt;br /&gt;- Collisions&lt;br /&gt;-Identify type of object&lt;br /&gt;-  Increase/ Decrease flame &lt;br /&gt;- Score increase&lt;br /&gt;&lt;br /&gt;- Move ball&lt;br /&gt;&lt;br /&gt;- No of explosions &lt;br /&gt;- Add bonus&lt;br /&gt;- Flare up&lt;br /&gt;&lt;br /&gt;- Flame &lt;br /&gt;- Decrease over time&lt;br /&gt;- Reach 0, end game&lt;br /&gt;- Temperature (HP)&lt;br /&gt;- Colour&lt;br /&gt;- Flare up&lt;br /&gt;&lt;br /&gt;World Objects&lt;br /&gt;- Collision detection&lt;br /&gt;&lt;br /&gt;Destructible Objects&lt;br /&gt;- Collision detection&lt;br /&gt;- Destruction of object&lt;br /&gt;- Replace with destroyed instance if necessary&lt;br /&gt;- Explosion generation&lt;br /&gt;- Movement&lt;br /&gt;- Action/Animate&lt;br /&gt;&lt;br /&gt;Obstacles&lt;br /&gt;- Collision detection&lt;br /&gt;- Action (what to do when ball collides with it)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Problems&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- No mention of particle systems (Argh, an oversight that must be corrected)&lt;br /&gt;&lt;br /&gt;- Scope is fairly large&lt;br /&gt;&lt;i&gt;I may need to reconsider cutting out a lot of the obstacles and fleshies. Fleshies will probably need to be scaled down to something that can be textured differently and zombies and animals will get cut out.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;- Control system needs refinement&lt;br /&gt;&lt;i&gt;I need to clarify how the player will play the game and it will be difficult to plan until prototyping demonstrates what will work.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;- World Plane&lt;br /&gt;&lt;i&gt;This and the control system will be discussed in a later post. It hadn't occured to me until a good friend pointed it out.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;- Collisions&lt;br /&gt;&lt;i&gt;I have yet to consider how the code will identify what sort of explosion/action to take when the ball hits an object. Need to learn some physics, Newton strike me down now! I need to define if the physics in the game will be realistic or cartoony surrealism. Take the case of liquid nitrogen and fire, you'd want the ball to ice up but it won't. Instead the liquid nitrogen will extinguish the ball by reducing the amount of oxygen present. It is explained &lt;a href="http://www.youtube.com/watch?v=ANdt8LuPaEg"&gt;here&lt;/a&gt; in this long video.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;- Art style&lt;br /&gt;&lt;i&gt;Where the hell is it? Instant fail.&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-2217670972713253603?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/2217670972713253603/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/hot-potato-v10.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2217670972713253603'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2217670972713253603'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/hot-potato-v10.html' title='Hot Potato v1.0'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-aIBjesEs2Eo/TVyDrCJd_vI/AAAAAAAABS8/MavcENb4YV4/s72-c/Flame_Chart.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-2370521574837086404</id><published>2011-02-04T19:51:00.003+10:00</published><updated>2011-02-21T13:09:04.252+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='links'/><title type='text'>Link Dump: Indie Dev</title><content type='html'>Sure, it's the cool and happening thing to be completely original but sometimes you need to find a Master Yoda/Darth Vader/5-second idol to guide you on your way.&lt;br /&gt;&lt;br /&gt;Here's a collection of sorts to check out. &lt;i&gt;(I'll update this when I find more golden nuggets of information)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://seven-degrees-of-freedom.blogspot.com/2011/01/job-security-through-code-obscurity.html"&gt;Job Security through Code Obscurity&lt;/a&gt; by Tony Albrecht (He's got a lot to say on programming, it's for the hard core coders out there)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.doolwind.com/blog/working-from-home-as-an-indie/"&gt;Working From Home As An Indie&lt;/a&gt; by Alister Doulin (Who has some good all-rounder posts you may want to direct the very young and uneducated bright-eyed kids out there)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://altdevblogaday.com/"&gt;#AltDevBlogADay&lt;/a&gt; by A group of very cool Game Developers (who take time to post up anything and everything you may want/need/like to know about game development and then some. Much scrolling of mouse button will occur and it's likely you won't agree with the articles but there's space for you to comment.)&lt;br /&gt;&lt;br /&gt;Here's some to get you started:&lt;br /&gt;&lt;a href="http://altdevblogaday.com/the-importance-of-controls"&gt;The importance of controls&lt;/a&gt; by Adam Kidd&lt;br /&gt;&lt;a href="http://altdevblogaday.com/40545787"&gt;Lessons from a Failed Project&lt;/a&gt; by Justin Liew&lt;br /&gt;&lt;a href="http://altdevblogaday.com/the-difference-between-non-interactive-and-in"&gt;The Difference between non-interactive and interactive entertainment&lt;/a&gt; by Georg Backer&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.agdc.com.au/04presentations/thu_jason_rubin.ppt"&gt;Fear: An Appropriate Response to the Business of Next Generation Game Development&lt;/a&gt; by Jason Rubin (Stuff you might want to be think about but will probably scare the pants off some folks. Yes, it is a little old but so what?)&lt;br /&gt;&lt;br /&gt;Michael Jungbluth writes a 12 part series on the &lt;a href="http://www.gamasutra.com/blogs/MichaelJungbluth/20101227/6692/Adding_Weight_to_Your_Game_Design_Part_1_Squash__Stretch.php"&gt;12 Principles of Animation&lt;/a&gt; and how it will add appeal to game design.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamasutra.com/blogs/ClintonKeith/20110201/6933/Design_As_Questions_Development_As_Answers.php"&gt;Design As Questions, Development As Answers&lt;/a&gt; with Clinton Keith&lt;br /&gt;&lt;br /&gt;&lt;a href="http://thegameprodigy.com/"&gt;The Game Prodigy&lt;/a&gt; (An online resource on game design)&lt;br /&gt;- &lt;a href="http://thegameprodigy.com/2d-boys-ron-carmels-keys-for-playtesting/"&gt;D Boy’s Ron Carmel’s Keys for Playtesting&lt;/a&gt; (World of Goo)&lt;br /&gt;- &lt;a href="http://thegameprodigy.com/tackling-hard-really-hard-design-problems/"&gt;Tackling Hard (really hard) Design Problems&lt;/a&gt; with yon host, Brice Morrison&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-2370521574837086404?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/2370521574837086404/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/link-dump-indie-dev.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2370521574837086404'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2370521574837086404'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/link-dump-indie-dev.html' title='Link Dump: Indie Dev'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-3049384218678380607</id><published>2011-02-02T09:57:00.009+10:00</published><updated>2011-02-21T13:09:21.360+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='design document'/><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><title type='text'>Hot Potato v.0.8</title><content type='html'>This post is just a record of a version of Hot Potato that was going to happen during the break but didn't eventuate. I rewrote the previous doc to suit the proposed two-person project. &lt;br /&gt;&lt;br /&gt;This Hot Potato became a lot simpler and (probably) less fun. It was an exercise in getting something done. Yes, I'm aware this design has problems and I don't care much to fix them since this version is no longer happening.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hot Potato&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Genre&lt;/b&gt;&lt;br /&gt;Destructive Platformer&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Platform&lt;/b&gt;&lt;br /&gt;Standalone application&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Engine&lt;/b&gt;&lt;br /&gt;Unity 3&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Premise&lt;/b&gt;&lt;br /&gt;Keep the ball (Hot Potato) airborne for as long as possible.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Project Aim&lt;/b&gt;&lt;br /&gt;To produce a demo level of the game to showcase how the game's system works.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Gameplay&lt;/b&gt;&lt;br /&gt;The player keeps the ball airborne by tilting the world and guiding the ball to collide with objects. Collisions and the resultant explosions aid with the ball's upward propulsion. The ball is propelled when it collides with objects but will gain an additional boost when it explodes objects.&lt;br /&gt;&lt;br /&gt;The player can only control the world by tilting it left or right, this could be done by keyboard or via on screen buttons. The player will need to calculate the world and ball's positions to optimise their play.&lt;br /&gt;&lt;br /&gt;The ball's movement is affected by its temperature and the angle of the world. The gravity affecting the ball will shift accordingly to the angle of the world, objects will not move with these forces unless under certain conditions.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_Ua86YGGShro/TUif3mCy12I/AAAAAAAABSw/_ORy-S_1NCw/s1600/Heat3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5568876716697507682" src="http://3.bp.blogspot.com/_Ua86YGGShro/TUif3mCy12I/AAAAAAAABSw/_ORy-S_1NCw/s200/Heat3.jpg" style="cursor: pointer; display: block; height: 150px; margin: 0px auto 10px; text-align: center; width: 200px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_Ua86YGGShro/TUif3U-nz6I/AAAAAAAABSo/xEOUiCZD5pY/s1600/Heat2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5568876712116604834" src="http://3.bp.blogspot.com/_Ua86YGGShro/TUif3U-nz6I/AAAAAAAABSo/xEOUiCZD5pY/s200/Heat2.jpg" style="cursor: pointer; display: block; height: 150px; margin: 0px auto 10px; text-align: center; width: 200px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_Ua86YGGShro/TUif3U_H7FI/AAAAAAAABSg/Jup2W8iXcjE/s1600/Heat1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5568876712118709330" src="http://3.bp.blogspot.com/_Ua86YGGShro/TUif3U_H7FI/AAAAAAAABSg/Jup2W8iXcjE/s200/Heat1.jpg" style="cursor: pointer; display: block; height: 150px; margin: 0px auto 10px; text-align: center; width: 200px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Destroying and exploding objects will fuel the flame which aids in the destruction of objects and prevents the game from ending prematurely. The size and temperature of the flame will affect how the ball moves  and how destructive it can be.&lt;br /&gt;&lt;br /&gt;Points are rewarded for the number of destroyed objects and explosions. Additional points can be earned by chaining destruction and explosions and the duration of play.&lt;br /&gt;The game ends when the ball is "dropped" or when its temperature reaches 0. The ball can be dropped if the player is unable to keep it airborne and it drops off screen.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Controls&lt;/b&gt;&lt;br /&gt;The world tilt can be controlled via the keyboard, the amount of tilt is dependent on the duration of the key press.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;GUI&lt;/b&gt;&lt;br /&gt;The GUI for this demonstration level could be the score, additions could be a timer and a directional arrow that indicated the ball's upwards direction.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_Ua86YGGShro/TUifuVeH88I/AAAAAAAABSY/7Doh8XTptv8/s1600/Heat_HUD.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5568876557629912002" src="http://3.bp.blogspot.com/_Ua86YGGShro/TUifuVeH88I/AAAAAAAABSY/7Doh8XTptv8/s200/Heat_HUD.jpg" style="cursor: pointer; display: block; height: 150px; margin: 0px auto 10px; text-align: center; width: 200px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Level Construction&lt;/b&gt;&lt;br /&gt;The demo level could be built in 2 ways, manual placement or procedural placement (script). Both methods would provide sufficient game play for the needs of this project however these methods will have an effect on production.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Manual Placement&lt;/b&gt;&lt;br /&gt;This method requires a detailed level design that provides enjoyable and challenging gameplay. It will also be the more time consuming building method.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Procedural Placement&lt;/b&gt;&lt;br /&gt;The scripting and debugging involved with this method has the potential to be fairly time consuming however it would provide less work when it came to building.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Ball's Properties&lt;/b&gt;&lt;br /&gt;Temperature: Degrades over time and affects the majority of the ball's properties. A high temperature ball has less weight and more mobility than a low temperature ball. The temperature can also affect how destructive and explosive the ball is. It is indicated by colour.&lt;br /&gt;&lt;br /&gt;Flame: Degrades over time and if it is extinguished, the level will end. The flame's size indicates the destruction radius of the ball.&lt;br /&gt;&lt;br /&gt;Weight:  Affects the ball's movement as it travels and how far it can be propelled by explosions.  Also affects ball's bounce and how much force it applies to an object.&lt;br /&gt;&lt;br /&gt;Explosive Power: Determines how much power to multiply collision based explosions.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Destruction&lt;/b&gt;&lt;br /&gt;The ball can destroy objects by either crushing, burning or exploding them. Destroying objects will add fuel to the flame while shrapnel can fly and damage other objects. Points are rewarded for how many objects are destroyed and additional points can be rewarded if explosions occur during the destruction.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Explosions&lt;/b&gt;&lt;br /&gt;Explosions occur when the ball collides with explosive objects or randomly during destruction chains. Explosions will fuel the ball's flame for longer and can create or multiply a destruction chain by burning or smashing other objects.&lt;br /&gt;&lt;br /&gt;Depending on the size of the explosion, the ball can be propelled in certain directions. This can be advantageous to the player as they can use it to navigate around the level or reach more objects.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Dropping the Ball&lt;/b&gt;&lt;br /&gt;The ball is dropped when its temperature reaches 0 or when it falls off screen. There are options for the player to be alerted visually or audibly when they are in danger of dropping the ball. Possible indicators could include a timer, this would allow the player time to salvage the situation.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_Ua86YGGShro/TUifjwyqylI/AAAAAAAABSQ/ygwY3l7wAbc/s1600/Heat5.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5568876375985277522" src="http://4.bp.blogspot.com/_Ua86YGGShro/TUifjwyqylI/AAAAAAAABSQ/ygwY3l7wAbc/s200/Heat5.jpg" style="cursor: pointer; display: block; height: 150px; margin: 0px auto 10px; text-align: center; width: 200px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_Ua86YGGShro/TUifjh2OhbI/AAAAAAAABSI/k3h_vvFmtEs/s1600/Heat4.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5568876371973670322" src="http://3.bp.blogspot.com/_Ua86YGGShro/TUifjh2OhbI/AAAAAAAABSI/k3h_vvFmtEs/s200/Heat4.jpg" style="cursor: pointer; display: block; height: 150px; margin: 0px auto 10px; text-align: center; width: 200px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Art Assets&lt;/b&gt;&lt;br /&gt;The art in the game could be realistic or cartoony, this would be dependent on the realism of the physics involved. Realistic reactions would be more engaging if the art assets matched whereas exaggerated explosions would benefit from a less realistic style.&lt;br /&gt;&lt;br /&gt;Objects could also be identified by colour, this would make it easier for the player to identify the most explosive objects but also it will save time in asset production as assets could be reused. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Scripting&lt;/b&gt;&lt;br /&gt;The physics system is integral to the production of this game as the gameplay is dependent on how the ball will interact with the world. Below is a possible breakdown of the scripts needed for this demo.&lt;br /&gt;&lt;br /&gt;Game Control&lt;br /&gt;- Tilt using keyboard&lt;br /&gt;&lt;br /&gt;World Bounds&lt;br /&gt;- Collision detection (Detection of when the ball drops off screen)&lt;br /&gt;- Movement with ball (Needs to shift in relation to ball)&lt;br /&gt;&lt;br /&gt;Ball&lt;br /&gt;- Collisions&lt;br /&gt;&lt;br /&gt;- Temperature&lt;br /&gt;-  Movement&lt;br /&gt;- Flame control (Has an effect on flame's destructive ability)&lt;br /&gt;- Weight&lt;br /&gt;- Game Over (If temperature reaches 0, game will end)&lt;br /&gt;&lt;br /&gt;- Flame&lt;br /&gt;- Size&lt;br /&gt;- Destruction (Is affected by temperature)&lt;br /&gt;- Radius&lt;br /&gt;- Power&lt;br /&gt;&lt;br /&gt;Objects&lt;br /&gt;- Collision detection&lt;br /&gt;- Destruction of object&lt;br /&gt;- Explosion chance&lt;br /&gt;&lt;br /&gt;- Placement&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Menu Layout&lt;/b&gt;&lt;br /&gt;Main Menu&lt;br /&gt;Play&lt;br /&gt;Options&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Problems&lt;/b&gt;&lt;br /&gt;- Small project scope = less fun gameplay/world&lt;br /&gt;&lt;i&gt;The prototype doesn't really indicate if this is a casual game experience where you can just play and always cause an explosion or a frantic twitch game where you're trying to explode stuff by making instant calculations.&lt;/i&gt;&lt;br /&gt;- Objects undefined&lt;br /&gt;&lt;i&gt;No object list&lt;/i&gt;&lt;br /&gt;- Lack of GUI&lt;br /&gt;&lt;i&gt;A directional arrow would help the player to know which way the ball was travelling and which direction is "up".&lt;/i&gt;&lt;br /&gt;- Physics strange and potentially unrealistic&lt;br /&gt;&lt;i&gt;Changing weight of the ball could be problematic and doesn't make sense if the prototype uses realistic physics.&lt;/i&gt;&lt;br /&gt;- Unclear level structure and goals&lt;br /&gt;&lt;i&gt;If the goal of the game is to keep airborne, the level construction/design and gameplay should reflect this. Therefore does the player keep moving in an endless environment or avoid hitting walls in a defined space?&lt;/i&gt;&lt;br /&gt;- World Bound detection is unclear&lt;br /&gt;&lt;i&gt;How will the game and player know that they have "died"? Will the camera follow the player down the "pit"? Visible boundaries would be helpful.&lt;/i&gt;&lt;br /&gt;- Art style is still undefined&lt;br /&gt;&lt;i&gt;This prototype has yet to mention if the game is in 2D or 3D however the use of Unity does imply 3D art.&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-3049384218678380607?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/3049384218678380607/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/hot-potato-v08.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3049384218678380607'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3049384218678380607'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/02/hot-potato-v08.html' title='Hot Potato v.0.8'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_Ua86YGGShro/TUif3mCy12I/AAAAAAAABSw/_ORy-S_1NCw/s72-c/Heat3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-5735828399027296648</id><published>2011-01-31T06:45:00.009+10:00</published><updated>2011-02-21T13:09:21.360+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='design document'/><category scheme='http://www.blogger.com/atom/ns#' term='hot potato'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><title type='text'>Hot Potato v.0.4</title><content type='html'>I've been working on a game concept over the break, it's based off an idea that I've had for a while now. Sadly I lost the original sketch that started it off but I'm rectifying it by posting up my design document's progression.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The initial concept&lt;/b&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/TUXUgHPetmI/AAAAAAAABR4/9ZIo58ksejQ/s1600/cheap-maze-toy.gif"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 194px; height: 195px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/TUXUgHPetmI/AAAAAAAABR4/9ZIo58ksejQ/s200/cheap-maze-toy.gif" alt="" id="BLOGGER_PHOTO_ID_5568090162478364258" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;When I first conceived this idea, it was simply IPhone game of a maze toy. Instead of a little metal ball, you'd have a flaming ball that you'd use to just blow stuff up. I'd pegged it as "carthartic entertainment", the kind of game where it is culturally acceptable to be as violent as you like. It didn't even have a name at this point.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;This first design document is pretty rough and was definetly unfinished. Things get better at a later date.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hot Potato (v.0.4)&lt;/b&gt;&lt;br /&gt;Genre&lt;br /&gt;Destructive Puzzler&lt;br /&gt;&lt;br /&gt;Premise&lt;br /&gt;Player must keep the "hot potato" on fire as they manoeuvre it towards the goal.&lt;br /&gt;&lt;br /&gt;Gameplay&lt;br /&gt;The "hot potato" is controlled the player who can control its rolling direction and bounce. The level will end if the ball's flame is extinguished, so the player must keep fuelling the flame by colliding into flammable objects or by causing explosions.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/TUXQTpV5dHI/AAAAAAAABRQ/R2wtqfPvceU/s1600/Hot_Potato1.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/TUXQTpV5dHI/AAAAAAAABRQ/R2wtqfPvceU/s200/Hot_Potato1.jpg" alt="" id="BLOGGER_PHOTO_ID_5568085550247277682" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/TUXQTjd5CgI/AAAAAAAABRY/oeFKaEVlJ3E/s1600/Hot_Potato2.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/TUXQTjd5CgI/AAAAAAAABRY/oeFKaEVlJ3E/s200/Hot_Potato2.jpg" alt="" id="BLOGGER_PHOTO_ID_5568085548670192130" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The player will also need to avoid obstacles that can slow down momentum or extinguish the flame. Points are rewarded for speedy completion of level, destroyed objects and explosions. Points are multiplied if destruction and explosions are chained. &lt;i&gt;(Note to self: Consider ball upgrade system using points as currency)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/TUXQTyEGUfI/AAAAAAAABRg/Ew2wg92ef4c/s1600/Hot_Potato3.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 150px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/TUXQTyEGUfI/AAAAAAAABRg/Ew2wg92ef4c/s200/Hot_Potato3.jpg" alt="" id="BLOGGER_PHOTO_ID_5568085552588542450" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/TUXWo95bc_I/AAAAAAAABSA/wkZ6hDcQpxo/s1600/Hot_Potato4.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/TUXWo95bc_I/AAAAAAAABSA/wkZ6hDcQpxo/s200/Hot_Potato4.jpg" alt="" id="BLOGGER_PHOTO_ID_5568092513612035058" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The game is broken up into levels, each has a goal that must be completed to finish the level. Examples include*:&lt;br /&gt;- Reaching a goal within a time limit&lt;br /&gt;- Destroying a specified number of objects&lt;br /&gt;- Destroying a specified object&lt;br /&gt;- Creating a specified number of explosion chains&lt;br /&gt;&lt;i&gt;*(Note to self: Temperature achieved?)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The game could be divided into different modes, these could be broken down as follows:&lt;br /&gt;Classic - Play through the levels normally&lt;br /&gt;Rocket/Pinball - Propel the ball as far up as possible by exploding nearby objects&lt;br /&gt;Arcade - Play classic games using the ball*&lt;br /&gt;Demolition Derby - Play through the exploratory levels, points will not be awarded but the player can unlock some achievements&lt;br /&gt;&lt;i&gt;(Note to self: Games like Tetris, Bubble Bobble, Breakout)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Unlocks&lt;br /&gt;Unlocks are additional extras that can be accessed when a player spends points. Players will be able to unlock additional levels, game 'modes' and sandbox elements.&lt;br /&gt;&lt;br /&gt;Achievements&lt;br /&gt;Achievements can be accessed via the main menu and allow the player to keep track of their progress. Completing some achievements can open certain unlocks.&lt;br /&gt;&lt;br /&gt;Sandbox Mode&lt;br /&gt;The game features a sandbox mode that allows the user to create their own level or edit a pre-existing one to experiment with.&lt;br /&gt;&lt;br /&gt;Main Menu Progression&lt;br /&gt;&lt;i&gt;(Blogger doesn't do indents, go figure.)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;- Play&lt;br /&gt;/// - Level Selection&lt;br /&gt;&lt;br /&gt;- Unlocks&lt;br /&gt;/// - Balls&lt;br /&gt;/// - World Pieces&lt;br /&gt;/// - Modes&lt;br /&gt;&lt;br /&gt;- Achievements&lt;br /&gt;/// - Medals (earned)&lt;br /&gt;/// - ???&lt;br /&gt;&lt;br /&gt;- Sandbox &lt;br /&gt;///- Level Editor&lt;br /&gt;////// - New Level&lt;br /&gt;//////- Load Level&lt;br /&gt;///// - Play Level&lt;br /&gt;&lt;br /&gt;In Game Menu&lt;br /&gt;- Resume&lt;br /&gt;- Restart Level&lt;br /&gt;- Return to Main&lt;br /&gt;&lt;br /&gt;Ball&lt;br /&gt;Has the following properties:&lt;br /&gt;* Flame: Degrades over time and if it is extinguished, the level will end. The flame's size indicates the destruction radius of the ball.*&lt;br /&gt;* Weight: Affects the ball's movement as it travels and how far it can be propelled by explosions.&lt;br /&gt;Also affects ball's bounce and how much force it applies to an object.&lt;br /&gt;* Explosive Power: Determines how much power to multiply collision based explosions by.&lt;br /&gt;*&lt;i&gt;(Note to self: Consider variables of: heat and oxygen playing part in this system. Also consider temperature as a property)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Ball Upgrades&lt;br /&gt;The ball could be upgraded to have these additional properties:&lt;br /&gt;* Gas Emitter: When triggered, releases gas that can set off more explosions&lt;br /&gt;* Double Detonation: Gives the player the random chance to double the amount of explosions&lt;br /&gt;* Ignition: Can provide additional spark to prevent ball's flame from dying&lt;br /&gt;* Firefly: Ball can produce additional sparks to set off additional explosions or cause destruction&lt;br /&gt;* Disrupt: An upgradable property that allows the ball to produce more shrapnel from destroyed objects&lt;br /&gt;* Kinetic Gamble: An upgradable property that will allow more explosions to occur during destruction chains&lt;br /&gt;* Nova: Kamikaze explosion&lt;br /&gt;&lt;br /&gt;Destruction&lt;br /&gt;The ball can destroy objects by either crushing, burning or exploding them. Destroying objects will add fuel to the flame while shrapnel can fly and damage other objects. Points are rewarded for how many objects are destroyed and additional points can be rewarded if explosions occur during the destruction.&lt;br /&gt;&lt;br /&gt;Debris&lt;br /&gt;When an object is destroyed, there is a chance that it will produce debris. This has the chance of destroying or damaging nearby objects or can be used to fuel the ball's flame. The force that the ball imparts will affect how far the particles/chunks will be flung from their source.&lt;br /&gt;&lt;br /&gt;Explosions&lt;br /&gt;Explosions occur when the ball collides with explosive objects or randomly during destruction chains. Explosions will fuel the ball's flame for longer and can create or multiply a destruction chain by burning or smashing other objects.&lt;br /&gt;&lt;br /&gt;Depending on the size of the explosion, the ball can be propelled in certain directions. This can be advantageous to the player as they can use it to navigate around the level or reach more objects.&lt;br /&gt;&lt;br /&gt;Destructible Objects&lt;br /&gt;*Blocks&lt;br /&gt;*Cardboard Box&lt;br /&gt;*Crates&lt;br /&gt;*Trees&lt;br /&gt;* Cars&lt;br /&gt;*Signs&lt;br /&gt;* Buildings&lt;br /&gt;*Humans&lt;br /&gt;&lt;br /&gt;Explosive Objects&lt;br /&gt;* Blocks&lt;br /&gt;&lt;br /&gt;*Explosive Crates&lt;br /&gt;* Oil Barrel&lt;br /&gt;* Gas Cylinder&lt;br /&gt;* Bombs&lt;br /&gt;&lt;br /&gt;Obstacles&lt;br /&gt;Obstacles can be broken down into various types that have an effect on the ball or its flame.&lt;br /&gt;* Air: Obstacles that can push the ball in certain directions but can also blow the flame out depending on the strength of the obstacle&lt;br /&gt;E.g. Fans, turbines, air vents&lt;br /&gt;* Water: The can douse the flame out&lt;br /&gt;E.g. Water, ice, fire hydrants&lt;br /&gt;* Earth: Rolling on these types of obstacles can put out the flame and slow the ball down&lt;br /&gt;E.g. Dirt, quick sand, mud&lt;br /&gt;* Chemical: Colliding with these could douse the flame or destroy the ball&lt;br /&gt;E.g. Acid, extinguishing foam&lt;br /&gt;* Physical: Objects that can either aid or abet the ball's progress in a level&lt;br /&gt;E.g. Seesaws, weights, cannons, conveyor belt&lt;br /&gt;&lt;br /&gt;Alternate Systems&lt;br /&gt;Hot Potato could be altered to for a different control system that tilted the world rather than the ball. This could prove to be more challenging but also extremely frustrating depending on the world's physics.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/TUXQUCnj1gI/AAAAAAAABRo/yeF4l1Ijb1E/s1600/Hot_Potato5.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/TUXQUCnj1gI/AAAAAAAABRo/yeF4l1Ijb1E/s200/Hot_Potato5.jpg" alt="" id="BLOGGER_PHOTO_ID_5568085557032244738" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/TUXQUTCFklI/AAAAAAAABRw/yxN38ollcwg/s1600/Hot_Potato6.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/TUXQUTCFklI/AAAAAAAABRw/yxN38ollcwg/s200/Hot_Potato6.jpg" alt="" id="BLOGGER_PHOTO_ID_5568085561438474834" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The game could also be turned into a simple chain reaction game where the player must decide on the optimum position to drop the ball into the level. This version would let the user upgrade their "arsenal" to different types of balls. This could include, world tilting to optimise success. (Would only be available after certain upgrades)&lt;br /&gt;&lt;br /&gt;The game could also be styled so that level creation was part of the gameplay. The player would be given a goal and needed to construct the level and play to see if they were successful. Play would become more difficult if the level had pre-defined objects that the player needed to work around.&lt;br /&gt;&lt;br /&gt;Level Ideas&lt;br /&gt;- Circular track (motorcycle cage)&lt;br /&gt;- Ice/Snowfield&lt;br /&gt;- Cannons&lt;br /&gt;- City&lt;br /&gt;- Nuclear Power plant&lt;br /&gt;- Tetris&lt;br /&gt;- Rings of fire&lt;br /&gt;&lt;br /&gt;Queries:&lt;br /&gt;- Is flame temperature a factor in destruction? (If yes, thermometer needed)&lt;br /&gt;- Does everything explode or will real world chemistry and physics need to be a requirement?&lt;br /&gt;- What works better, rolling ball or tilting world&lt;br /&gt;- Tilting would work well on iPhone&lt;br /&gt;- Additional button press to boost explosions (maybe upgrade)&lt;br /&gt;- Camera view&lt;br /&gt;- Directional arrow&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-5735828399027296648?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/5735828399027296648/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/01/hot-potato-v04.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5735828399027296648'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5735828399027296648'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2011/01/hot-potato-v04.html' title='Hot Potato v.0.4'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_Ua86YGGShro/TUXUgHPetmI/AAAAAAAABR4/9ZIo58ksejQ/s72-c/cheap-maze-toy.gif' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6946769850838129776</id><published>2010-12-31T11:00:00.004+10:00</published><updated>2010-12-31T11:20:14.416+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='links'/><title type='text'>random.post(revival)</title><content type='html'>Yes, I did abandon the blog for some time. Things will be happening here. Hold still while I get the defibulator and don't mind Igor, he stares at everyone like that. Really, don't mess with that restraint.&lt;br /&gt;&lt;br /&gt;Here's some interesting links to check out:&lt;br /&gt;- &lt;a href="http://blog.semisecretsoftware.com/downsides-to-iteration#more"&gt;Downsides to Iteration&lt;/a&gt; by Adam Saltsman&lt;br /&gt;- &lt;a href="http://www.escapistmagazine.com/videos/view/extra-credits/1974-Enriching-Lives"&gt; Enriching Lives &lt;/a&gt; with &lt;a href="http://www.escapistmagazine.com/videos/view/extra-credits"&gt;Extra Credits&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://storytellingdream-thief.blogspot.com/2010/07/cow-clicker-and-my-life-purpose.html"&gt;Cow Clicker and My Life Purpose&lt;/a&gt; by Leanne C Taylor (I think this article is more interesting than say &lt;a href="http://www.gamasutra.com/view/feature/6208/history_mystery_and_story_games_.php"&gt;this&lt;/a&gt;.)&lt;br /&gt;- &lt;a href="http://blog.failbettergames.com/post/World-building-fictional-world-theory-and-Echo-Bazaar.aspx"&gt;World building, fictional world theory and Echo Bazaar&lt;/a&gt; via &lt;a href="http://www.failbettergames.com/"&gt;Failbetter Games&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6946769850838129776?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6946769850838129776/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/12/randompostrevival.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6946769850838129776'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6946769850838129776'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/12/randompostrevival.html' title='random.post(revival)'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-7816523125161429977</id><published>2010-08-17T19:33:00.004+10:00</published><updated>2010-12-31T11:19:14.681+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='uni'/><title type='text'>Tree Hugging</title><content type='html'>&lt;span style="font-weight:bold;"&gt;Edit:&lt;/span&gt; We've moved the blog to Wordpress so the link's been updated.&lt;br /&gt;&lt;br /&gt;I'm currently working on a new project about climate change. Stuff about it will be on the &lt;a href="http://huggersoftrees.wordpress.com/"&gt;Tree Huggers&lt;/a&gt; blog. It's a very exciting project that I may be the producer of (we'll see) and I get to work with a really awesome group of people. Chop chop.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/TGpXsK8lijI/AAAAAAAABQ8/mIR6tAvEoMM/s1600/cover.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 158px; height: 200px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/TGpXsK8lijI/AAAAAAAABQ8/mIR6tAvEoMM/s200/cover.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5506309910778186290" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-7816523125161429977?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/7816523125161429977/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/08/tree-hugging.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7816523125161429977'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7816523125161429977'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/08/tree-hugging.html' title='Tree Hugging'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_Ua86YGGShro/TGpXsK8lijI/AAAAAAAABQ8/mIR6tAvEoMM/s72-c/cover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-3873986383482757736</id><published>2010-07-24T16:43:00.002+10:00</published><updated>2010-07-24T16:59:24.410+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><title type='text'>Bubble burst...</title><content type='html'>The sandbox idea's on hold at the moment, we're looking at turning it into a Facebook game so production will recommence after the current uni semester. It will be exciting to see how far we can get with it. We'll be expanding the cauldron idea to having a "witch's cottage and garden", where the player will produce their own magical items and ingredients.&lt;br /&gt;&lt;br /&gt;The best part, you will get rewarded for sabotaging the environments of your friends. They can do the same but there's nothing like industrial espionage to strengthen a bond, is there? There might be more to come from this project later.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-3873986383482757736?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/3873986383482757736/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/07/bubble-burst.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3873986383482757736'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3873986383482757736'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/07/bubble-burst.html' title='Bubble burst...'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-3038934900571993950</id><published>2010-06-29T18:41:00.003+10:00</published><updated>2010-06-29T20:00:42.672+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='concept design'/><title type='text'>Bubble bubble..</title><content type='html'>We'd looked at our last concept for a while but it was starting to become very difficult to work with. Utopia is a very wide concept, some of our ideas dealt with situations where utopia was impossible. &lt;br /&gt;&lt;br /&gt;Some hunting through &lt;a href="http://jayisgames.com/"&gt;Jay is Games&lt;/a&gt; proved that our delivery might also drag the project down. Take &lt;a href="http://interactionartist.com/"&gt;Interaction Artist&lt;/a&gt; For 219 days in a row, Chris DeLeon designed a game. A lot of them are not great but it is a demonstration of giving an audience a (huge) variety of scenarios to play with. Since we're afraid of producing crap, we decided to keep looking for some inspiration.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.newgrounds.com/portal/view/540083"&gt;Doodle God&lt;/a&gt; offers a sandboxy experience, by combining elements together to make newer ones.&lt;a href="http://www.vectorpark.com/"&gt;Vectorpark&lt;/a&gt; offers a variety of interactive toys and games, we got inspired to work on an interactive environment like &lt;a href="http://box7box.com/tinygrow.html"&gt;tiny grow&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Interactive environments can be fun, especially if you don't know what's coming up. I like it when you've created something and it produces/spawns extra objects that are also interactive.&lt;br /&gt;&lt;br /&gt;A quick look at a random word generator nets us:&lt;br /&gt;- Toad&lt;br /&gt;- Dinosaur&lt;br /&gt;- Shipwreck&lt;br /&gt;- Library&lt;br /&gt;- Kangaroo&lt;br /&gt;- Owl&lt;br /&gt;- Volcano&lt;br /&gt;- Spacecraft&lt;br /&gt;&lt;br /&gt;Toad lead to Cauldron which leads to us working on a game about item creation. Trust me, it can be a lot of fun. For example:&lt;br /&gt;- alcohol + air freshener = Captain Planet&lt;br /&gt;- hourglass + cat = cat clock&lt;br /&gt;- ?? + ?? + acid = refreshing drink&lt;br /&gt;The possibilites are endless.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-3038934900571993950?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/3038934900571993950/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/06/bubble-bubble.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3038934900571993950'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3038934900571993950'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/06/bubble-bubble.html' title='Bubble bubble..'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-261915388862327624</id><published>2010-06-16T14:43:00.006+10:00</published><updated>2010-06-16T20:55:54.433+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='concept design'/><title type='text'>Idea Seeding #2</title><content type='html'>Yesterday's brainstorm session didn't end with much, we did have a few tentative ideas but felt that they wouldn't go very far. We did agree that letting the player devolve and disassemble a world or structure would be a hook. Something in the human condition makes destruction very attractive and rewarding.&lt;br /&gt;&lt;br /&gt;Today we decided to go with a slightly different approach; come up with a game concept and adapt it to suit the sandbox theme.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Brainstorming&lt;/u&gt;&lt;br /&gt;Using a random word generator we picked out:&lt;br /&gt;- Garden of Eden&lt;br /&gt;- Overpopulation&lt;br /&gt;- Happiness&lt;br /&gt;- Puddle Poet&lt;br /&gt;&lt;br /&gt;It was very tempting to conceptualise a Garden of Eden game. The risk with these games are how bored with the player get with nurturing or destroying the environment. Not to mention the political and religious connotations that come with it. &lt;br /&gt;&lt;br /&gt;The trouble with sandbox games are the limits, every world has limits and play is bound by them. Endless possibilities are not truly endless but given the scope of the game, the player can achieve a lot. Our budget (non existent) doesn't allow us to produce a "true" sandbox game.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Planting the Idea&lt;/u&gt;&lt;br /&gt;Following the train of thought that a sandbox has limits, I asked if we'd be happier making an interactive toy or a game. An interactive toy is the easier option and you can argue that it could be a game. It's a broad subject and has plenty of room for debate. (There's space to rant down below or at your screen if you please.)&lt;br /&gt;&lt;br /&gt;If you can play with an object, it will not be a game unless you make it so. Developing rules, scores and goals lead to this, additional players and explosions are optional extras. &lt;br /&gt;&lt;br /&gt;It's yet to be discussed if our current concept will just be an interactive toy, but it could become a game. Maybe.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;The Concept&lt;/u&gt;&lt;br /&gt;The initial concept was to give the player some famous artworks and let them deface or deform them. It's moved into presenting a series(no definite number) of interactive "blocks". (They need a better name but this will suffice until production)&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/TBita4xypMI/AAAAAAAABQI/Kip_zOWIbqI/s1600/screen_dummy1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 146px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/TBita4xypMI/AAAAAAAABQI/Kip_zOWIbqI/s200/screen_dummy1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5483323223753008322" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/TBitamMyP9I/AAAAAAAABQA/eJOUJ39iPX8/s1600/screen_dummy2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 146px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/TBitamMyP9I/AAAAAAAABQA/eJOUJ39iPX8/s200/screen_dummy2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5483323218765955026" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/TBitafQjzHI/AAAAAAAABP4/OTTTGUf3GgY/s1600/screen_dummy3.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 146px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/TBitafQjzHI/AAAAAAAABP4/OTTTGUf3GgY/s200/screen_dummy3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5483323216902737010" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;"Blocks" are interactive images (not sure if this will include games). Each "block" has its own rules, what the player does is dependant on the block's design. The mighty mouse will be how you interact with objects, environments and what other junk is put into the "block".&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Thematic Brainstorming&lt;/u&gt;&lt;br /&gt;We also discussed the content of the "blocks", it was linking theme vs character. A character is a quick way of getting the player to emotionally project themselves onto and into the game. It doesn't fit the concept where the player (not their avatar) is interacting with the world.&lt;br /&gt;&lt;br /&gt;Themes provide an abstract base to build lots of variations and interpretations. The difficulty lies in which one to pick.&lt;br /&gt;&lt;br /&gt;Themes that we brewed were:&lt;br /&gt;- Love (That one's for Truna)&lt;br /&gt;- Grief/Loss&lt;br /&gt;- Revenge&lt;br /&gt;- Utopia (Dystopia's included too)&lt;br /&gt;- Terror/Fear&lt;br /&gt;- Trust&lt;br /&gt;&lt;br /&gt;The winner was: Utopia&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Important Details&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Audience: The &lt;a href="http://jayisgames.com/"&gt;Jay is Games&lt;/a&gt; crowd&lt;br /&gt;Scope: Scaleable&lt;br /&gt;Platform: Flash&lt;br /&gt;Team Size: 2 (for now)&lt;br /&gt;Time: 7 weeks&lt;br /&gt;Risks: &lt;br /&gt;- proportion (too much?)&lt;br /&gt;- time&lt;br /&gt;- repetative action can be boring&lt;br /&gt;&lt;br /&gt;We'll see were this leads to next time.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-261915388862327624?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/261915388862327624/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/06/idea-seeding-2.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/261915388862327624'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/261915388862327624'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/06/idea-seeding-2.html' title='Idea Seeding #2'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_Ua86YGGShro/TBita4xypMI/AAAAAAAABQI/Kip_zOWIbqI/s72-c/screen_dummy1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-7499275186408462090</id><published>2010-06-15T14:38:00.004+10:00</published><updated>2010-06-16T14:45:22.203+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sandbox'/><category scheme='http://www.blogger.com/atom/ns#' term='concept design'/><title type='text'>Idea Seeding #1</title><content type='html'>Trying to come up with a good idea can be difficult, getting this idea to work as a game is harder. Brainstorming can be rewarding but it can also turn into some &lt;a href="http://vimeo.com/11152876"&gt;strange&lt;/a&gt; &lt;a href="http://buttonbashdesign.blogspot.com/2010/04/respawn-brainstorm.html"&gt;beasts&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;Taking a cue from the &lt;a href="http://jayisgames.com/archives/2010/06/game_design_competition_8.php"&gt;8th CGDC&lt;/a&gt;, &lt;a href="http://trafficwasabitch.com/"&gt;Jasmine&lt;/a&gt; and I are going to be tackling the theme of "Sandbox". &lt;br /&gt;&lt;br /&gt;&lt;u&gt;Definition&lt;/u&gt;&lt;br /&gt;Sandbox can mean:&lt;br /&gt;- a pit full of sand&lt;br /&gt;- a virtual container in which untrusted programs can be safely run&lt;br /&gt;- an online environment in which code or content changes can be tested without affecting the original system&lt;br /&gt;- a game with non linear and open ended play&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Examples&lt;/u&gt;&lt;br /&gt;Sandbox is an undefined "genre" of games where anything is possible. Here's some games that fit loosely in this kind.&lt;br /&gt;- &lt;a href="http://www.vertigogaming.net/sog.htm"&gt;Sandbox of God&lt;/a&gt; (Has to be downloaded)&lt;br /&gt;- &lt;a href="http://jayisgames.com/archives/2004/04/grow.php"&gt;Grow&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://unlimited.orange.co.uk/flash/go"&gt;Good Things Should Never End&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.sleepisdeath.net/"&gt;Sleep is Death&lt;/a&gt;&lt;br /&gt;- Any life simulation eg. The Sims,  virtual pets, trainer etc&lt;br /&gt;- Little Big Planet, GTA etc.&lt;br /&gt;- &lt;a href="http://www.kongregate.com/games/ArmorGames/balloon-in-a-wasteland"&gt;Balloon in a Wasteland&lt;/a&gt;, &lt;a href="http://www.kongregate.com/games/MonkeyWantBanana/shopping-cart-hero"&gt;Shopping Cart Hero&lt;/a&gt;, &lt;a href="http://www.kongregate.com/games/Titch/level-up"&gt;Level Up&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;&lt;u&gt;Word Association&lt;/u&gt;&lt;br /&gt;This can be a helpful tool in finding a concept to work on or at least finding out what your team is like. Use with caution, hilarity and disaster can occur.&lt;br /&gt;&lt;br /&gt;- Interactive (Very obvious but remember it. You want this instead of immersion)&lt;br /&gt;- &lt;a href="http://en.wikipedia.org/wiki/Rube_Goldberg_machine"&gt;Rube Goldberg Machine&lt;/a&gt; (See one in action &lt;a href="http://www.youtube.com/watch?v=qybUFnY7Y8w&amp;feature=channel"&gt;here&lt;/a&gt; with &lt;a href="http://www.okgo.net/this-too-shall-pass-rube-goldberg-machine/"&gt;OK Go&lt;/a&gt; - Thanks Arash!)&lt;br /&gt;- God&lt;br /&gt;- World Creation&lt;br /&gt;- (Pure) Play&lt;br /&gt;- Sand (It's out of my system now)&lt;br /&gt;- Simulation&lt;br /&gt;- Hypotheticals&lt;br /&gt;- Experimentation&lt;br /&gt;- Different Outcomes&lt;br /&gt;- Children&lt;br /&gt;- Exploration&lt;br /&gt;- Creation&lt;br /&gt;- No (small?) Consequences&lt;br /&gt;- Lego (Mechano if you're cool)&lt;br /&gt;- Customisation&lt;br /&gt;- Play-Doh/Clay&lt;br /&gt;- Frankenstein's Monster&lt;br /&gt;- Level Editors&lt;br /&gt;- Duality&lt;br /&gt;- Time Sinks&lt;br /&gt;Where will this lead us? Stay tuned for more later.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-7499275186408462090?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/7499275186408462090/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/06/idea-seeding-1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7499275186408462090'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7499275186408462090'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/06/idea-seeding-1.html' title='Idea Seeding #1'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6331015314848090688</id><published>2010-06-12T10:47:00.008+10:00</published><updated>2010-06-12T12:02:05.773+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='concept design'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><title type='text'>Spacecase</title><content type='html'>When you get that new rush of enthusism that makes you want to go at super speeds, ride rainbows and take on the world? I get plenty of moments like that, sadly I run out of steam when I need it the most.&lt;br /&gt;&lt;br /&gt;Here's some images from while I was learning the ins and outs of Actionscript. I'm still a long way from coding anything decent but I'm still naiive enough to believe that I'll be able to make a complete game.&lt;br /&gt;&lt;br /&gt;During some irratic brainstorm of confusing cortex functions, I came up with the idea of a literal space opera game. Going with impulse ideas is sometimes a bad thing, you'll thank me when you've avoided crashing the space time continuim while trying to find a cure for the common cold by constructing a cat powered time machine.&lt;br /&gt;&lt;br /&gt;Why Space + Opera sounded like a good idea is lost to me. I've been rolling the concept in my head for so long, I've forgotten all the good bits. It's really too early to have this grandoise ideas but it's hard to stop coming up with them.&lt;br /&gt;&lt;br /&gt;Early concept art:&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/TBLZgdJzXGI/AAAAAAAABNg/toTagEs-Alo/s1600/space_opera4.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 144px; height: 200px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/TBLZgdJzXGI/AAAAAAAABNg/toTagEs-Alo/s200/space_opera4.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5481682848068099170" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/TBLZhY2Q15I/AAAAAAAABNw/xkqQHmTBor4/s1600/space_opera2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 122px; height: 200px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/TBLZhY2Q15I/AAAAAAAABNw/xkqQHmTBor4/s200/space_opera2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5481682864092272530" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/TBLcA5pjgLI/AAAAAAAABOg/EFQaJKnSrN0/s1600/conductor.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 67px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/TBLcA5pjgLI/AAAAAAAABOg/EFQaJKnSrN0/s200/conductor.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5481685604496539826" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/TBLcAn6BVZI/AAAAAAAABOY/jTygDH3KXkg/s1600/valkyerie.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 61px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/TBLcAn6BVZI/AAAAAAAABOY/jTygDH3KXkg/s200/valkyerie.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5481685599733765522" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/TBLcAK8KPbI/AAAAAAAABOQ/ZSMVHctKhZI/s1600/space_stage.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 142px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/TBLcAK8KPbI/AAAAAAAABOQ/ZSMVHctKhZI/s200/space_stage.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5481685591958109618" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The original main character was going to be a conductor whose opera gets overrun by aliens. It didn't make much sense since an opera in space would naturally involve aliens. I remember thinking of a mechanic that involved using the conductor's baton to make platforms move up based on which way you moved it.&lt;br /&gt;&lt;br /&gt;When people (or your teacher) says they like to shoot stuff, well you might just go with the flow. Don't do it all the time, suicide conga lines aren't fun. Even if they offer pina coladas.&lt;br /&gt;&lt;br /&gt;The next interation of the hero was based on the typical "Buck Rogers" acetype. Big chin, big hair and a dislike against opera loving aliens.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/TBLZgzw1QaI/AAAAAAAABNo/eaY9qNTppm4/s1600/space_opera3.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 132px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/TBLZgzw1QaI/AAAAAAAABNo/eaY9qNTppm4/s200/space_opera3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5481682854137381282" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/TBLZhhMpaoI/AAAAAAAABN4/cpZlmvYJwTQ/s1600/space_opera1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 153px; height: 200px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/TBLZhhMpaoI/AAAAAAAABN4/cpZlmvYJwTQ/s200/space_opera1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5481682866333641346" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Along the way this all got converted into a basic platformer. Designing levels is interesting but can also be frustrating. Like making &lt;a href="http://buttonbashdesign.blogspot.com/2010/06/flummox.html"&gt;puzzles&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Concept for the level design:&lt;br /&gt;(I can't remember why he has a jetpack)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/TBLZiIS1dMI/AAAAAAAABOA/_J5_zctPfPI/s1600/space_level_concept.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 170px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/TBLZiIS1dMI/AAAAAAAABOA/_J5_zctPfPI/s200/space_level_concept.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5481682876828579010" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Attempt at designing a level.&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/TBLaYUdHu_I/AAAAAAAABOI/oJZxYwUGcro/s1600/space_level_design.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 176px; height: 200px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/TBLaYUdHu_I/AAAAAAAABOI/oJZxYwUGcro/s200/space_level_design.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5481683807805881330" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Teaming up with people can lead to some interesting results, good and bad. The final prototype ended up having our hero blasting away cooties who'd come to eat this ship. One day I might make the original version, until then I'll just keep trying to get something done. &lt;br /&gt;&lt;br /&gt;The character line up, cooties are on the far right:&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/TBLcjDEzz7I/AAAAAAAABOo/Oqg9kgJKhHg/s1600/line_up.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 42px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/TBLcjDEzz7I/AAAAAAAABOo/Oqg9kgJKhHg/s200/line_up.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5481686191142326194" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6331015314848090688?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6331015314848090688/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/06/spacecase.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6331015314848090688'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6331015314848090688'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/06/spacecase.html' title='Spacecase'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_Ua86YGGShro/TBLZgdJzXGI/AAAAAAAABNg/toTagEs-Alo/s72-c/space_opera4.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4939180494845055093</id><published>2010-06-08T20:15:00.006+10:00</published><updated>2010-06-08T21:26:40.525+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='shadow puppetry'/><title type='text'>Flummox !</title><content type='html'>One of the problems with game design is find out how difficult designing puzzles is until you try it out for yourself. It is definitely a case of fail early and fail many times.&lt;br /&gt;&lt;br /&gt;Below is a 'timeline' of how I learnt to make puzzles. They get better as along the way.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/TA4a6UX9wFI/AAAAAAAABNY/D61kR-DYeP0/s1600/level_rough.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 124px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/TA4a6UX9wFI/AAAAAAAABNY/D61kR-DYeP0/s200/level_rough.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5480347385760432210" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/TA4alfTHm7I/AAAAAAAABNA/inCza94iZmk/s1600/level_rough2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 124px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/TA4alfTHm7I/AAAAAAAABNA/inCza94iZmk/s200/level_rough2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5480347027915643826" /&gt;&lt;/a&gt;&lt;br /&gt;[Above: Some hideous early stuff from when we were trying to work out how the game would work.]&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/TA4al_CHR6I/AAAAAAAABNI/b6NoMRLkr-4/s1600/puzzle_design1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 42px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/TA4al_CHR6I/AAAAAAAABNI/b6NoMRLkr-4/s200/puzzle_design1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5480347036434253730" /&gt;&lt;/a&gt;&lt;br /&gt;[Above: An old puzzle concept that had blocks(prisms) that would either bend light or shadow. Red lines show player movement.]&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/TA4amMICx6I/AAAAAAAABNQ/W5VDoiCse_U/s1600/puzzle_design2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 88px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/TA4amMICx6I/AAAAAAAABNQ/W5VDoiCse_U/s200/puzzle_design2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5480347039948785570" /&gt;&lt;/a&gt;&lt;br /&gt;[Above: A puzzle design that didn't quite work out. The red lines indicate player's movements.]&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/TA4aasdJNQI/AAAAAAAABM4/WlmJeN4JTu0/s1600/level_design_flow.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 104px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/TA4aasdJNQI/AAAAAAAABM4/WlmJeN4JTu0/s200/level_design_flow.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5480346842468791554" /&gt;&lt;/a&gt;&lt;br /&gt;[Above: Flow of an entire level, there's about 8/9 puzzles packed into this little baby.]&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/TA4aaPqpq_I/AAAAAAAABMw/WjfVDBvGY7s/s1600/level_design_test.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 104px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/TA4aaPqpq_I/AAAAAAAABMw/WjfVDBvGY7s/s200/level_design_test.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5480346834740816882" /&gt;&lt;/a&gt;&lt;br /&gt;[Above: Because it's so confusing with all the lines everywhere.]&lt;br /&gt;&lt;br /&gt;Things that I've learnt about making puzzles:&lt;br /&gt;&lt;br /&gt;- Read &lt;a href="http://mrbossdesign.blogspot.com/2008/10/platformer-primer.html"&gt;The Platformer Primer&lt;/a&gt; (The advice in it also applies to other games beside platformers.)&lt;br /&gt;&lt;br /&gt;- Know what's involved in your game eg. special features or &lt;a href="http://supermeatboy.com/13/Why_am_I_so____hard_/#b"&gt;difficulty&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;- Figure out what elements make up your game eg &lt;a href="http://supermeatboy.com/16/Extra_credit_/#b"&gt;credit&lt;/a&gt;, goals and risks.&lt;br /&gt;&lt;br /&gt;- Try making basic puzzles that demonstrate what these elements/objects do. (Getting a feel for the how player and items work together is really handy)&lt;br /&gt;&lt;br /&gt;- Map out when new elements/types are going to added in the game.&lt;br /&gt;&lt;br /&gt;- Plan out a difficulty curve for the game or areas.&lt;br /&gt;&lt;br /&gt;- Set out goals for each puzzle. What do you want the player to in each puzzle.&lt;br /&gt;&lt;br /&gt;- Sometimes working backwards helps.&lt;br /&gt;&lt;br /&gt;- Reusing parts are okay but you do need to "mix" it up for the player.&lt;br /&gt;&lt;br /&gt;- Player's don't like mazes, neither do &lt;a href="http://oglaf.com/labyrinth/1/"&gt;kings&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;- Trial and error is good.&lt;br /&gt;&lt;br /&gt;- Get someone else to "play" your puzzles, they might find a problem with it.&lt;br /&gt;&lt;br /&gt;- Don't under-estimate the stupidity of people.&lt;br /&gt;&lt;br /&gt;- Play some games to get some reference.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4939180494845055093?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4939180494845055093/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/06/flummox.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4939180494845055093'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4939180494845055093'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/06/flummox.html' title='Flummox !'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_Ua86YGGShro/TA4a6UX9wFI/AAAAAAAABNY/D61kR-DYeP0/s72-c/level_rough.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6816038179496185197</id><published>2010-05-15T20:25:00.005+10:00</published><updated>2010-05-16T06:21:46.756+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='shadow puppetry'/><title type='text'>Too Verbose</title><content type='html'>I've been trying to work on a succinct description of &lt;a href="http://buttonbash.wordpress.com/2010/05/13/blasting-off/"&gt;this&lt;/a&gt; game concept. This is proving to be difficult, it requires a fair amount of explaining if you don't have pictures. (I tried it out)&lt;br /&gt;&lt;br /&gt;&lt;i&gt;The game world is full of light and shadow, the player has the ability to walk across pathways created by cast shadows. Each level will involve the player manipulating light and shadow to get to the exit. &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;I need to condense this into 1-2 sentences that use descriptive adjectives and describes the aesthetic and mood. Okay, a flip through the thesaurus yields us this:&lt;br /&gt;&lt;br /&gt;- intriguing&lt;br /&gt; - captivating&lt;br /&gt; - fascinating&lt;br /&gt; - stimulating&lt;br /&gt; - absorbing&lt;br /&gt; - compelling&lt;br /&gt;&lt;br /&gt;- curious&lt;br /&gt;        - inquisitive&lt;br /&gt;        - exploratory&lt;br /&gt;&lt;br /&gt;- relaxing&lt;br /&gt; - serene&lt;br /&gt; - calm&lt;br /&gt; - composed&lt;br /&gt;&lt;br /&gt;- meditative&lt;br /&gt;        - reflective&lt;br /&gt;        - contemplative&lt;br /&gt;&lt;br /&gt;- ambient&lt;br /&gt;        - moody&lt;br /&gt;&lt;br /&gt;Is the game concept anything of these? Its aesthetics's still being decided, I know it's going to pixellated but the exact colours? How far can you use "atmospheric" to describe games with limited colour palettes? Or games that have a certain "feel" about them? Take games like &lt;a href="http://armorgames.com/play/2153/aether"&gt;Aether&lt;/a&gt;, &lt;a href="http://jayisgames.com/cgdc6/?gameID=9"&gt;Small Worlds&lt;/a&gt;, &lt;a href="http://www.newgrounds.com/portal/view/529992"&gt;Redder&lt;/a&gt; or &lt;a href="http://www.newgrounds.com/portal/view/483057"&gt;Colour my Heart&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Can't think of anything else to write, I'll come back to this later.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6816038179496185197?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6816038179496185197/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/05/too-verbose.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6816038179496185197'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6816038179496185197'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/05/too-verbose.html' title='Too Verbose'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-1991534773203838804</id><published>2010-05-09T14:05:00.007+10:00</published><updated>2010-05-19T13:58:15.667+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='shadow puppetry'/><title type='text'>Living Shadows</title><content type='html'>Although it hasn't been confirmed what game concept &lt;a href="http://buttonbash.wordpress.com/"&gt;Button Bash&lt;/a&gt; is going to be doing but I'd thought I look at games that have a) similar mechanic or b)similar themes. Prepare yourselves, it may appear that you are suffering double vision. Do not adjust your sets, this is perfectly normal. Sadly, this is not the Twilight Zone, spooky twins and bus shredding gremlins aren't on the menu tonight.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/LivingShadow"&gt;Living Shadows&lt;/a&gt; via TvTropes has a long list of pop culture works where shadows come to life. Or try &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/AlternateUniverse"&gt;Alternate Universes&lt;/a&gt; or &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/MirrorUniverse"&gt;Mirror Universes&lt;/a&gt;. Evil goatee anyone?&lt;br /&gt;&lt;br /&gt;Sean Howard outlines how dual/shadow world works with simple game mechanics in this concept about &lt;a href="http://www.squidi.net/three/entry.php?id=1"&gt;negative space&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;Here's a rundown if you're not going to read it:&lt;br /&gt;- Monochromatic world (Black &amp; White)&lt;br /&gt;- Use of negative space (Will the light worlder go up a shadow ladder or will they just pass by?)&lt;br /&gt;- Actions affect both world (If I nuke the toaster in the shadow world, your kitchen will not be the same in the light world)&lt;br /&gt;&lt;br /&gt;I'm pretty sure everyone's had this idea, it almost a trope. The main question is can we design a concept that uses these basics and still surprise people with them?&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.potoandcabenga.com/"&gt;Poto &amp; Cabenga&lt;/a&gt; by &lt;a href="http://www.honeyslug.com/"&gt;Honeyslug&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S-Y50RiPJXI/AAAAAAAABL4/Dp0v7zvQ2Ik/s1600/poto_cabenga.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 126px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S-Y50RiPJXI/AAAAAAAABL4/Dp0v7zvQ2Ik/s200/poto_cabenga.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5469122367711028594" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Dual screen action with two strange little characters. The only button you need is [SPACE], but pressing and releasing it does cause each character to react in a different way. Releasing [SPACE] makes the horse jump, while hitting it makes the orange guy jump. Quick reflexes are necessary.&lt;br /&gt;&lt;br /&gt;Obviously my original game concept did get some influence from here but I'm not sure how an evolved version is going to pan out.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.kongregate.com/games/Joliner/the-forest-temple"&gt;The Forest Temple&lt;/a&gt; by Oslo Albet&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/S-Y5JuMzgrI/AAAAAAAABLw/O4cStVuYEL4/s1600/theforesttemple2.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 184px; height: 200px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/S-Y5JuMzgrI/AAAAAAAABLw/O4cStVuYEL4/s200/theforesttemple2.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5469121636671390386" /&gt;&lt;/a&gt;&lt;br /&gt;The goal of this game is guide Fireboy and Watergirl through the temple and collect what treasures you can. WASD system controls Watergirl while Fireboy's got the arrow keys. This can be confusing unless you're brainy enough to play with a friend.&lt;br /&gt; &lt;br /&gt;&lt;a href="http://trine-thegame.com/site/"&gt;Trine&lt;/a&gt; by &lt;a href="http://frozenbyte.com/"&gt;Frozenbyte&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S-ZLrLtWO3I/AAAAAAAABMA/_hsyyN0arvQ/s1600/trine_screenshot_2009_06_wizard_gears_box.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S-ZLrLtWO3I/AAAAAAAABMA/_hsyyN0arvQ/s200/trine_screenshot_2009_06_wizard_gears_box.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5469142002737494898" /&gt;&lt;/a&gt;&lt;br /&gt;A thief, wizard and a knight get involved with a magic crystal and now share the same body. You can switch between the three to get around the game world. Each character has special abilities that give the player a variety of solutions to getting around the world.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.tatsuya-koyama.com/software/as001_mo.html"&gt;Monochro Observer&lt;/a&gt; by &lt;a href="http://www.tatsuya-koyama.com/"&gt;Tatsuya Koyama&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S-Y5JBSLLsI/AAAAAAAABLo/p-Tpd1oQoFQ/s1600/mono_chrom2.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S-Y5JBSLLsI/AAAAAAAABLo/p-Tpd1oQoFQ/s200/mono_chrom2.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5469121624614317762" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S-Y5IsGtM0I/AAAAAAAABLg/X36UBibQBqI/s1600/mono_chrom1.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 156px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S-Y5IsGtM0I/AAAAAAAABLg/X36UBibQBqI/s200/mono_chrom1.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5469121618929070914" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Black and white world where two characters share a common goal of getting to a shiny vortex.  You swap between the two as you clear or create blocks so they can reach the goal.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nitrome.com/games/yinyang"&gt;Yin Yang&lt;/a&gt; by &lt;a href="http://www.nitrome.com/"&gt;Nitrome&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S-Y5IdhKrFI/AAAAAAAABLY/4dNe4yTvTmQ/s1600/yin_yang1.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 148px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S-Y5IdhKrFI/AAAAAAAABLY/4dNe4yTvTmQ/s200/yin_yang1.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5469121615013522514" /&gt;&lt;/a&gt;&lt;br /&gt;Another one where you flip between the two characters and their worlds to get to a common goal. Of course, these smiling imps need to help each other to get to the flags. In this game, characters can link worlds by moving crates, which can help bridge gaps to make reaching goals possible.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Common themes and mechanics of these games:&lt;br /&gt;- Characters have common goals (reach same place or points)&lt;br /&gt;- Flipping/switching between characters&lt;br /&gt;-Characters have to help each other (if I pull this lever, it will open a door for my partner)&lt;br /&gt;- Both worlds offer similar experience (eg. same number of obstacles that may not have the same placement)&lt;br /&gt;- Characters may have different abilities (not applicable for all games)&lt;br /&gt;&lt;br /&gt;Is it design suicide to be looking at these games?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-1991534773203838804?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/1991534773203838804/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/05/dualism.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1991534773203838804'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1991534773203838804'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/05/dualism.html' title='Living Shadows'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_Ua86YGGShro/S-Y50RiPJXI/AAAAAAAABL4/Dp0v7zvQ2Ik/s72-c/poto_cabenga.gif' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-2002347282446840031</id><published>2010-05-07T15:54:00.003+10:00</published><updated>2010-05-07T16:55:34.233+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='shadow puppetry'/><title type='text'>Button Bashers</title><content type='html'>Pretty excited, since the final project for Critical Games Design is about conceptualising an idea into something tangible.(Tangible in a digital environment for my particular group)&lt;br /&gt;&lt;br /&gt;After much heated debating and a intense straw drawing contest, I give you &lt;a href="http://buttonbash.wordpress.com"&gt;Button Bash&lt;/a&gt;, the group I'm working in. (Excuse the name, it's like having two guys in the same room who are called Steve and Steven)&lt;br /&gt;&lt;br /&gt;The Team:&lt;br /&gt;&lt;a href="http://ryanjohncooper.wordpress.com/"&gt;Ryan&lt;/a&gt; as Sound and Level Designer&lt;br /&gt;&lt;a href="http://szutai.wordpress.com/"&gt;Anderson&lt;/a&gt; as Programmer&lt;br /&gt;&lt;a href="http://comoptesc.wordpress.com/"&gt;Nick&lt;/a&gt; as Artist and Animator&lt;br /&gt;Myself as Lead Designer/Project Manager&lt;br /&gt;&lt;br /&gt;The exact details of our project is to be confirmed but I'm hopeful that it will be an evolved version of &lt;a href="http://buttonbashdesign.blogspot.com/2010/04/hard-boiled.html"&gt;this&lt;/a&gt;. (Don't press B to stop evolution, it's counter-productive)&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S9n6aKHzV7I/AAAAAAAABKQ/INwxy5k343A/s1600/game_play.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 111px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S9n6aKHzV7I/AAAAAAAABKQ/INwxy5k343A/s200/game_play.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5465674950091429810" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Changes are starting up on a narrative and mechanics. I'm pretty sure what's coming up will be a different sheep all together. I'm still going to make the original version but consider this to be it's cousin who's parents can afford to feed it hamburgers.&lt;br /&gt;&lt;br /&gt;Currently we'll be working on getting the blog started, work flow sorted and nutting out the idea. Forsooth and henceforth! (Yes, I know I've used the words incorrectly but they sound fun and roll off my tongue)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-2002347282446840031?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/2002347282446840031/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/05/button-bashers.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2002347282446840031'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2002347282446840031'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/05/button-bashers.html' title='Button Bashers'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_Ua86YGGShro/S9n6aKHzV7I/AAAAAAAABKQ/INwxy5k343A/s72-c/game_play.gif' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-2943488493550794063</id><published>2010-04-30T07:21:00.004+10:00</published><updated>2010-04-30T07:32:34.855+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hard-boiled'/><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><title type='text'>Hard-Boiled: Rebirthed</title><content type='html'>Here's some mock-ups of how I'd like to re-imagine "Hard-Boiled Wonderland and the End of the World" as an art game. If I'm lucky I can get this to be prototyped either as the next assignment or on my own. We'll see.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S9n4sTEMQ-I/AAAAAAAABKA/uzXJxFecm80/s1600/game_story.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 111px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S9n4sTEMQ-I/AAAAAAAABKA/uzXJxFecm80/s200/game_story.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5465673062706594786" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S9n4sv_eoxI/AAAAAAAABKI/SpCvOQYGH_U/s1600/game_controls.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 111px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S9n4sv_eoxI/AAAAAAAABKI/SpCvOQYGH_U/s200/game_controls.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5465673070471455506" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S9n6aKHzV7I/AAAAAAAABKQ/INwxy5k343A/s1600/game_play.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 111px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S9n6aKHzV7I/AAAAAAAABKQ/INwxy5k343A/s200/game_play.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5465674950091429810" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-2943488493550794063?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/2943488493550794063/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/hard-boiled.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2943488493550794063'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2943488493550794063'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/hard-boiled.html' title='Hard-Boiled: Rebirthed'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_Ua86YGGShro/S9n4sTEMQ-I/AAAAAAAABKA/uzXJxFecm80/s72-c/game_story.gif' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-8123752644680215187</id><published>2010-04-24T14:50:00.004+10:00</published><updated>2010-04-24T15:14:10.788+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hard-boiled'/><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><title type='text'>Hard-Boiled: Autopsy Report</title><content type='html'>Taking me way too long to get stuff written for this essay so here's some notes that are supposed to help &lt;b&gt;me&lt;/b&gt; write it. Got a long way to go.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Novel Elements&lt;/b&gt; [I've probably missed the point on these so feel free to correct me]&lt;br /&gt;- parallel stories which are interlinked&lt;br /&gt;- alternate chapters&lt;br /&gt;- unnamed protagonist (is the reader projected onto this character?)&lt;br /&gt;- Indirect/Atypical approach to hero's journey&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Core concepts of novel&lt;/b&gt;&lt;br /&gt;- Identity&lt;br /&gt;- Self (mind?)&lt;br /&gt;- Use of conscious &amp; subconscious mind &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Story breakdowns:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Hard-Boiled Wonderland&lt;/u&gt;&lt;br /&gt;Hero:&lt;br /&gt;Unnamed Protagonist&lt;br /&gt;&lt;br /&gt;Job/Special Skills: &lt;br /&gt;Calcutec, human data encryption device&lt;br /&gt;&lt;br /&gt;Setting: &lt;br /&gt;Retro-futuristic Tokyo&lt;br /&gt;&lt;br /&gt;Common item: &lt;br /&gt;Unicorn skull as prop&lt;br /&gt;&lt;br /&gt;Love interest:&lt;br /&gt;Librarian as love interest&lt;br /&gt;&lt;br /&gt;Guide/Mentor:&lt;br /&gt;Guidance from old scientist and granddaughter&lt;br /&gt;&lt;br /&gt;Enemies:&lt;br /&gt;- Semiotics &amp; Factory&lt;br /&gt;- System&lt;br /&gt;- INKlings&lt;br /&gt;- Thugs (Junior &amp; Big Boy)&lt;br /&gt;&lt;br /&gt;Goal:&lt;br /&gt;- Solve mystery surrounding current assignment (?)&lt;br /&gt;- Not get killed (assumed goal)&lt;br /&gt;&lt;br /&gt;Are the narratives linked: Unaware of existence of other until revealed to protagonist&lt;br /&gt;&lt;br /&gt;&lt;u&gt;The End of the World&lt;/u&gt;&lt;br /&gt;Hero:&lt;br /&gt;Unnamed Protagonist&lt;br /&gt;&lt;br /&gt;Job/Special Skills:&lt;br /&gt;Dreamreader, reads dreams from unicorn skulls&lt;br /&gt;&lt;br /&gt;Setting:&lt;br /&gt;Isolated walled town&lt;br /&gt;&lt;br /&gt;Common Item:&lt;br /&gt;- Unicorns, part of town&lt;br /&gt;- Unicorn skulls part of 'dream reading'&lt;br /&gt;&lt;br /&gt;Love Interest:&lt;br /&gt;Librarian who main character forms relationship with &lt;br /&gt;&lt;br /&gt;Guide/Mentor:&lt;br /&gt;- Shadow (Provides objectives)&lt;br /&gt;- Gatekeeper (Gives character job)&lt;br /&gt;&lt;br /&gt;Enemies:&lt;br /&gt;- Shadow (does provide conflict)&lt;br /&gt;- Gatekeeper (enforces Town rules)&lt;br /&gt;- Time (period of time to complete objectives)&lt;br /&gt;- Woods &amp; Woodfolk&lt;br /&gt;&lt;br /&gt;Goal:&lt;br /&gt;- Escape from Town(Shadow's goal)&lt;br /&gt;- Find out about Town (Narrator)&lt;br /&gt;- Keep grasp of mind (Narrator)&lt;br /&gt;&lt;br /&gt;Linked to other narrative: &lt;br /&gt;- Cannot remember past life (other self)&lt;br /&gt;- At times memories from concious self make protagonist more aware&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Game Design&lt;/b&gt;&lt;br /&gt;This is just some notes on if I think the game is or isn't resistant to becoming a game.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Pros&lt;/u&gt;&lt;br /&gt;- Interesting story &amp; concepts&lt;br /&gt;- Mixture of genres &lt;br /&gt;- Exciting world(s)&lt;br /&gt;- Subtle clues/links between stories&lt;br /&gt;- Locations inspiring&lt;br /&gt;- Potential for themes/concepts be explored in game&lt;br /&gt;- Follows Campbell's hero's journey&lt;br /&gt;- Atypical narrative&lt;br /&gt;- Player/reader free to decide how story is told/read&lt;br /&gt;- Can have replay value (dependant on point above)&lt;br /&gt;- Games with similar themes have been made&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Cons&lt;/u&gt;&lt;br /&gt;- Story can be confusing&lt;br /&gt;- Alternate stories quite different&lt;br /&gt;- World(s) too unfamiliar to player&lt;br /&gt;- Difficult to tie together graphically&lt;br /&gt;- Links need to be made by reader/player&lt;br /&gt;- Hard to explain&lt;br /&gt;- Reader can't relate to characters (debatable)&lt;br /&gt;- Ending up to reader's interpretation&lt;br /&gt;- Ties to hero's journey not clear (atypical)&lt;br /&gt;- Goals unclear&lt;br /&gt;- Can't "win" game&lt;br /&gt;- Replayable?&lt;br /&gt;- Fun?&lt;br /&gt;- Novel targets particular audience (intellectual)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-8123752644680215187?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/8123752644680215187/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/hard-boiled-autopsy-report.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/8123752644680215187'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/8123752644680215187'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/hard-boiled-autopsy-report.html' title='Hard-Boiled: Autopsy Report'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6814100997505559094</id><published>2010-04-24T06:53:00.001+10:00</published><updated>2010-04-24T07:10:38.730+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hard-boiled'/><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><title type='text'>Hard-Boiled - Witness Statements</title><content type='html'>It takes me ten minutes to explain the plot of Hard-Boiled Wonderland and the End of the World. It takes this guy about 1 minute to do it.&lt;br /&gt;&lt;br /&gt;&lt;object style="background-image:url(http://i3.ytimg.com/vi/f9Dium4GW5Q/hqdefault.jpg)"  width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/f9Dium4GW5Q&amp;amp;hl=en_GB&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/f9Dium4GW5Q&amp;amp;hl=en_GB&amp;amp;fs=1" width="425" height="344" allowScriptAccess="never" allowFullScreen="true" wmode="transparent" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Via &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage"&gt;Tv Tropes&lt;/a&gt;,we have a list of elements that are in the novel. [Contains spoilers]&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Big Eater: The librarian in Hard Boiled Wonderland is a thin woman who seems to always be hungry.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Cyberpunk: Hard-Boiled Wonderland&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Downer Ending&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Empty Shell: The citizens of the town at the End of the World are basically this, and it is implied that the narrator will become like this once his shadow dies and he is fully assimilated into the town.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Epiphanic Prison: The End of the World (To escape the prison set out by the story, the character has to have a moment of realisation(epiphany))&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Fate Worse Than Death: What will happen to the narrator at the end after his mind self-destructs.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Identity Amnesia: The narrator of The End of the World can't remember anything about himself before coming to the town.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Living Shadow: The narrator of The End of the World has been seperated from his shadow, which seems to have a mind of its own and which desires to get inside the town so that it can reunite with him.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Loss Of Identity: A major theme&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Mind Screw (You're going to be thinking Mind Fuck while they mean use of heavy symbolism)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Nameless Narrative: None of the characters in the book have names.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Neuro Vault: The protagonist of Hard-Boiled Wonderland has top secret data hidden inside his subconscious to prevent the anti-government Semiotecs from getting at it.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Ontological Mystery (Here they mean characters in a story who have no idea to their identity, purpose and are in a restricted environment.)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Those Two Bad Guys: Two thugs show up at the narrator's home in Hard-Boiled Wonderland and trash it, but their purpose is unknown.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Two Lines No Waiting (Two narrative threads that are interwoven)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Unicorn: At the End of the World, there are beasts living outside the town that are described as unicorns, although they are quite different than the traditional description. The narrator uses their skulls for "dreamreading". The narrator of Hard-Boiled Wonderland also encounters a unicorn skull at one point.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6814100997505559094?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6814100997505559094/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/hard-boiled-witness-statements.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6814100997505559094'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6814100997505559094'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/hard-boiled-witness-statements.html' title='Hard-Boiled - Witness Statements'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-2579113082499337319</id><published>2010-04-23T09:25:00.008+10:00</published><updated>2010-06-16T16:31:04.492+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='cgd workshops'/><title type='text'>Type 311 -  Fitcher's Bird</title><content type='html'>Task for this week is to pick:&lt;br /&gt;a) Fairy Tale&lt;br /&gt;b) Genre&lt;br /&gt;c) Artist&lt;br /&gt;With their powers combined, I should have a game concept with just about everything nutted out. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;your concept should include:&lt;br /&gt;&lt;br /&gt;    * core value&lt;br /&gt;    * overall goal&lt;br /&gt;    * genre and player activities / encounters etc&lt;br /&gt;    * aesthetic / mood / emotion&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Combining Fitcher's Bird, action adventure games and the art of William Blake, I bring you Type 311-Fitcher's Bird.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Background:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.pitt.edu/~dash/type0311.html"&gt;Fitcher's Bird&lt;/a&gt; classed as an AT 311 – The giant and the three sisters, if you're into the &lt;a href="http://oaks.nvg.org/folktale-types.html"&gt;ATU&lt;/a&gt; system of categorising fairy tales. It is also referred to as "The heroine who save her sisters and herself".&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Core Values:&lt;/b&gt;&lt;br /&gt;AT-311's are tales of keeping promises, loyalty, trickery and breaking cycles. In these stories, the heroine saves herself and her sisters from the supernatural menace. (how's that for empowerment?)&lt;br /&gt;&lt;br /&gt;Common Elements:&lt;br /&gt;- Supernatural (powerful) antagonist&lt;br /&gt;- 3 sisters/women&lt;br /&gt;- Punishment for breaking promises&lt;br /&gt;- Outwitting of the villain&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Protagonists:&lt;/b&gt;&lt;br /&gt;Heroine - Youngest sister who discovers the sorcerer's ghastly secret and manages to avoid getting killed herself. She uses her wit to rescue herself and others from the sorcerer's house.&lt;br /&gt;&lt;br /&gt;Sorcerer - Routinely disguises himself and kidnaps young women. &lt;br /&gt;&lt;br /&gt;Sisters/Victims - Other girls who were previous victims of the sorcerer. The heroine is able to bring them back to life in the course of the story.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Adaption:&lt;/b&gt;&lt;br /&gt;Type 311 is a action adventure game that also touches on suvival horror. The player is given the role of an investigative reporter who becomes involved in the mystery behind a serial killer known as Fitcher. During the course of the investigation, the player is transported to a strange world (killer's psyche) where the killer and his victims are trapped.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/S9ICCJn959I/AAAAAAAABJo/s1R00i1fQBA/s1600/hud.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 142px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/S9ICCJn959I/AAAAAAAABJo/s1R00i1fQBA/s200/hud.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5463431533920380882" /&gt;&lt;/a&gt;&lt;br /&gt;Above: Concept of typical game screen&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Goal:&lt;/b&gt;&lt;br /&gt;The goal of the game is to escape from the strange world and solve the mystery behind the killer's motives. This investigation forms the main quest of the game, sub quests take the form of freeing other victims from the horror of their deaths.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Player Activities:&lt;/b&gt;&lt;br /&gt;The player solves the mysteries by exploring and interacting with the world. By finding and using items that will help the player or other characters. The player has to run to avoid encountering dangerous monsters (extensions of the killer's mind) and try to stay sane in an every changing environment.&lt;br /&gt;&lt;br /&gt;Solving the killer's motives and freeing the victims involves the player asking characters questions and finding clues which the player will need to string together to form useable information. [Diagram pending]&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Aesthetic:&lt;/b&gt;&lt;br /&gt;Inspired by &lt;a href="http://en.wikipedia.org/wiki/William_blake"&gt;William Blake's&lt;/a&gt; paintings, the aesthetic is used to convey the dangerous supernatural world that the characters(and player) find themselves in. The game world uses imagery from Blake's paintings to represent the killer, his world and how he sees his victims.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S9EuubA3dcI/AAAAAAAABJg/CMaEUy7Hsqs/s1600/WilliamBlake_GatesofHell.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 166px; height: 200px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S9EuubA3dcI/AAAAAAAABJg/CMaEUy7Hsqs/s200/WilliamBlake_GatesofHell.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5463199198037374402" /&gt;&lt;/a&gt;&lt;br /&gt;Above: The Gates of Hell&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S9Eut-SuzKI/AAAAAAAABJY/OPsWUcCOYtM/s1600/William_Blake_Ghost_of_a_Flea.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 154px; height: 200px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S9Eut-SuzKI/AAAAAAAABJY/OPsWUcCOYtM/s200/William_Blake_Ghost_of_a_Flea.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5463199190327676066" /&gt;&lt;/a&gt;&lt;br /&gt;Above: The Ghost of a Flea&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Mood:&lt;/b&gt;&lt;br /&gt;Using Blake's art as a means of capturing the madness of the killer's mind, the game's asethic is used to illustrate the "demons" that the killer has transformed himself and his victims into. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S9ICDM1Cq0I/AAAAAAAABJ4/0XTi5ztXcgY/s1600/encounter_blake.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 142px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S9ICDM1Cq0I/AAAAAAAABJ4/0XTi5ztXcgY/s200/encounter_blake.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5463431551960394562" /&gt;&lt;/a&gt;&lt;br /&gt;Above: Encounter with killer(sorcerer) conceptual drawing&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S9ICCpuy3LI/AAAAAAAABJw/pJC7iJKNx50/s1600/environment_blake.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 142px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S9ICCpuy3LI/AAAAAAAABJw/pJC7iJKNx50/s200/environment_blake.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5463431542538951858" /&gt;&lt;/a&gt;&lt;br /&gt;Above: Environment concept&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-2579113082499337319?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/2579113082499337319/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/type-311-fitchers-bird.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2579113082499337319'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2579113082499337319'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/type-311-fitchers-bird.html' title='Type 311 -  Fitcher&apos;s Bird'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_Ua86YGGShro/S9ICCJn959I/AAAAAAAABJo/s1R00i1fQBA/s72-c/hud.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-9050328126424792604</id><published>2010-04-23T06:13:00.005+10:00</published><updated>2010-06-16T16:34:32.250+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='iron dev'/><title type='text'>Respawn: A Brainstorm</title><content type='html'>The next Game On program is the Iron Dev design challenge. More info can be had on the Brisbane IGDA's &lt;a href="http://www.facebook.com/group.php?gid=319387216329"&gt;Facebook&lt;/a&gt; page. For those not in the know, it's a panel of 4-5 judges and 12 contestants(or groups) who have 10 minutes to explain why their game proposal is awesome. The topic, respawn. It's on &lt;b&gt;May 5th&lt;/b&gt; so hurry if you're interested.&lt;br /&gt;&lt;br /&gt;When you combine &lt;a href="http://inicus.wordpress.com/"&gt;Dominicus&lt;/a&gt;, &lt;a href="http://trafficwasabitch.com/"&gt;Jasmine&lt;/a&gt;, &lt;a href="http://bearsandcustard.blogspot.com/"&gt;Natalie&lt;/a&gt;, myself and an astral projection of Steven Colbourne, you may get something like this:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S9CuGDqYvwI/AAAAAAAABJQ/O9MrZIC_YvU/s1600/respawn_ideas.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 136px; height: 200px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S9CuGDqYvwI/AAAAAAAABJQ/O9MrZIC_YvU/s200/respawn_ideas.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5463057767085948674" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;This is what brainstorming can unleash. What will come next, we will see if I get clearance to do more posts about our iron dev journey.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-9050328126424792604?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/9050328126424792604/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/respawn-brainstorm.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/9050328126424792604'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/9050328126424792604'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/respawn-brainstorm.html' title='Respawn: A Brainstorm'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_Ua86YGGShro/S9CuGDqYvwI/AAAAAAAABJQ/O9MrZIC_YvU/s72-c/respawn_ideas.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-8697123556316915341</id><published>2010-04-22T09:18:00.003+10:00</published><updated>2010-04-22T09:22:33.021+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hard-boiled'/><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><title type='text'>Hard-Boiled: Mugshots 1</title><content type='html'>Here's some rough sketches of some art based off Hard-Boiled Wonderland and the End of the World. Nothing concrete yet but some nicer(clearer) concept art is coming.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S8-IBz7KLSI/AAAAAAAABJI/3igt0K5zebs/s1600/wonderland2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 163px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S8-IBz7KLSI/AAAAAAAABJI/3igt0K5zebs/s200/wonderland2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5462734437723286818" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S8-IBssVSYI/AAAAAAAABJA/jHJScv_h2J0/s1600/wonderland1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 163px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S8-IBssVSYI/AAAAAAAABJA/jHJScv_h2J0/s200/wonderland1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5462734435782052226" /&gt;&lt;/a&gt;&lt;br /&gt;[That ought to be a unicorn skull but I haven't gone for accurate references yet. Sorry, at this point, if it looks like a skull, it's enough.]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-8697123556316915341?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/8697123556316915341/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/hard-boiled-mugshots-1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/8697123556316915341'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/8697123556316915341'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/hard-boiled-mugshots-1.html' title='Hard-Boiled: Mugshots 1'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_Ua86YGGShro/S8-IBz7KLSI/AAAAAAAABJI/3igt0K5zebs/s72-c/wonderland2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6622911826880457665</id><published>2010-04-17T07:05:00.009+10:00</published><updated>2010-06-16T16:29:26.232+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hard-boiled'/><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><title type='text'>Hard-Boiled - Trailing the Suspect</title><content type='html'>We're moving further into the swamp, luckily we've remembered to pack a torch. After some conferring with &lt;a href="http://www.making-games.net/griffin"&gt;Truna&lt;/a&gt; and friends, I've decided to write about turning Haruki Murakami's novel &lt;i&gt;Hard-Boiled Wonderland and the End of the World&lt;/i&gt; into a game. &lt;br /&gt;&lt;br /&gt;Let's profile the subject.&lt;br /&gt;&lt;br /&gt;Author: &lt;a href="http://www.harukimurakami.com/"&gt;Haruki Murakami&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Date: 1985, the English version was first published in 1991&lt;br /&gt;&lt;br /&gt;Background: (Speculative fiction) Novel that mixes genres of hard-boiled detectives, cyberpunk, pop culture and the works of Kafka.&lt;br /&gt;&lt;br /&gt;Themes: &lt;br /&gt;- Identity&lt;br /&gt;- Consciousness and subconsciousness&lt;br /&gt;- Nature of the human mind&lt;br /&gt;&lt;br /&gt;Presentation of Themes:&lt;br /&gt;Uses two parallel stories as an allegory for discussing the themes. The stories are connected through the use of unicorn skulls as a reoccurring item. The stories are presented in alternating chapters.&lt;br /&gt;&lt;br /&gt;Plot:&lt;br /&gt;The novel is split between two stories, "Hard-Boiled Wonderland" and "The End of the World". [It's one of those books that requires 10 minutes of explanation.]&lt;br /&gt;&lt;br /&gt;Hard-Boiled Wonderland:&lt;br /&gt;A detective novel set in a technomagically realistic Tokyo. The main character is a Calcutec, a human encryption device, who works for The System which is a organisation that keeps information safe. His life becomes complicated when an assignment leads him to using advanced (and forbidden) techniques to store information using his subconscious. More problems occur when he finds out that he may have been part of a experiment involving his brain.&lt;br /&gt;&lt;br /&gt;The End of the World:&lt;br /&gt;Set in a walled village where no one leaves and unicorns come to die. The protagonist is unaware of how he came to the village but to avoid dying in the harsh approaching winter, he agrees to become a villager and have his shadow separated. He is then given the job of Dreamreader which invertantly removes memories in the village. The man's shadow tries to convince him that they must escape and the main character has to make the ultimate choice.&lt;br /&gt;&lt;br /&gt;Style:&lt;br /&gt;I would talk abou the style of the work but there's only so much you can say that isn't &lt;a href="http://www.exorcising-ghosts.co.uk/endoftheworld.html"&gt;this&lt;/a&gt; or &lt;a href="http://www.amazon.com/gp/product/product-description/0679743464/ref=dp_proddesc_0?ie=UTF8&amp;n=283155&amp;s=books"&gt;that&lt;/a&gt;. Words like &lt;br /&gt;&lt;br /&gt;Connections:&lt;br /&gt;&lt;i&gt;What does the work make YOU think of?&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;-&lt;a href="http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html"&gt;Everyday the Same Dream&lt;/a&gt;&lt;br /&gt;-&lt;a href="http://www.kongregate.com/games/TerryCavanagh/dont-look-back"&gt;Don't Look Back&lt;/a&gt;&lt;br /&gt;-&lt;a href="http://ludomancy.com/games/today.html"&gt;Today I Die&lt;/a&gt;&lt;br /&gt;-&lt;a href="http://www.icothegame.com/en_GB/index.htm"&gt;ICO&lt;/a&gt;&lt;br /&gt;-&lt;a href="http://en.wikipedia.org/wiki/Flower,_Sun,_and_Rain"&gt;Flower, Sun and Rain&lt;/a&gt;&lt;br /&gt;-&lt;a href="http://www.hoteldusk.com/"&gt;Hotel Dusk&lt;/a&gt;&lt;br /&gt;-&lt;a href="http://www.atlus.com/ruleofrose/"&gt;Rule of Rose&lt;/a&gt;&lt;br /&gt;-&lt;a href="http://www.kongregate.com/accounts/MateuszSkutnik"&gt;Daymare Town series&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6622911826880457665?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6622911826880457665/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/hard-boiled-trailing-suspect.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6622911826880457665'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6622911826880457665'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/hard-boiled-trailing-suspect.html' title='Hard-Boiled - Trailing the Suspect'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-1323763943945456984</id><published>2010-04-09T07:04:00.007+10:00</published><updated>2010-06-16T16:31:04.493+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='prototype exercises'/><category scheme='http://www.blogger.com/atom/ns#' term='cgd workshops'/><title type='text'>Action Hero Explosion</title><content type='html'>Here's a blast from the past, week 2(?) of Critical Games Studies where we had to redesign Snakes and Ladders. &lt;br /&gt;&lt;br /&gt;After much brain storming (super fast brain action), we came up with an Action Hero themed board that depicts the "typical" tropes associated with being an Action Hero. It's capitalised because it's just that cool.&lt;br /&gt;&lt;br /&gt;Below is an incomplete list of action heroes, it's all very spur of the moment.&lt;br /&gt;&lt;br /&gt;Based off the works of:&lt;br /&gt;- Samuel L. Jackson&lt;br /&gt;- Steven Seagal&lt;br /&gt;- Bruce Willis&lt;br /&gt;- Chuck Norris&lt;br /&gt;- Jean-Claude Van Damme&lt;br /&gt;- Sylvester Stallone&lt;br /&gt;- Arnold Schwarzenegger&lt;br /&gt;- Hulk Hogan&lt;br /&gt;- Mel Gibson&lt;br /&gt;- Will Smith&lt;br /&gt;- Tom Cruise&lt;br /&gt;- Keanu Reeves&lt;br /&gt;- Harrisson Ford&lt;br /&gt;- Steve McQueen&lt;br /&gt;- Richard Dean Anderson aka MacGyver&lt;br /&gt;&lt;br /&gt;Hilarity by: Cassandra, Natalie, Jasmine, Jeanny and I.&lt;br /&gt;Board Additions by Jeanny. &lt;br /&gt;&lt;br /&gt;Players: 2 + (it gets better with more people)&lt;br /&gt;Aim: Live the life of an action hero, will you get out of unscathed?&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S75FAs3RK4I/AAAAAAAABI4/DIRugwhmJvo/s1600/snake-and-ladders.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 142px; height: 200px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S75FAs3RK4I/AAAAAAAABI4/DIRugwhmJvo/s200/snake-and-ladders.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457875676764908418" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-1323763943945456984?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/1323763943945456984/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/action-hero-explosion.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1323763943945456984'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1323763943945456984'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/action-hero-explosion.html' title='Action Hero Explosion'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_Ua86YGGShro/S75FAs3RK4I/AAAAAAAABI4/DIRugwhmJvo/s72-c/snake-and-ladders.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6629788232246759559</id><published>2010-04-08T06:49:00.003+10:00</published><updated>2010-04-09T09:39:06.082+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='essay ideas'/><title type='text'>Been there, Done that? Part V</title><content type='html'>I'm going over what I have at the moment and deciding which ideas work the best. Mockup images are coming when I find the time, until then use your imaginations.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Mythbusters&lt;br /&gt;Scribblenauts style game&lt;/b&gt;&lt;br /&gt;Narrative Type: Quest (for knowledge)&lt;br /&gt;Adaption: Uses premise of the show, may use information presented on the show&lt;br /&gt;&lt;br /&gt;Game Layout:&lt;br /&gt;- Game is set out in levels that are based on complexity of myths. eg. 1 star to 6 star in difficulty.&lt;br /&gt;- Each stage sets out a myth that the player must solve&lt;br /&gt;- Solving myths earn player bigger budgets&lt;br /&gt;- Game also has free-play mode where the player can create their own myths to solve&lt;br /&gt;- Team members can be added to screen to suggest ideas or become test subjects&lt;br /&gt;- Player can use money earned to buy additional objects to use in future experiments&lt;br /&gt;&lt;br /&gt;Mechanics:&lt;br /&gt;- Object engine, all generated objects have set properties but these can be changed by the player eg. object will explode when remote is pushed&lt;br /&gt;- Additional onscreen menu can be used to program additional elements&lt;br /&gt;- Player is given a budget for each myth(stage)&lt;br /&gt;- Object library, keeps track of what player can use and what hasn't been unlocked&lt;br /&gt;- Player can use money to buy additional objects&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hard-Boiled Wonderland and the End of the World&lt;br /&gt;Sandbox game&lt;/b&gt;&lt;br /&gt;Narrative Type: Quest and Rebirth (hard to tell, it's like an art house movie)&lt;br /&gt;Adaptation: Set in world of novel, may use some plot elements in the story missions&lt;br /&gt;&lt;br /&gt;Story:&lt;br /&gt;Set in Japan, data unknown, the player starts out as a Calcutec(human encryption/data processor) but can choose to remain working for the System or the Factory. They will need to undergo training(tutorial) that will explain how the game works. The player starts at a low level Calcutec and must work their way up the ranks. At a high enough level, they can choose which jobs(missions) to take. Missions will award the player money and choices in the story they craft for their character.&lt;br /&gt;&lt;br /&gt;Game Layout:&lt;br /&gt;- Open sandbox game (3D?)&lt;br /&gt;- Player has to make choices over jobs at later level&lt;br /&gt;- Player also has choices over which faction to become&lt;br /&gt;- Money can be earned and used to buy objects (Calcutecs need to pay rent too)&lt;br /&gt;&lt;br /&gt;Mechanics:&lt;br /&gt;- Open world (real world physics?)&lt;br /&gt;- Encryption puzzles, player must solve to successfully store data into their brain&lt;br /&gt;- Story Trees&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Art/Sandbox Game&lt;/b&gt;&lt;br /&gt;Narrative Type: Quest and Rebirth&lt;br /&gt;Adaptation: Based off the novel, some things may have changed&lt;br /&gt;&lt;br /&gt;Story: &lt;br /&gt;Two parallel stories that ask questions about consciousness, the subconscious and identity. One set in modern day Japan and the other set in "the End of the World", an isolated walled town. Both stories have mysteries to solve but will they answer any questions?&lt;br /&gt;Story 1 - Hard-Boiled Wonderland&lt;br /&gt;Story 2 - the End of the World&lt;br /&gt;&lt;br /&gt;Game Layout:&lt;br /&gt;- 2D or 3D (Perhaps in the style of &lt;a href="http://www.destructoid.com/suda-51-s-ps3-exclusive-revealed-as-kurayami-144650.phtml"&gt;Kurayami&lt;/a&gt;)&lt;br /&gt;- The player can switch between the stories by interacting with a unicorn skull&lt;br /&gt;- The player explores the world to find answers to questions posed by the game&lt;br /&gt;&lt;br /&gt;Mechanics:&lt;br /&gt;- Story 1, the player can store data into their head via encryption puzzles&lt;br /&gt;- Story 2, the player must work with their shadow to either escape the village or solve the mysteries behind the town&lt;br /&gt;- Depending on the interactions, the questions asked by the game will be answered&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Satirical Religion&lt;br /&gt;Fighter&lt;/b&gt;&lt;br /&gt;Narrative: Comedy or Overcome the Monster(that is your opponent!)&lt;br /&gt;Adaption: Uses caricatures of figures associated with "religion" and philosophy&lt;br /&gt;&lt;i&gt;I know religion is a touchy subject but I'm posting this up as an exercise in design. I seriously doubt that this would actually become my assignment much less a game. If you're of a religion, I'm sorry but this is in the spirit of humor not maliciousness.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Game Layout:&lt;br /&gt;- Game comes with story and PvP modes&lt;br /&gt;- Story mode has the player's character fight to gain supremacy over the hearts of people&lt;br /&gt;- PvP because you can't have a fighting game without multi player. People having fun while beating the shit out some polygons in the name of one-man-showmanship = money&lt;br /&gt;- Players have two meters to fill, faith and divinity. Both meters determine amount of damage that can be done by players' super moves.&lt;br /&gt;- If both meters are filled, the player can execute a "god" move(ultimate attack).&lt;br /&gt;&lt;br /&gt;Mechanics:&lt;br /&gt;- Press combination of buttons to bash&lt;br /&gt;- Players also have a faith meter&lt;br /&gt;- Faith meter will rise when the players pull off combos that look cool to the in game audience(belivers).&lt;br /&gt;- Faith meter can also be boosted when the player taunts without being interrupted.&lt;br /&gt;- Super moves/combos can be pulled off when the meters reaches full capacity.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;RTS game&lt;/b&gt;&lt;br /&gt;Narrative: Quest (for power)&lt;br /&gt;Adaption: Parodies the rise and fame of satirical religions&lt;br /&gt;&lt;br /&gt;Game Layout:&lt;br /&gt;- Player chooses a faction(god) and must take over the internet(maps/scenarios)&lt;br /&gt;- Fan Base and Reputation need to be maintained to win the scenario&lt;br /&gt;- Number of units and buildings may also be part of win conditions&lt;br /&gt;- Player can also perform "divine acts" that boost effects of buildings and units&lt;br /&gt;- Enemies will attempt to take over your territory and you are required to defend against them&lt;br /&gt;&lt;br /&gt;Game Mechanics:&lt;br /&gt;- Reputation is built by how well a player maintains its status eg. maintance of buildings and units&lt;br /&gt;- Units are created out of buildings&lt;br /&gt;- Some units can convert enemy buildings and units&lt;br /&gt;- Fan base is built up by constructing buildings(representations of computers &amp; websites) and units(viral videos, memes)&lt;br /&gt;- Buildings need to be maintained by player (aka upgrade)&lt;br /&gt;- Units are maintained when buildings are upgraded but also when player performs "divine acts"&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6629788232246759559?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6629788232246759559/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/been-there-done-that-part-v.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6629788232246759559'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6629788232246759559'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/been-there-done-that-part-v.html' title='Been there, Done that? Part V'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4597974097043077066</id><published>2010-04-07T06:48:00.003+10:00</published><updated>2010-04-07T08:52:58.291+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='essay ideas'/><title type='text'>Been there, Done that? Part IV</title><content type='html'>If you haven't watched Mythbusters, you're education needs some intense fixing. It's a show about "using elements of the scientific method to test the validity of rumors, myths, movie scenes, adages, Internet videos and news stories". There are many explosions to satisfy the punter.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dsc.discovery.com/tv/mythbusters/"&gt;Mythbusters&lt;/a&gt; on the Discovery Channel website has a few (web)games. These are: &lt;br /&gt;- Myth or Fact (True &amp; False quizzes based on a theme)&lt;br /&gt;- The Myth Game (True &amp; False quiz but with hangman element)&lt;br /&gt;- Photo puzzles&lt;br /&gt;- How's your Memory (Memory match)&lt;br /&gt;&lt;br /&gt;Sadly these are really more about how much have you watched this show and how much random trivia(or fact) have you managed to absorb. Let's take a look at what you can do with the show or perhaps these games to make them better.&lt;br /&gt;&lt;br /&gt;Mythbusters contains:&lt;br /&gt;- Science&lt;br /&gt;- Explosions&lt;br /&gt;- Debunking (of myths, rumors and the internet)&lt;br /&gt;- Hilarity (eyebrow html tags are funny)&lt;br /&gt;- Factual knowledge (depending on what level your knowledge is)&lt;br /&gt;- &lt;a href="http://www.listenerguide.com/index2.php"&gt;Robert Lee&lt;/a&gt; (You'll know it when you hear him)&lt;br /&gt;- Guns&lt;br /&gt;- Explosions! (it's on there twice because once you've exploded non-dairy creamer, there's no going back. Don't try it home, you will burn places down.)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Party Game&lt;br /&gt;Learning can be fun, but actually proving how smart you are against other people is better. Think Buzz but with much less stupid. Answer questions fast enough will earn more points&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Party Mini-Games&lt;br /&gt;Not keen on answering questions, well how about participating in some Mythbuster themed Mini-Games? Suitable for the Wii, you can challenge friends or the computer to see who can explode or solve things faster. Eg. Shake the Wiimote enough times to drop the crash test dummy, aim and fire to try and blow up the car&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Puzzle Action&lt;br /&gt;Scribblenauts style Mythbuster game where you solve myths by creating objects. The catch, you have a budget. If you can't afford the car for the dangerous stunt, what can you use instead?&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Educational game&lt;br /&gt;Get the kids(or grownups) involved with a virtual Mythbusters lab. Here Jamie and Adam will assign them myths and they need to figure out to debunk them. Inventory system required.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Action&lt;br /&gt;If you're keen on explosions, how about a Mythbuster Explosion game. In the vein of &lt;a href="http://www.kongregate.com/games/wiesi/miami-shark"&gt;Miami Shark&lt;/a&gt;, pick characters of the Mythbuster team to explode things in the pursuit of science!&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Alternatively &lt;a href="http://www.amazon.co.uk/Action-Heros-Handbook-Joe-Borgenicht/dp/071814550X"&gt;The Action Hero's Handbook&lt;/a&gt; is full of knowledge that can be put into a game.&lt;br /&gt;&lt;br /&gt;Contains information on:&lt;br /&gt;- How to perform a Vulcan neck grip&lt;br /&gt;- Scoring with the ladies&lt;br /&gt;- Jedi Mind tricks&lt;br /&gt;- Communicating with aliens&lt;br /&gt;- How to take bullets&lt;br /&gt;&lt;br /&gt;You can also combine it with &lt;a href="http://www.amazon.co.uk/exec/obidos/ASIN/0811825558/$%7B0%7D"&gt;The Worse-Case Scenario Survival Handbook&lt;/a&gt; for added life lessons.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Sandbox&lt;br /&gt;The main character is a hero-for-hire who needs to undergo training using the Handbook as his guide. You could also use the guide as tutorial material or perhaps as missions that your character can take.&lt;br /&gt;Bonus Commando Expansion pack - where you can put your hero in worse case scenarios and they need to get out of.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Minesweeper&lt;br /&gt;A heroic clone of Minesweeper in a similar style to &lt;a href="http://www.kongregate.com/games/nerdook/cluesweeper"&gt;ClueSweeper&lt;/a&gt; where the player needs to find objects and methods to escape the "trap/situation"(board).&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Ack, I'm running low on ideas. A regroup and assess is in order. Company fallout.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4597974097043077066?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4597974097043077066/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/been-there-done-that-part-iv.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4597974097043077066'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4597974097043077066'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/been-there-done-that-part-iv.html' title='Been there, Done that? Part IV'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-8576890788984299151</id><published>2010-04-06T06:48:00.008+10:00</published><updated>2010-07-25T13:52:50.937+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='essay ideas'/><title type='text'>Been there, Done that? Part III</title><content type='html'>The longer I draw this search out, the harder it gets. Prepare yourself for some crazy treatments of works you'd never really consider. Your regular scheduled program will return at a later date.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Parody Religions&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.venganza.org/"&gt;Church of the Flying Spaghetti Monster&lt;/a&gt;&lt;br /&gt;The Flying Spaghetti Monster (FSM) is the deity of the parody religion,  the Church of the Flying Spaghetti Monster or Pastafarianism. It's become an internet phenomena and is part of a satirical protest against the teaching of Intelligent Design in schools. &lt;br /&gt;&lt;br /&gt;You can read the story on the website or Wikipedia and you can substitute FSM with the Invisible Pink Unicorn or Russell's Teapot.&lt;br /&gt;&lt;br /&gt;Suggestions for satirical religious games:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;RTS&lt;br /&gt;Where you pick a god and try to convert as many "heathens" and dominate the world by building websites, fan groups and viral videos. (satirical gods tend to be up to date with their technology)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Fighter&lt;br /&gt;&lt;i&gt;[Edit 25th July 2010: Clearly didn't research this enough since &lt;a href="http://www.molleindustria.org/en/home"&gt;Molleindustria&lt;/a&gt; pulled &lt;a href="http://www.molleindustria.org/faith-fighter"&gt;this&lt;/a&gt; one off a few years ago.]&lt;/i&gt;&lt;br /&gt;Tired of arguing over who beats all? Duke it out with fellow geeks in this crazy fighting game. Includes Charles Darwin, ninjas and pirates as unlockable characters.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Open World&lt;br /&gt;In the style of GTA or Destroy All Humans, consider getting FSM to possess a human host and convert(inform) as many people as possible. Or the FSM can go around and frighten as many people as possible. Any publicity is good publicity right? Points awarded for scaring hardcore religious and convincing people to be well informed&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Casual Game Puzzler&lt;br /&gt;Try some Bejewelled or Tetris clones where you've got to match up FSM(or other) symbols to clear the stage. (Pretty lame, maybe you can say the rapture is coming and your chosen god is collecting believers to save...)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Art Game&lt;br /&gt;A game about what's it like to be an internet phenomena&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Educational(Serious) game&lt;br /&gt;A game more about why or why not Intelligent Design should be taught as an alternative to evolution theories.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Mrs Beeton's Book of Household Management&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.mrsbeeton.com/"&gt;Mrs Beeton Online&lt;/a&gt;&lt;br /&gt;A Victorian classic, "a guide of reliable information about every aspect of running a house for the aspirant middle classes". &lt;br /&gt;&lt;br /&gt;Consider:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Cooking Mama: Victorian Style&lt;br /&gt;Points given if you've managed to prevent the children from upsetting the cook and have gotten the house ready should your mother-in-law come unannounced.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Mrs Beeton for the Nintendo DS or as an IPhone Ap like &lt;a href="http://cooking-guide.nintendo.com.au/"&gt;this&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Casual Game&lt;br /&gt;Time management and cooking come together in a Victorian version of &lt;a href="http://sandlotgames.com/w4/product.aspx?pn=1052"&gt;Cake Mania&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Sandbox Victorian House&lt;br /&gt;It's like playing with a virtual doll house except you've got to pay the bills wearing a full set of petticoats and a corset. Mrs Beeton serves as your help menu/tutorial guide&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Puzzle&lt;br /&gt;Perhaps a Mrs Beeton version of &lt;a href="http://www.recordtripping.com/"&gt;Record Tripping&lt;/a&gt;?&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hard-Boiled Wonderland and the End of the World&lt;/b&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Hard-Boiled_Wonderland_and_the_End_of_the_World"&gt;Wikipedia entry&lt;/a&gt;&lt;br /&gt;The wiki will give you a decent overview of the book but it you like surrealism, give the book a try. It features two parallel narratives that may converge at the end. Yes, it's one of those things open to interpretation.&lt;br /&gt;&lt;br /&gt;Hard-Boiled Wonderland contains:&lt;br /&gt;- "Calcutec," a human data processor/encryption  system who has been trained to use their subconscious as an encryption key.&lt;br /&gt;- The System, a quasi-governmental organisation who protect data&lt;br /&gt;- The Factory, a rogue organisation who steal data&lt;br /&gt;- "Semiotics", fallen Calcutecs who work for the Factory&lt;br /&gt;- Crazy scientist who's developed an imperfect method of recording images from the subconscious &lt;br /&gt;- INKlings, a group of sewer-dwellers who are dangerous and worship fish and leeches. They eat humans.&lt;br /&gt;- Thugs&lt;br /&gt;- Love interests&lt;br /&gt;&lt;br /&gt;The End of the World contains:&lt;br /&gt;- Isolated town that is walled off&lt;br /&gt;- Unicorns&lt;br /&gt;- Group of people who have had their shadows (and their minds &amp; memories) removed &lt;br /&gt;- A protagonist who reads dreams from unicorn skulls and is losing his memory of his previous life&lt;br /&gt;- His shadow who is trying not to die (and lose the protagonist's mind) He plans an escape and tries to get the protagonist to help.&lt;br /&gt;&lt;br /&gt;Possible treatments:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Third person sandbox&lt;br /&gt;Set in the world of Hard-Boiled Wonderland, the player's role is to be either a Calcutec or Semiotic and receives missions based on their role. Confrontations with the enemy and INKlings can be avoided if one is careful. Alternativly the player could be a agent for the System or the Factory and be trying to poach members from the other organisation.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Art (or Puzzler) game&lt;br /&gt;Set in The End of the World, a stranger decides to stay and is given the village initiation. Experience the world by interacting with stuff or in the puzzle version, solve the myster of the town by working with your shadow. &lt;/li&gt;&lt;br /&gt;&lt;li&gt;Puzzle game&lt;br /&gt;Train a Calcutec by getting them to encrypt data into their head via puzzles. More indepth data requires harder missions. When you've finished the character(you) is now a fully trained Calcutec&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;There maybe some ideas to come, we shall see.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-8576890788984299151?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/8576890788984299151/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/been-there-done-that-part-iii.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/8576890788984299151'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/8576890788984299151'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/been-there-done-that-part-iii.html' title='Been there, Done that? Part III'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6875650376679279926</id><published>2010-04-05T17:11:00.003+10:00</published><updated>2010-04-05T21:04:23.093+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='essay ideas'/><title type='text'>Been there, Done that? Part II</title><content type='html'>What can you do with a BA in Arts? (Or English for those who are being a smart arse) What can you do with common household items? Do mullets give you super powers? This questions could be answered but why would you, when there is MacGyver?&lt;br /&gt;&lt;br /&gt;That's right, I'm going to try to thunk out a MacGyver game in this entry. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;MacGyverisms:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.macgyveronline.com"&gt;MacGyver Online&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;For those not in the know (or simply too "cool" to have ever watched it), MacGyver was a TV show about a secret agent, who preaches non-violence and carries a Swiss Army knife instead of a gun. Apparently having a science degree and the ability to turn junk into inventions will save the world.&lt;br /&gt;&lt;br /&gt;A MacGyverism is a word used to describe the "ingenious" use of items by MacGyver to solve problems. Like blow open doors or escape off mountains. A MacGyverism will have some basis in scientific principles but have been adjusted for entertainment (anti-terrorist) purposes.&lt;br /&gt;&lt;br /&gt;In the 1st episode, MacGyver uses 12 MacGyverisms to save the day:&lt;br /&gt;&lt;br /&gt;- Disarmed missile with a paper clip&lt;br /&gt;- Matches, string &amp; rifle made timed diversion&lt;br /&gt;- Smashed flare-launcher barrel used as rocket thruster&lt;br /&gt;- Lit cigarette with hidden laser&lt;br /&gt;- Used Cigarette smoke to see laser&lt;br /&gt;- Mirror from binoculars reflected laser to 'sting' itself&lt;br /&gt;- Raised fallen I-beam with knotted fire hose filled with water&lt;br /&gt;- Tested heat on door with a stick (it caught fire)&lt;br /&gt;- Pulled wires out of control panel and joined together to start fans in gas chamber.&lt;br /&gt;- Milk chocolate bars stopped sulfuric acid leak&lt;br /&gt;- Sodium metal &amp; cold capsule made explosive&lt;br /&gt;- Signaled status by blinking light system in Morse code&lt;br /&gt;&lt;br /&gt;Let's pretend that Mac-daddy doesn't have any copyright and licensing issues that would prevent us from making a game. What kind of games can we make out of this TV show? Why would we even make games out of something so implausible?&lt;br /&gt;&lt;br /&gt;MacGyver's main gimmick is, a secret agent that can unleash world-saving powers but these powers work best when he's got to improvise. That's right, this show is all about implausible stuff but making it look cool and exciting. Nothing says cool than turning a casket into a jet ski.&lt;br /&gt;&lt;br /&gt;The show can be a video game, the main question is what kind of game would you make?&lt;br /&gt;[&lt;i&gt;These are questions, I'm sure there are games that do all this kind of stuff with no problems but I'm going off the top of my head here&lt;/i&gt;]&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt; Action/Adventure is a pretty easy choice, the player can control MacGyver on missions but how would you factor in the improv item creation? Can you make an inventory that works to combine items without in the way of the action?&lt;br /&gt;- 2D platformer where Mac fights enemies and collects required items along the way (Boring)&lt;br /&gt;- 3D platformer like Uncharted&lt;br /&gt;- Point&amp;Click Adventure offers a way of inventory but you're going to have more fun dodging the enemy and karating chopping them into unconsciousness. (can't remember if Mac has karate skills)&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Puzzlers, do MacGyver puzzles involve combining items or do you collect items? Or solving actual puzzles?&lt;br /&gt;- Would a mini-game like Bioshock's hacking system work in MacGyver-land?&lt;br /&gt;- How about collection of mini-games? Anyone up to see how fast you can solve a problem? eg. How fast can you collect helpful items or how fast can you rig up that cement mixer?&lt;br /&gt;- It's tempting to see how fast can MacGyver escape like &lt;a href="http://en.wikipedia.org/wiki/Kiss_Kiss,_Bang_Bangalore"&gt;Kiss Kiss Bang Bangalore&lt;/a&gt; (It's a Simpsons gag)&lt;br /&gt;- Or even &lt;a href="http://en.wikipedia.org/wiki/MythBusters_%282008_season%29#Episode_100_.E2.80.93_.22MacGyver_Special.22"&gt;Mythbuster&lt;/a&gt; style&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;FPS... Mac's got a no-gun policy but maybe you can go FP on gadgets?&lt;br /&gt;- Maybe Mac can swap tools to get past guards and save some hostages&lt;br /&gt;- Of course you could always TPS if you prefer looking at Mac from afar&lt;br /&gt;- Maybe Mac inspired Die Hard clone or Arkham Asylum?&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Things you shouldn't even think about:&lt;br /&gt;- A sidekick (It's a safety precaution against fans)&lt;br /&gt;- Rythm game&lt;br /&gt;- Sports.. ?&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6875650376679279926?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6875650376679279926/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/been-there-done-that-part-ii.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6875650376679279926'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6875650376679279926'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/been-there-done-that-part-ii.html' title='Been there, Done that? Part II'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-1085061714806384986</id><published>2010-04-05T05:46:00.008+10:00</published><updated>2010-04-05T07:41:34.903+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='essay ideas'/><title type='text'>Been there, Done that? Part I</title><content type='html'>How do you make a game out of something that has never been made into a game? First you have look for some source material. One of the hardest things to do is to look for a subject, because you will keep looking and looking. This &lt;a href="http://www.mobygames.com/game-group/literature-inspired-games"&gt;list&lt;/a&gt; will make you cry as will asking a well-read games &lt;a href="http://bear-in-a-foxhole.tumblr.com/"&gt;lecturer&lt;/a&gt;. Avoid &lt;a href="http://au.games.ign.com/articles/101/1013349p1.html"&gt;this&lt;/a&gt;, it is misleading and dumb.&lt;br /&gt;&lt;br /&gt;Here's where I'm at with finding topics for the essay.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Der Ring des Nibelungen:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Der_Ring_des_Nibelungen"&gt;More info at Wikipedia&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;It's very tempting to do this one. It's got a lot dramatic elements and it falls neatly in the narrative structure, it's a story about heroes, gods, tragedy (bursts at the scenes) and love. It also has the added bonus of Viking Helmets, the big ladies who sing are bit of a downer, especially when you realise that interval is four hours away... &lt;br /&gt;&lt;br /&gt;The biggest downer to this is - &lt;a href="http://www.atlus.com/odinsphere/"&gt;Odin Sphere&lt;/a&gt;. The more I remember the game, the more I realise that the Ring Saga has been made into a video game.&lt;br /&gt;&lt;br /&gt;Ring Saga contains:&lt;br /&gt;- Wotan (Odin)&lt;br /&gt;- Valkyries&lt;br /&gt;- Nibelungen (Magic Ring)&lt;br /&gt;- Fighting over Magic Ring&lt;br /&gt;- Dragon&lt;br /&gt;- Orphaned hero in love with Valkyrie (who is also daughter of Wotan)&lt;br /&gt;- Treachery&lt;br /&gt;- Tragedy (Death)&lt;br /&gt;- Götterdämmerung (Ragnarök - The Nordic End of the World)&lt;br /&gt;&lt;br /&gt;Odin Sphere contains:&lt;br /&gt;- Odin&lt;br /&gt;- Valkyries&lt;br /&gt;- Titrel (A magic ring)&lt;br /&gt;- Fighting over magic ring&lt;br /&gt;- Dragons (Bonus points if you find Wagner the Dragon an in-joke)&lt;br /&gt;- Orphaned hero in love with Valkyrie (yes, who is the daughter of Odin)&lt;br /&gt;- Treachery&lt;br /&gt;- Tragedy (Death)&lt;br /&gt;- Armageddon (End of the World)&lt;br /&gt;&lt;br /&gt;How's that for derailment? I'm going to have to find me a new topic.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-1085061714806384986?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/1085061714806384986/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/been-there-done-that-part-i.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1085061714806384986'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1085061714806384986'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/been-there-done-that-part-i.html' title='Been there, Done that? Part I'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-7138729826789482530</id><published>2010-04-02T14:41:00.005+10:00</published><updated>2010-06-16T16:31:04.493+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='cgd workshops'/><title type='text'>Story Generator v2.0</title><content type='html'>To rectify the terribly bad &lt;a href="http://buttonbashdesign.blogspot.com/2010/04/story-generator-liberation.html"&gt;post&lt;/a&gt;, I've decided to redo the story and write it the way it should have been. (Edit: 3/4/10 - Well at least something more exciting)&lt;br /&gt;&lt;br /&gt;The basic elements:&lt;br /&gt;- Henry the Theoretical Force&lt;br /&gt;- Wanted by the Cops&lt;br /&gt;- Is next to a discarded lunch&lt;br /&gt;- A kingdom torn by Civil War happens&lt;br /&gt;- With a Happy Crack Dealer&lt;br /&gt;- In a story about Liberation&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;b&gt;Quantitative Explosions: Let's get Theoretical(20XX)&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;From Wikipedia, the free encyclopedia&lt;br /&gt;&lt;br /&gt;This article &lt;b&gt;does not &lt;a href="http://en.wikipedia.org/wiki/Wikipedia:Citing_sources" title="Wikipedia:Citing sources"&gt;cite&lt;/a&gt; any &lt;a href="http://en.wikipedia.org/wiki/Wikipedia:Verifiability" title="Wikipedia:Verifiability"&gt;references or sources&lt;/a&gt;&lt;/b&gt;.&lt;br /&gt;&lt;small&gt;Please help improve this article by adding  citations to &lt;a href="http://en.wikipedia.org/wiki/Wikipedia:Reliable_sources" title="Wikipedia:Reliable sources" class="mw-redirect"&gt;reliable sources&lt;/a&gt;.  Unsourced material may be &lt;a href="http://en.wikipedia.org/wiki/Template:Citation_needed" title="Template:Citation needed"&gt;challenged&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Wikipedia:Verifiability#Burden_of_evidence" title="Wikipedia:Verifiability"&gt;removed&lt;/a&gt;.&lt;/small&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Quantitative Explosions: Let's get Theoretical&lt;/b&gt; is a 20XX remake of the original 19XX film and directed by BLah. It deviates from the original by having the main character Henry continually refer to the discarded lunch next to him as an allegory to his situation. [citation needed].&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;Plot:&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;This article's plot summary may be &lt;a href="http://en.wikipedia.org/wiki/Wikipedia:How_to_write_a_plot_summary#Length" title="Wikipedia:How to write a plot summary"&gt;too long&lt;/a&gt; or &lt;a href="http://en.wikipedia.org/wiki/Wikipedia:How_to_write_a_plot_summary" title="Wikipedia:How to write a plot summary"&gt;overly detailed&lt;/a&gt;.&lt;/b&gt;  Please help improve it by removing  unnecessary details and making it more concise.&lt;br /&gt;&lt;br /&gt;The film opens in a country torn by war, a voice over informs the audience. The government is corrupt and is secretly a means of distracting the public from the machinations of the Mien Royal Family who are unable to agree on a successor to the throne.&lt;br /&gt;&lt;br /&gt;Henry the Theoretical Force (&lt;a&gt;A Glowing Ball&lt;/a&gt; or &lt;a&gt;Tony Abbott&lt;/a&gt;) is chased by armed forces into hiding in an alleyway dumpster. As the leader of a resistance group and a Theoretical Force, he is able to perform super human acts by eating books on various theories. &lt;a href="http://en.wikipedia.org/wiki/Big_Bang_Theory"&gt;The Big Bang Theory&lt;/a&gt; enables him to shoot fireballs and explode atoms while &lt;a href="http://en.wikipedia.org/wiki/Monomyth"&gt;Monomyth&lt;/a&gt; gives him the abilities to rewrite people's lives.&lt;br /&gt;&lt;br /&gt;Unable to access any material in the dumpster, Henry waits for his meeting with a fellow resistance fighter, he talks about his views of the government and his life story with different characters that seek refuge in the dumpster. Henry tries to recruit several of these characters by telling them stories of his exploits.&lt;br /&gt;&lt;br /&gt;These stories range from when Henry began as a resistance fighter to his current situation. Henry's current plan is to bomb the royal palace by getting drug dealers to pass out a super drug filled nanobots developed by the resistance. People having ingested the drug will be possessed to congregate outside the government stronghold. At a signal, the possessed will explode.&lt;br /&gt;&lt;br /&gt;Complications occur when the dumpster is emptied and Henry is transported to the Lunch Zone. The Lunch Zone is filled with discarded lunches of "a thousand and one mindless office workers" and a thousand and one hungry homeless cops. Underpowered by a lack of reference material, Henry is forced to retreat. Later Henry meets Happy Crack Dealer(&lt;a&gt;Some Guy&lt;/a&gt;) who shows him how to harness the power of memory to remember theories and fight he bad guys. "Yar, you've learnt to unshackle yourself from your limitations."&lt;br /&gt;&lt;br /&gt;I is hax0r!!!!111!!&lt;br /&gt;&lt;br /&gt;Happy Crack Dealer also reveals to Henry that the government is a front and his real target is that of the royal family. Henry is about to launch his way out of the Lunch Zone when he encounters Royal Offspring #1138(&lt;a&gt;a Robot&lt;/a&gt;) who has finally won the right to be the rule of the country.&lt;br /&gt;&lt;br /&gt;An epic fight occurs and at this point the film diverges into three separate endings.&lt;br /&gt;&lt;br /&gt;Ending A: Where #1138 reveals that he has reprogrammed all the resistance nanobots in the drugs to transform people into super solders and finally achieve his goal of ruling the country. Great catastrophe ensures for Henry and the resistance. &lt;br /&gt;&lt;br /&gt;Ending B: Henry engages in a super move that changes the events of the entire movie and enables the resistance to overthrow the royal family but at the cost of taking the movie down to 1.5 hours (Oh shame). Thus liberating the audience from their seats.&lt;br /&gt;&lt;br /&gt;Ending C: The film continues on its explosive and verbose manner as the epic fight causes the entire Lunch Zone to collaspe on itself. The country is then freed of a tyranical monarchy and a pesky resistance.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-7138729826789482530?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/7138729826789482530/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/story-generator-v20.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7138729826789482530'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7138729826789482530'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/story-generator-v20.html' title='Story Generator v2.0'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-1580657244979815021</id><published>2010-04-02T09:21:00.007+10:00</published><updated>2010-06-16T16:31:04.494+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='cgd workshops'/><title type='text'>Story Generator : Liberation</title><content type='html'>&lt;i&gt;story generation exercise - in groups - take a pack of post it notes [or tear up a piece of paper]&lt;br /&gt;&lt;br /&gt;INSTRUCTIONS: every member of the group writes on the cards:&lt;br /&gt;&lt;br /&gt; 1. a character name and attribute [eg martha the vandal]&lt;br /&gt; 2. an obstacle [eg main character is blind]&lt;br /&gt; 3. a setting [eg inner london]&lt;br /&gt; 4. a *disturbance* or event [eg a stranger arrives]&lt;br /&gt; 5. another character [eg dark stranger]&lt;br /&gt; 6. a premise or idea [eg this game is about justice]&lt;br /&gt;&lt;br /&gt;place each card type in separate piles and shuffle them - each member of the group takes a card and has to put together a plot and tell the story&lt;br /&gt;&lt;br /&gt;post the stories your JOURNAL BLOGS - each story should be told in well under 50 words - ensure a decent unity of action - a beginning, middle and end .. &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/S7Uura81V8I/AAAAAAAABIw/_YyAVjdJ768/s1600/story_generator.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 113px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/S7Uura81V8I/AAAAAAAABIw/_YyAVjdJ768/s200/story_generator.jpg" alt="" id="BLOGGER_PHOTO_ID_5455317847132952514" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;*Note: The (freedom) note is something I scribbled down after trying to figure out what Henry is.&lt;br /&gt;&lt;br /&gt;After a rather mad scramble, I got six post-its but I don't plan on writing a story in 50 words. Given what could happen, the story of Henry the Theoretical Force sort of demands more than 50 words.&lt;br /&gt;&lt;br /&gt;The following story contains much swearing and drug abuse. Sorry, Dave hasn't got any manners.&lt;br /&gt;&lt;br /&gt;EPISODE #54 - It Came Out of A Sandwich&lt;br /&gt;&lt;i&gt;[Dramatis personæ]&lt;br /&gt;&lt;br /&gt;NARRATOR, a Disembodied Voice&lt;br /&gt;&lt;br /&gt;HENRY, a Theoretical Force&lt;br /&gt;&lt;br /&gt;DAVE, the Happy Crack Dealer&lt;br /&gt;&lt;br /&gt;COPS, a group of highly ineffective law enforcement officers&lt;br /&gt;&lt;br /&gt;RADIO, a pair of deus ex machinas&lt;br /&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;NARRATOR:&lt;br /&gt;Following his misadventures in episode #231 "Attack of the Killer Munchies", Dave the Happy Crack Dealer had evaded the police by diving into a dumpster. Disguising himself with old banana peels and Doritos wrappers, Dave quickly adopts a freegan lifestyle. We now present a tale of high action and liberation, coated in a dense layer of mediocrity, episode #54 "It Came Out Of A Sandwich".&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Police sirens, running footsteps and heavy breathing can be heard]&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Police radio cuts in, lots of static]&lt;br /&gt;&lt;br /&gt;RADIO OFFICER:&lt;br /&gt;All units to convene at City Hall, armed and ready. Repeat, armed and ready at City Hall.&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Footsteps and squad car door slams. Heavy breathing stops]&lt;br /&gt;&lt;br /&gt;COP B:&lt;br /&gt;Damn Rushkies! Ya kno' dis city ain' had no peace since dem royals stopped makin' babies.&lt;br /&gt;&lt;br /&gt;COP A:&lt;br /&gt;Yeah, yeah. Pass over 'em tasers. It's gonna be a rough nite.&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Car revs up and drives away. Sirens fade out. Dumpster lid can be heard]&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;Fuck, I thought I was screwed. [snorts] Ahh, that's some good shit.&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Crackling of chip packets, plastic bags and falling tin cans]&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;Half a sandwich! [crackle] Cheetos! Yeah, I'm going to have me some delicious. [eating noises]&lt;br /&gt;&lt;br /&gt;HENRY:&lt;br /&gt;Dave, Dave, you must help me.&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;Fuck! Henry, can't ya see a man's eating here. What you want now? I thought you weren't coming to see me anymore. [grunts]&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Thump and rustling of garbage]&lt;br /&gt;&lt;br /&gt;HENRY:&lt;br /&gt;Dave, did you just snort some cocaine?&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;I'm a crack dealer, course I snort the shit. As an all seeing force, you're a dumb fuck.&lt;br /&gt;&lt;br /&gt;HENRY:&lt;br /&gt;I'm a theoretical force, not an omnipotent force. Dave, will you listen to me? This matter is important.&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;[sighs] Yeah, whatever. It's not going to like the time we stared at those goats, is it? Those woolly bitches gave me the willies.&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Police radio crackles and the dumpster lid slams]&lt;br /&gt;&lt;br /&gt;RADIO:&lt;br /&gt;All units are reminded that the Prince is armed and dangerous. Deadly Force has been granted to all units. I repeat, shoot to kill.&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Sirens, guns and cars get fainter. Dumpster lid slams.]&lt;br /&gt;&lt;br /&gt;NARRATOR:&lt;br /&gt;After much talk about old ladies, life and the price of bananas, Dave and Henry proceed to walk around the city. Dave is unaware that Henry has convinced him to purchase a series of university texts while Dave has secret motives to liberate a large stash of drugs from the police.&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Loud crashes and explosions can be heard. Police sirens and gun shots fade in and out. Dave's laughter can be heard.]&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;Booyeah, I am the Superman!&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Loud explosions and a machine gun fires briefly.]&lt;br /&gt;&lt;br /&gt;HENRY:&lt;br /&gt;Dave, please will you get those books off that shelf. Dave!&lt;br /&gt;&lt;br /&gt;COP A:&lt;br /&gt;Police! Put down that cardboard lady...?&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Loud crashes and fade]&lt;br /&gt;&lt;br /&gt;NARRATOR:&lt;br /&gt;Problems begin when Henry is unable to open the books and Dave is beaten up by a pair of Siamese twins who steal all his money.&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Scuffling and yelling is heard. A thump follows.]&lt;br /&gt;&lt;br /&gt;HENRY:&lt;br /&gt;Curses, I forgot I don't have arms. Dave, Dave?&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;Shove it Henry. [in pain] Why don't you just shove it.&lt;br /&gt;&lt;br /&gt;HENRY:&lt;br /&gt;Dave, please.&lt;br /&gt;&lt;br /&gt;DAVE: &lt;br /&gt;Fuck it Henry. If you don't shut up I'm going to burn them damn books.&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Sirens and gun shots can be heard]&lt;br /&gt;&lt;br /&gt;RADIO:&lt;br /&gt;The war between the West and East Royal Family factions entered public scrutiny again as an explosion killed over 100 people.&lt;br /&gt;&lt;br /&gt;COP B:&lt;br /&gt;Youse, freeze. Hey I'm talkin' to youse!&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Gun shots]&lt;br /&gt;&lt;br /&gt;NARRATOR:&lt;br /&gt;Henry and Dave's relationship crumbles when after a bad day of running away from the police, Dave burns all the books that he's collected for Henry. &lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Fire crackles]&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;Damn you to fucking hell. The police have been on our tail for days.&lt;br /&gt;&lt;br /&gt;HENRY:&lt;br /&gt;No... Dave please, I really need those books. Please. I never told you this but I...&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;Shut up! You little whiney bitch! Just leave. &lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Popping noise]&lt;br /&gt;&lt;br /&gt;NARRATOR:&lt;br /&gt;With that single pop, Henry disappeared from Dave's life.&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;Finally. What a douche. I can get back to work.&lt;br /&gt;&lt;br /&gt;NARRATOR:&lt;br /&gt;[cough] Back to our story. Dave finds himself able to continue with his work as the Happy Drug Dealer without the strange adventures of stealing Jungian and Socratic texts. Sadly he is unaware that this has all been an extremely bizarre dream that resulted from eaten a half eaten sandwich he found in the dumpster.&lt;br /&gt;&lt;br /&gt;DAVE:&lt;br /&gt;The pastrami was good or was that rat?&lt;br /&gt;&lt;br /&gt;HENRY:&lt;br /&gt;I disliked my ending, can I change it?&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Sirens]&lt;br /&gt;&lt;br /&gt;COP B:&lt;br /&gt;Gotcha, I'm a goin' enjoy beatin' your ass.&lt;br /&gt;&lt;br /&gt;FX:&lt;br /&gt;[Theme song]&lt;br /&gt;&lt;br /&gt;NARRATOR:&lt;br /&gt;Next Week, Will Dave the Happy Crack Dealer be able to survive 30 minutes of Bingo the Birthday Clown? Tune in for episode #148 "Star Crunch is a Serial". Don't forget to tune in for the special presentation of episode #0-75-A "The Return of Henry". How will Dave be able to combat Henry the Theoretical Force, now powered by a Joseph Campbell Narrative engine?&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Sorry that was utter shit.. Maybe I will rewrite it at some point.&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-1580657244979815021?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/1580657244979815021/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/story-generator-liberation.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1580657244979815021'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/1580657244979815021'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/04/story-generator-liberation.html' title='Story Generator : Liberation'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_Ua86YGGShro/S7Uura81V8I/AAAAAAAABIw/_YyAVjdJ768/s72-c/story_generator.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4253923928423625020</id><published>2010-03-29T07:38:00.005+10:00</published><updated>2010-03-30T08:10:41.404+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='essay ideas'/><title type='text'>Flights of Fantasy</title><content type='html'>While we're still stumbling around and trying to find something to write about, here's some more ideas for the 2nd essay. For the fantasy inclined fan, here's some works that you could turn into video games.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Phantasmagorical and Strange Happenings&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.redwall.org/"&gt;The Redwall series&lt;/a&gt; by Brain Jacques:&lt;br /&gt;anthropomorphic animals, swords and protecting their castle from the enemy are the main points of this series. Do I sense an RTS?&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Diana_Wynne_Jones"&gt;Diana Wynne Jones' novels&lt;/a&gt;:&lt;br /&gt;Did you know Howl's Moving Castle had a sequel? Or you could try the Chrestomanci series featuring a enchanter with nine lives.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.crydee.com/"&gt;The works of Raymond E. Feist&lt;/a&gt;:&lt;br /&gt;Try to to focus on one book or one of the smaller series. Yes, there have been some games but you could make &lt;a href="http://en.wikipedia.org/wiki/Magician_%28novel%29"&gt;Magician&lt;/a&gt;: The Game or how about political intrigue  Tsurani style in &lt;a href="http://en.wikipedia.org/wiki/Daughter_of_the_Empire"&gt;Daughter of the Empire&lt;/a&gt;.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.isfdb.org/cgi-bin/pe.cgi?24133"&gt;Arcorna&lt;/a&gt; by Anne McCaffrey&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.ursulakleguin.com/"&gt;Ursula K. Le Guin's Earthsea's series&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.annebishop.com/"&gt;The Black Jewels&lt;/a&gt; by Anne Bishop:&lt;br /&gt;'Bad fantasy' but does have some elements appropriate for games that have units or characters that level up via hierarchy.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/David_Eddings"&gt;David Eddings&lt;/a&gt;:&lt;br /&gt;Perhaps try The Elenium or The Tamuli.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Promethea"&gt;Promethea&lt;/a&gt; by Alan Moore (Alan Moore may screw your head in this one. Copies of this comic are floating around in the Brisbane City Council library system)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Novels by &lt;a href="http://www.harukimurakami.com/"&gt;Haruki Murakami&lt;/a&gt; (Challenging and intense reading)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Tomorrow_series"&gt;Tomorrow series&lt;/a&gt; by John Marsden (Die hard fans may kill you for destroying the spirit of the book &lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/The_Handmaid%27s_Tale"&gt;The Handmaid's Tale&lt;/a&gt; by Margaret Atwood (intense reading, if you're female you might think it's shit)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/American_Gods"&gt;American Gods&lt;/a&gt; by Neil Gaiman&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.artemisfowl.com/"&gt;Artemis Fowl&lt;/a&gt; by Eoin Colfer:&lt;br /&gt;Contains a child who's an evil genius, fairy police force with lasers and a ninja butler.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.jonathanstrange.com/"&gt;Jonathan Strange &amp; Mr Norrell&lt;/a&gt; by Susanna Clarke&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.thursdaynext.com/index2.html"&gt;Thursday Next&lt;/a&gt; by Jasper Fforde&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.thebooksofabarat.com/"&gt;Abarat series&lt;/a&gt; by Clive Baker:&lt;br /&gt;If you're going to tackle this one, perhaps concentrate on the world of Abarat.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4253923928423625020?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4253923928423625020/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/flights-of-fantasy.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4253923928423625020'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4253923928423625020'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/flights-of-fantasy.html' title='Flights of Fantasy'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-7745446556163935892</id><published>2010-03-28T06:36:00.009+10:00</published><updated>2010-03-29T08:25:50.074+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='essay ideas'/><title type='text'>Hurtling through the Galaxy</title><content type='html'>Like the last &lt;a href="http://buttonbashdesign.blogspot.com/2010/03/fragging-some-classics.html"&gt;post&lt;/a&gt;, this one is going to about looking for ideas for the essay topic: Why this work has not been converted into a videogame before and discuss.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;[4:50 pm I've just realised some of these ideas are not actual "works", they are more concepts so you'll either need to find a source material(text/video) based around these concepts. I'll be changing some of these so they are based off actual texts or films.]&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;TV, Science Fiction and Oddballs:&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.macgyveronline.com/"&gt;MacGuyver&lt;/a&gt;:&lt;br /&gt;I can't see why a game that uses MacGyverisms to solve problems, escape cells and kills bad guys hasn't been made. It could just be the mullet.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/The_A-Team"&gt;The A-Team&lt;/a&gt;:&lt;br /&gt;Explosions, guns, escapes and Mr T. &lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://dsc.discovery.com/fansites/mythbusters/mythbusters.html"&gt;Mythbusters&lt;/a&gt;:&lt;br /&gt;Teaching kids or grownups, the hows and whys of the universe. You could make it into a learning game, give your player a problem, give them free run of some labs and see if they can busts some myths. Alternatively you could turn in into a trivia game to see how much stuff you know.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.amazon.co.uk/Action-Heros-Handbook-Joe-Borgenicht/dp/071814550X"&gt;The Action Hero's Handbook&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.philipkdick.com/"&gt;Phillip K Dick&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Snow_Crash"&gt;Snow Crash&lt;/a&gt;:&lt;br /&gt;Hacker/Sword Fighter/Secret Agent turned pizza delivery guy who's broke has discovers plot to destroy humanity. The story world features the Metaverse, a fictional virtual reality that was spawned from the Internet. It's been described as an MMO.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Comic book heroes:&lt;br /&gt;&lt;a href="http://flashgordon.wikia.com/wiki/Flash_Gordon_Wiki"&gt;Flash Gordon&lt;/a&gt;, &lt;a href ="http://en.wikipedia.org/wiki/Tom_Strong"&gt;Tom Strong&lt;/a&gt; or find a hero like &lt;a href ="http://hungrybeast.abc.net.au/stories/not-so-superheroes"&gt;Hungry Beast&lt;/a&gt; did.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.imdb.com/title/tt0062622/"&gt;2001: A Space Odyssey&lt;/a&gt;:&lt;br /&gt;If you were trapped in space with HAL, what would you do? &lt;br /&gt;Alternatively you could look at &lt;a href="http://www.moon-movie.com/"&gt;Moon&lt;/a&gt;. (Beware, die hard fans may stop you from killing the movies)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Brainship"&gt;Brainship series&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://depts.washington.edu/ccce/polcommcampaigns/CultureJamming.htm"&gt;Culture Jamming&lt;/a&gt;:&lt;br /&gt;- &lt;a href="http://tenant.net/Community/steal/steal.html"&gt;Steal This Book&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://en.wikipedia.org/wiki/Flash_mob"&gt;Flash Mobs&lt;/a&gt; (&lt;a href="http://www.youtube.com/user/ImprovEverywhere"&gt;Improv Everywhere&lt;/a&gt;)&lt;br /&gt;- &lt;a href="http://en.wikipedia.org/wiki/Anonymous_%28group%29"&gt;Anonymous&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://venganza.org/"&gt;The Gospel of the Flying Spaghetti Monster&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.scientology.org/"&gt;Scientology&lt;/a&gt;(insert appropriate level of sarcasm here).&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Alternate Sports *Concepts:&lt;br /&gt;- &lt;a href="http://en.wikipedia.org/wiki/Roller_derby"&gt;Roller Derby&lt;/a&gt;(&lt;a href="http://www.whip-it.net/"&gt;Whip It&lt;/a&gt;)&lt;br /&gt;- &lt;a href="http://www.mpch-mainz.mpg.de/~sander/uni/hockey_e.pdf"&gt;Unicycle Hockey&lt;/a&gt; or &lt;a href="http://boxerhockey.fireball20xl.com/"&gt;Boxer Hockey&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.imdb.com/title/tt0131857/"&gt;BASEketball&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.dodge-ball.com/site/DodgeBall%20Rule%20Book.pdf"&gt;Dodgeball&lt;/a&gt; (links to international rule book in pdf form) or &lt;a href="http://www.dodgeballmovie.com/"&gt;the movie&lt;/a&gt;&lt;br /&gt;- Speed Dating (I jest) &lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.frontnetwork.net/advergame/"&gt;Advergame&lt;/a&gt; *Concepts:&lt;br /&gt;If you don't mind capitalising on a current product or you like seeing where extreme commercialisation is headed, why not try making a game to help advertise a product or company?&lt;br /&gt;- Kids MMO where weapons use brand name candy as ammo. Sour Warhead anyone?&lt;br /&gt;- &lt;a href="http://lysol-jones.deviantart.com/art/Extra-Value-Combo-Alpha-66945355"&gt;This&lt;/a&gt;, obviously copyright and the corporation may scare you off buy you know it would awesome if it where made.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Internet Social Phenomena *Concepts:&lt;br /&gt;Why not see what you can come up with based around stuff like: &lt;a href="http://twitter.com/"&gt;Twitter&lt;/a&gt;, &lt;a href="http://www.facebook.com/"&gt;Facebook&lt;/a&gt; or even &lt;a href="http://www.youtube.com/"&gt;YouTube&lt;/a&gt;. Maybe you could use these sites as part of the plot or game mechanic. &lt;br /&gt;- A Private Investigator searching for missing people via Facebook&lt;br /&gt;- The FBI trailing drug consignments via coded Twitter messages&lt;br /&gt;- A wannabe trying to become popular via YouTube&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-7745446556163935892?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/7745446556163935892/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/hurtling-through-galaxy.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7745446556163935892'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7745446556163935892'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/hurtling-through-galaxy.html' title='Hurtling through the Galaxy'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6998217334121712970</id><published>2010-03-27T07:22:00.008+10:00</published><updated>2010-03-29T08:33:47.730+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='essay ideas'/><title type='text'>Fragging the Classics</title><content type='html'>The goal for assignment 2: "this work has not been converted into a videogame before: discuss".&lt;br /&gt;&lt;br /&gt;That is a big rabbit hole to go down into, there are a lot of works that you can choose from and a lot of works you should not look at. Stuck for an idea, join the queue, but here's some places you can check out:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gutenberg.org/wiki/Main_Page"&gt;Project Gutenberg&lt;/a&gt;: One of the best places to get public domain(no copyright) works by authors who've long been in the grave. &lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.wikipedia.org/wiki/Main_Page"&gt;Wikipedia&lt;/a&gt;: An entertaining place where you can check if a work has been made into a film or video game. Alternatively you could use it to find something that hasn't been done before, like &lt;a href="http://www.uga.edu/nchfp/how/can_home.html"&gt;Canning&lt;/a&gt; or &lt;a href="http://www.mensa.org/"&gt;Mensa&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;'Classic' works to turn into games:&lt;br /&gt;&lt;i&gt;I've stuck in some example works that may have used the original as an inspiration or are something in a similar vein. I'm not going to go into what classic is, this is just something to generate ideas.&lt;/i&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/etext/2383"&gt;The Canterbury Tales&lt;/a&gt; by Geoffrey Chaucer:&lt;br /&gt;Stories within a story of a group of pilgrims (it's the 14th century) travelling from Southwark to Canterbury Cathedral. They tell each other stories to pass the time and provides a framework for Chaucer to use all sorts of literary devices like self insertion, parables and a set of characters who represent a cross section of society. It's really tempting to do a &lt;a href="http://grimm.spicyhorse.com/"&gt;American McGee's Grimm&lt;/a&gt; on it..&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/The_Tale_of_Genji"&gt;Genji Monogatari&lt;/a&gt; by Murasaki Shikibu:&lt;br /&gt;Early 11th century Japan's 'Casanova', The Tale of Genji tracks the (romantic) life and times of the illegitimate prince Genji. There are a few ways to go about it, but try to avoid making a erotic visual novel/game, that's the easy way out.)&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/browse/authors/d#a492"&gt;The works of Alexandre Dumas, père&lt;/a&gt;:&lt;br /&gt;Best known for works of high adventure such as &lt;a href="http://www.gutenberg.org/etext/1257"&gt;The Three Musketeers&lt;/a&gt; and &lt;a href="http://www.gutenberg.org/etext/1184"&gt;The Count of Monte Cristo&lt;/a&gt;, have a lot elements that could make them into video games. Revenge, politics and swords are awesome. &lt;a href="http://www.madman.com.au/gankutsuou/"&gt;Gankutsuou&lt;/a&gt; is Monte Cristo in space. &lt;i&gt;[I've been told a lot of Dumas' books have been made into games so you may have to tread carefully.]&lt;/i&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/browse/authors/s#a65"&gt;The Bard, William Shakespeare&lt;/a&gt;:&lt;br /&gt;Zounds, these works have gallons of inspiration in them. Hamlet and The Tempest have already been video games but you could try &lt;a href="http://en.wikipedia.org/wiki/King_Lear"&gt;King Lear&lt;/a&gt; (lots of dying) or &lt;a href="http://en.wikipedia.org/wiki/A_Midsummer_Night%27s_Dream"&gt;A Midsummer Night's Dream&lt;/a&gt; (happy endings). (I know some of these link to wiki but as if you're going to read the whole play at this stage)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/browse/authors/a#a68"&gt;Jane Austen&lt;/a&gt;:&lt;br /&gt;No.. I hear you cry? Well how about mixing it up some? How about &lt;a href="http://www.quirkclassics.com/index.php?q=pride-prejudice-zombies"&gt;Pride and Prejudice and Zombies&lt;/a&gt; or &lt;a href="http://www.quirkclassics.com/index.php?q=senseandsensibilityandseamonsters"&gt;Sense and Sensibility and Sea Monsters&lt;/a&gt;? Guts, gore and killing strange monsters in Regency England, why hasn't this been made before?&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href=http://www.youtube.com/watch?v=4sMc-p19FIk"&gt;Swan Lake by Pyotr Ilyich Tchaikovsky&lt;/a&gt;:&lt;br /&gt;Why not, young man finds an enchanted lady who's cursed and decides to free her. There's an evil magician and some drama, sure it's a ballet but you could rewrite it to fit in a video game. LucasArts did with &lt;a href="http://www.classicdosgames.com/online/sampler.html"&gt;Loom&lt;/a&gt;.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Der_Ring_des_Nibelungen"&gt;Der Ring des Nibelungen&lt;/a&gt; (The Ring of the Nibelun) by Wilhelm Richard Wagner: &lt;br /&gt;You're probably more familiar with &lt;a href="http://www.youtube.com/watch?v=EJAXJWm8G4A"&gt;What's Opera, Doc? (Kill the Wabbit)&lt;/a&gt; The Ring saga could be made into a game, who doesn't love Norse gods and viking helmets? &lt;a href="http://www.atlus.com/odinsphere/"&gt;Odin Sphere&lt;/a&gt; is almost like the opera but without the big ladies breaking glasses or ears.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/etext/60"&gt;The Scarlet Pimpernel&lt;/a&gt; by Baroness Emmuska Orczy:&lt;br /&gt;Set during the Reign of Terror (start of the French Revolution), the series follows the exploits of Sir Percy Blakeney, a man with a secret identity. When he's not being a fop(the 17th C 'man of fashion'), he's off saving innocent French nobles from getting the chop. How easy would it be to convert it into a action/adventure with swashbuckling rescue missions? &lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/etext/996"&gt;The Ingenious Hidalgo Don Quixote of La Mancha&lt;/a&gt; by Miguel de Cervantes: &lt;br /&gt;Maybe you can actually create a video game out of the story of an old man obsessed with chivalry who decides that he will become a knight. Don Quixote is beset by problems, he's clearly delusional, people make fun of him and his family are trying to stop him from acting so crazy. What's a man to do when giants (windmills) are all over La Mancha? See if you have better luck than Terry Gilliam in adapting this work. &lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/etext/86"&gt;A Connecticut Yankee in King Arthur's Court&lt;/a&gt; by Mark Twain:&lt;br /&gt;A smart talking man with a knowledge of firearms and machinery is transported to the year 528 after being hit on the head. He eventually realises that his 19th C knowledge makes him the smartest man on Earth(Middle Aged version). Hijinks ensure. You could turn this into a several different games, think action/adventure, puzzle or click and point.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.sacred-texts.com/hin/dutt/index.htm"&gt;The Ramayana&lt;/a&gt;:&lt;br /&gt;An ancient Sanskrit epic about the prince Rama(an avatar of Vishnu) and his wife Sita who is kidnapped by Ravana the demon King. Don't go "God of War" or "Dante's Inferno" on this despite the similarities. A comic book adaptation is being made into a &lt;a href="http://www.soepress.com/release.asp?i=137"&gt;MMO&lt;/a&gt;.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Still stuck?&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://blogs.creativeloafing.com/culturesurfing/2010/03/10/a-few-questions-with-seth-grahame-smith/"&gt;Abraham Lincoln: Vampire Hunter&lt;/a&gt; by Seth Grahame-Smith&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://video.google.com/videoplay?docid=-5434666681046246946&amp;q=The+Amazing+Screw-On+Head"&gt;The Amazing Screw-On Head&lt;/a&gt; by Mike Mignola&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/author/Oscar+Wilde"&gt;Oscar Wilde's stories&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/author/L._Frank_Baum"&gt;Works by L. Frank Baum&lt;/a&gt; (The guy who wrote The Wizard of Oz)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.verselink.org/topics/stories.html"&gt;The Pilgram's Progress&lt;/a&gt; by John Bunyan (Heavy Reading)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/etext/6130"&gt;The Illiad&lt;/a&gt; by Homer (The Trojan War)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/etext/829"&gt;Gulliver's Travels&lt;/a&gt; by Jonathan Swift&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/etext/521"&gt;Robinson Crusoe&lt;/a&gt; by Daniel Defoe&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/etext/558"&gt;The Thirty-Nine Steps&lt;/a&gt; by John Buchan&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.gutenberg.org/browse/authors/m#a9"&gt;Moby Dick&lt;/a&gt; by Herman Melville&lt;br /&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6998217334121712970?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6998217334121712970/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/fragging-some-classics.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6998217334121712970'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6998217334121712970'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/fragging-some-classics.html' title='Fragging the Classics'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-8421142665629203711</id><published>2010-03-26T12:21:00.008+10:00</published><updated>2010-06-16T16:32:42.054+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='cgd workshops'/><title type='text'>Level Up - Working in a Story</title><content type='html'>&lt;i&gt;This week you should consider the different theories presented in the lecture and do two things: one, which one do you most agree with? and two: give us a game which you feel EPITOMISES your favoured theory and why?&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Game Theories:&lt;br /&gt;- Games are active&lt;br /&gt;- Games as work&lt;br /&gt;- Games as learning&lt;br /&gt;- Games as social interaction&lt;br /&gt;- Games as a study of rules or Games bound by a system of rules&lt;br /&gt;- Games without goals (it's not a game with a goal, so they say)&lt;br /&gt;- Games as spaces or Games as story worlds&lt;br /&gt;- Games as an "Unholy" alliance of designer and player&lt;br /&gt;- Games as art (a bonus one from my head)&lt;br /&gt;&lt;br /&gt;Yes, I'm sure I've missed the point but this is what I have gotten out of the lecture so it's going to be different to whatever is in your head. The hard part of picking &lt;b&gt;one&lt;/b&gt; of these theories is finding one that I'd agree with 100%. Games are complex constructions that have a whole lot of elements that I find difficult to pigeon hole as one 'thing'.&lt;br /&gt;&lt;br /&gt;Nearly all games fit within these theories it depends on what aspects you decide to concentrate on. I'd could go on all day about it but that would be digressing into a giant pile of &lt;i&gt;blah blah&lt;/i&gt;. I'm going to concentrate on "Games as story worlds" and "Games as work".&lt;br /&gt;&lt;br /&gt;I like games that have worlds that are fully (or try to be) immersive and are about having to work within the confines of the story. A lot of the time this fails, the story is bad and the game mechanics are boring or don't work. A game that has a story world has to work hard to get the player to stay in the world for a long time.&lt;br /&gt;&lt;br /&gt;Let's take Japanese RPG's for example. J-RPGS are all games that run on 2 theories, games as a story world and games as work. The story and world is there to suck you in, the work is used to stop it from being one giant visual novel. The kind of work you do is leveling up (grinding).&lt;br /&gt;&lt;br /&gt;Why level up:&lt;br /&gt;- To stop getting killed&lt;br /&gt;- To get powerups/gain abilities&lt;br /&gt;- Collect items (you collect items for many reasons)&lt;br /&gt;- OCD (you're compelled to get as much stuff as possible)&lt;br /&gt;- Bragging rights (the internet is a strange place where bragging on how little you level up will earn you 'cred')&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Case Study:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Let's look at an example of how the story world and working(level) work together.&lt;br /&gt;The JRPG works on having a story and characters that make the player/audience want to progress the story or spend time with the character. The get further in the story, you more you need to level up.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Persona_3"&gt;&lt;u&gt;Persona 3:&lt;/u&gt;&lt;/a&gt;&lt;br /&gt;A dungeon with 250 levels, characters, social relationships and your personality that require leveling up? Welcome to Persona 3, a J-RPG that puts you in the life of a Japanese teenager who has to deal with demons, the apocalypse, soul searching and exams.&lt;br /&gt;&lt;br /&gt;Levelling up requires you to fight monsters that appear in the dungeon, standard fair. What makes this different is that if you need to get to certain floors of the dungeon by certain days. That's right, it's got a calender cycle. Okay, strange but possible until you find out that your party members are digital humans; work them too hard and they get tired and catch colds. Your main character has these weaknesses too, work him too hard and he won't be able to fight.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S6xFrD4aNBI/AAAAAAAABIA/p2Dbw_7LHLg/s1600/Persona3_battlescreen.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 134px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S6xFrD4aNBI/AAAAAAAABIA/p2Dbw_7LHLg/s200/Persona3_battlescreen.jpg" alt="" id="BLOGGER_PHOTO_ID_5452809854917424146" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;There are some incentives for levelling up, you get access to new summons, magic powers, money and the thrill of not dying in the randomly generated dungeon. Don't forget, you're saving the world. How's that for extra curricular activity?&lt;br /&gt;&lt;br /&gt;The story of Persona 3 does make the fighting and levelling bearable, sometimes &lt;a href="http://video.google.com/videoplay?docid=2519083348222868005&amp;amp;hl=en#"&gt;enjoyable&lt;/a&gt;. You're going to save the world, making sure you don't die while doing it is a powerful incentive. Another incentive is Hard Mode, you die and there aren't no magic items to bring you back to life.&lt;br /&gt;&lt;br /&gt;The game has moments that do make you feel a part of the world. Team members will tell you enthusiastically when they level up or when they land a critical hit. Exclamation marks pop up when you character answers a question correctly, is charming or stands up for himself.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S6yFpGJ-whI/AAAAAAAABIo/jfVQlAqfQl4/s1600/persona3_igor.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 134px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S6yFpGJ-whI/AAAAAAAABIo/jfVQlAqfQl4/s200/persona3_igor.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5452880189912433170" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The social relationship leveling up? Strangely investing time in NPCs does reap some benefits, being best buds or having a relationship will net you more powerful summons. Having friends also helps you save the world from doom. You get bonus content as you get closer to your friends, finding out why a monk hangs out at a night club is one of the highlights. JRPG's are notorious for making character interaction a must, I don't know if these skills will carry over to your real life.&lt;br /&gt;&lt;br /&gt;Unlike real life, if you level up aspects of your personality, you can meet new people or impress the ones you know. Somehow it's worked into the story; a creepy man from a dimension that only you can access tells you to make friends as part of your contract that you've signed with some strange ghostly kid... It makes sense in the world of Persona but no where else.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/S6xRgCznJiI/AAAAAAAABIQ/CIohVNZ7g00/s1600/persona3_slink.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/S6xRgCznJiI/AAAAAAAABIQ/CIohVNZ7g00/s200/persona3_slink.jpg" alt="" id="BLOGGER_PHOTO_ID_5452822859789837858" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/S6xSIdTilkI/AAAAAAAABIY/E_3OzewE5uM/s1600/person3_personality.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 140px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/S6xSIdTilkI/AAAAAAAABIY/E_3OzewE5uM/s200/person3_personality.jpg" alt="" id="BLOGGER_PHOTO_ID_5452823554097845826" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The game world does have a lot of extra things to do but they are geared towards levelling either relationships or your own stats. Singing karaoke makes you more courageous.. The main character is pretty bland, giving you lots of opportunity to give him a personality. The game's also great at getting people to &lt;a href="http://www.gamefaqs.com/console/ps2/game/932312.html"&gt;micromanage&lt;/a&gt; the character's life. Not that's a bad thing when you get to the stage of juggling 3 girlfriends..&lt;br /&gt;&lt;br /&gt;It's best to say that this particular story is work, you work to save the world and better yourself. Working to save the world involves levelling up and trying not to die. Well, at least you've spent over 50 hours getting through a really intense story, surely that's worth it?&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Pretty sure I've failed getting any form of a message across. Better luck next time.&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-8421142665629203711?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/8421142665629203711/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/reading-is-gaming.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/8421142665629203711'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/8421142665629203711'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/reading-is-gaming.html' title='Level Up - Working in a Story'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_Ua86YGGShro/S6xFrD4aNBI/AAAAAAAABIA/p2Dbw_7LHLg/s72-c/Persona3_battlescreen.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-5717503253075306241</id><published>2010-03-26T07:22:00.007+10:00</published><updated>2010-06-16T16:31:42.106+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='prototype exercises'/><category scheme='http://www.blogger.com/atom/ns#' term='cgd workshops'/><title type='text'>The Wizard of Oz - Remixed</title><content type='html'>This week's prototyping exercise was to take  L. Frank Baum's Wizard of Oz and turn it into a game. The catch is that the game must be based on 1 of 5 game theories:&lt;br /&gt;&lt;br /&gt;- Play as Darwinian influence (survival of the fittest)&lt;br /&gt;- Play as active performance (player works to create work via action)&lt;br /&gt;- Play as work (where the game exists because the player plays it)&lt;br /&gt;- Play as (learning) fun ("teach" the player a satisfying pattern)&lt;br /&gt;- Play as social imperative (playing provides social opportunities)&lt;br /&gt;&lt;br /&gt;Ideas generated by: Max, Natalie, Jasmine and I.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;The Wizard of Oz as Survival of the Fittest:&lt;/u&gt;&lt;br /&gt;Feel free to add dystopian future to any of these.&lt;br /&gt;&lt;br /&gt;- Wizard of Oz as Survivor (TV show)&lt;br /&gt;- Battle Royale: Oz&lt;br /&gt;- Wizard of Oz fighting game&lt;br /&gt;- MMO (offers survival but also social opportunities, why kill when you can befriend?)&lt;br /&gt;- RTS (pick a faction of Oz and try to assimilate as many hosts to bred a batch of super solders)&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Return to Oz: Teaching the player:&lt;/u&gt;&lt;br /&gt;Genre: Action/Adventure with puzzle elements (up for discussion)&lt;br /&gt;Play: Non linear&lt;br /&gt;&lt;br /&gt;Inspired by the movie &lt;a href="http://www.imdb.com/title/tt0089908/"&gt;Return to Oz&lt;/a&gt; and The Wizard of Oz series, the game has the player moving between the real world and memories set in the land of Oz. &lt;br /&gt;&lt;br /&gt;The real world is filled with problems but the solutions to these problems can be found in Oz. The player is given a portal to be transported to a memory bank where they can choose which memory to play.&lt;br /&gt;&lt;br /&gt;The game is comprised of small events that culminate into a larger goal, the puzzles that the player solves help fix the real world and progress the game.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Potential Puzzles:&lt;/u&gt;&lt;br /&gt;- Freeing cursed characters from the Nome King's spell&lt;br /&gt;- Finding treasure in Mombi the Witch's Hall of Heads&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-5717503253075306241?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/5717503253075306241/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/wizard-of-oz-remixed.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5717503253075306241'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5717503253075306241'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/wizard-of-oz-remixed.html' title='The Wizard of Oz - Remixed'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4272617346525067057</id><published>2010-03-24T15:56:00.006+10:00</published><updated>2010-03-24T16:16:16.782+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='tips'/><title type='text'>Hairstyln'</title><content type='html'>Somehow I'm an(the?!) example on how to do shit that involves written assignments. If you're looking on how to write an essay, you're looking in the wrong place. Here's some stuff that will help you to make it look like you did research.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.swinburne.edu.au/lib/researchhelp/harvard_style.html"&gt;Swinburne University: Harvard Style Guide&lt;/a&gt;: The most useful one around, it's pretty wordy but does have guidelines for referencing Wikipedia, Youtube, blogs and Twitter.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.lib.monash.edu.au/tutorials/citing/harvard.html"&gt;Harvard - UQ style!&lt;/a&gt;: If it's good enough for them, then it's good enough for you. Download UQ's guide &lt;a href="http://www.library.uq.edu.au/training/citation/harvard_6.pdf"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://app.griffith.edu.au/reference_tool/index-core.php"&gt;Griffith U's Referencing Tool&lt;/a&gt;: Nuttin' says serious learning than a Flash applet. No Flash - use the &lt;a href="http://app.griffith.edu.au/reference_tool/non-flash"&gt;text version&lt;/a&gt;. Or &lt;a href="http://www.griffith.edu.au/oua/pdf/arts-guide-referencing.pdf"&gt;pdf version&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Don't forget:&lt;br /&gt;Bibliographies go on a &lt;b&gt;new&lt;/b&gt; page. They are also &lt;b&gt;A - Z&lt;/b&gt; like a phone book.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4272617346525067057?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4272617346525067057/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/hairstyln.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4272617346525067057'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4272617346525067057'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/hairstyln.html' title='Hairstyln&apos;'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4717411074466464412</id><published>2010-03-23T20:03:00.006+10:00</published><updated>2010-03-25T11:05:12.615+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='text adventure'/><title type='text'>Episode III - Third time's not so charming</title><content type='html'>&lt;i&gt;Getting a little closer but the conclusion stinks as usual. Some of the stuff is the same, but I have tried to make it flow better and get some of those ideas tighter. Hopefully the final version is within sight.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Star Wars has had a pervasive impact on the modern human psyche and has left its mark on directors, fans and video game designers. It is responsible for several changes in popular culture, the rise of the blockbuster, the franchise movie, the use of computer generated special effects and for leaving an indelible mark on popular lexicon. (Emerson n.d; Jenkins 2005) Countless references from the series have been used in commercials, video games, books and other mediums.&lt;br /&gt;&lt;br /&gt;For those born after the inception of Star Wars, they have accepted it as a site of shared cultural knowledge. (Booker 1997) Peter Krämer (2001) cites during a class, he asked students the role of Star Wars had in their lives and was surprised by the response. They recounted that as children; they inhabited a 'Star Wars universe' and still felt that was still applied even as adults. "... the saga's characters, stories and catch phrases had been a primary reference point for their peer group and also within their families." (Kramer 2001)&lt;br /&gt;&lt;br /&gt;Star Wars has a video game industry has spawned over 100 video and computer commodities. Much of the series continuing popularity and perpetuation of Star Wars over our society is due to the production of video games. (ref) Video games have offered a way for Star Wars to continue their dominance of popular culture; this spread also has had an effect on video games as a source of inspiration, reference and parody.&lt;br /&gt;&lt;br /&gt;The biggest game in the industry that Star Wars has inspired is Tomohiro Nishikado's Space Invaders. Nishikado recalls that he was inspired by news of the American movie that was coming to Japan. He had felt that setting the game in space and having aliens as opponents would be less immoral than shooting human enemies. "Human movement would have been easier, but I felt it would be immoral to shoot humans, even if they were bad guys." (Nishikado cited in The Creation of Space Invaders 2005)&lt;br /&gt;&lt;br /&gt;Space Invaders is considered to one of the seminal arcade games which launched an industry. The influence on the games industry can still be felt today. It pushed video games culture into mainstream consciousness; it created the genre of games known as top-down shooters and became a historical icon of video games. (Edwards n.d)&lt;br /&gt;&lt;br /&gt;Its conception could not have happened without Star Wars' interpretation of space as an adventure. It paved the way for space opera and aliens to be acceptable serious topics for movies and video games. (Edwards n.d) While Star Wars is considered the quintessential space adventure movie, it has also created the archetypal video game moment. &lt;br /&gt;&lt;br /&gt;`Star Wars' didn't create video games but it totally influenced them... The Death Star trench run in the original `Star Wars' is the archetypal video game climax: Fire a missile, hit a weak spot and everything gets destroyed. (Schneider cited in Caro 2005)&lt;br /&gt;&lt;br /&gt;The battles set in space have been an inspiration to game designers Ted Michon and David Rolfe who in 1979 released the arcade game Star Fire. Due to licensing and publishing issues the game never bore the Star Wars brand but players have made connections between Star Fire and its muse.&lt;br /&gt;&lt;br /&gt;David Rolfe admits that Michon wanted to create a game in the same genre as Star Wars. The graphics created for the game attracted Star Wars fans through their similarity to the original product. It has been described by some to be a digital equivalent to piloting a vehicle from the movies. (Thomasson 2006; Minter 2003) The sheer volume of fan media is overwhelming; the desire for others to relive and recreate the experiences of Star Wars and its characters is not limited to fans. (Jenkins H 2005; Caro 2003) &lt;br /&gt;&lt;br /&gt;Star Wars and Star Fire would later lead to an unusual game inspired by an official Star Wars product. &lt;br /&gt;&lt;br /&gt;The review in question described the Walkers as “giant mechanical camels”. “And that just got me thinking about giant camels in general,” says Minter. (The Making Of: Attack of The Mutant Camels 2009)&lt;br /&gt;&lt;br /&gt;Drawing inspiration from a review of The Empire Strikes Back, Minter created an imaginative experience which pitted the player against shielded camels that could fire lasers. (The Making Of: Attack of The Mutant Camels 2009) With an aesthetic borrowed from the Parker Brother's game, Minter's game could be seen as a parody but also as a retelling of the original game. &lt;br /&gt;&lt;br /&gt;It is difficult to imagine a cultural landscape without Star Wars, much of it has become ingrained into our communicated media such as films, books and video games. It has remained one of the most popular space operas, a prime example of man's obsession with adventure and the unknowns of space. Space Invaders and its space themed game play originate with Star Wars; this little seed of inspiration gave rise to one of icons of video game culture.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Conclusion is not finished, again. I will get around to it once I figure out just how to sum this essay up.&lt;/i&gt;&lt;br /&gt;Following the rise of Space Invaders and Lucas' films, video games, aliens, space operas became pop culture standards. The thrill of exciting frontiers opened by digital media continues today.  Scenarios, characters and lines from the films have often been referenced in different mediums and still provide stimulus for developing works.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4717411074466464412?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4717411074466464412/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/episode-iii-third-times-not-so-charming.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4717411074466464412'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4717411074466464412'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/episode-iii-third-times-not-so-charming.html' title='Episode III - Third time&apos;s not so charming'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-7746285215655586201</id><published>2010-03-22T07:49:00.006+10:00</published><updated>2010-03-23T20:10:53.762+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='text adventure'/><title type='text'>Episode II - The Waffle starts now</title><content type='html'>&lt;i&gt;Another slightly re-jigged draft of &lt;a href="http://buttonbashdesign.blogspot.com/2010/03/episode-i-rough-start.html"&gt;yesterday's entry&lt;/a&gt;, it's starting to get better. Who knows I may have something by Thursday that actually looks like an essay.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;How does a space opera from the 1970's influence contemporary gaming? &lt;i&gt;Yeah, yea, I know this line is getting old. I'll come up with something better.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Star Wars has had a pervasive impact on the modern human psyche and has left its mark on directors, fans and video game designers. It is responsible for several changes in popular culture, the rise of the blockbuster, the franchise movie, the use of computer generated special effects and for leaving an indelible mark on popular lexicon. (Emerson n.d; Jenkins 2005) Countless references from the series have been used in commercials, video games, books and other mediums.&lt;br /&gt;&lt;br /&gt;The biggest game in the industry that Star Wars has inspired is Tomohiro Nishikado's Space Invaders. Nishikado recalls that he was inspired by news of the American movie that was coming to Japan. He had felt that setting the game in space and having aliens as opponents would be less immoral than shooting human enemies. "Human movement would have been easier, but I felt it would be immoral to shoot humans, even if they were bad guys." (Nishikado cited in The Creation of Space Invaders 2005)&lt;br /&gt;&lt;br /&gt;Space Invaders is considered to one of the seminal arcade games which launched an industry. The influence on the gaming industry can still be felt today. It pushed video games culture into mainstream consciousness; it created the genre of games known as top-down shooters and became a historical icon of video games. (Edwards n.d)&lt;br /&gt;&lt;br /&gt;Its conception could not have happened without a fairy tale sent in space known as Star Wars. Star Wars paved the way for space opera and aliens to be acceptable serious topics for movies and video games. (Edwards n.d) While Star Wars is considered the quintessential space adventure movie, it has also created the archetypal video game moment. &lt;br /&gt;&lt;br /&gt;`Star Wars' didn't create video games but it totally influenced them... The Death Star trench run in the original `Star Wars' is the archetypal video game climax: Fire a missile, hit a weak spot and everything gets destroyed.  (Schneider cited in Caro  2005)&lt;br /&gt;&lt;br /&gt;The battles set in space have been an inspiration to game designers Ted Michon and David Rolfe who in 1979 released the arcade game Star Fire. Due to licensing and publishing issues the game never bore the Star Wars brand but players have made connections between Star Fire and its inspiration.&lt;br /&gt;&lt;br /&gt;David Rolfe admits that Michon wanted to create a game in the same genre as Star Wars. The graphics created for the game attracted Star Wars fans through their similarity to the original product. (Thomasson 2006 ; Minter 2004)&lt;br /&gt;&lt;br /&gt;Star Wars and Star Fire would later lead to an unusual game inspired by an official Star Wars product. &lt;br /&gt;&lt;br /&gt;The review in question described the Walkers as “giant mechanical camels”. “And that just got me thinking about giant camels in general,” says Minter.  (The Making Of: Attack of The Mutant Camels 2009)&lt;br /&gt;&lt;br /&gt;Drawing inspiration from a review of The Empire Strikes Back, Minter created an imaginative experience which pitted the player against shielded camels that could fire lasers. With an aesthetic borrowed from the Parker Brother's game, Minter's game could be seen as a parody but also as a retelling of the original game. (The Making Of: Attack of The Mutant Camels 2009)&lt;br /&gt;&lt;br /&gt;For those born after the inception of Star Wars have accepted it as a site of shared cultural knowledge. (Booker 1997) Peter Krämer (2001) cites during a class, he asked students the role of Star Wars had in their lives and was surprised by the response. They recounted that as children, they were inhabiting a 'Star Wars universe'  and still felt that was still applied even as adults. &lt;br /&gt;&lt;br /&gt;"... the saga's characters, stories and catch phrases had been a primary reference point for their peer group and also within their families." (Kramer  2001)&lt;br /&gt;&lt;br /&gt;&lt;i&gt;More to come so don't winge that it's not going anywhere.&lt;br /&gt;23rd March Edit: No, changed part of it so this is an unfinished draft&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Bibliography&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Booker W 1997, 'New Hope: The Postmodern Project of Star Wars' in S Redmond(ed), Liquid Metal The Science Fiction Film Reader, Wallflower Press, London, pp. 289 - 307.&lt;br /&gt;&lt;br /&gt;Brown J 2005,&lt;i&gt; The impact of the Star Wars trilogy&lt;/i&gt;, viewed 10th March 2010, http://www.pbs.org/newshour/bb/entertainment/jan-june05/star_wars_5-19.html.&lt;br /&gt;&lt;br /&gt;Caro M 2005, &lt;i&gt;The power of the dark side&lt;/i&gt;, viewed 10th March 2010, http://www.chicagotribune.com/chi-0505080390may08,0,5154795.story?page=1.&lt;br /&gt;&lt;br /&gt;Ebert R 1999, &lt;i&gt;Great Movies: Star Wars&lt;/i&gt;, viewed 11th March 2010, http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/19990628/REVIEWS08/906280301/1023.&lt;br /&gt;&lt;br /&gt;Edwards B n.d., &lt;i&gt;Ten Things Everyone Should Know About Space Invaders Celebrating 30 Years of Shooting at Sushi&lt;/i&gt;, viewed 5th March 2010, http://www.1up.com/do/feature?pager.offset=1&amp;cId=3168373.&lt;br /&gt;&lt;br /&gt;Emerson J n.d, &lt;i&gt; How Star Wars Shook the World&lt;/i&gt;, viewed 10th March 2010, http://movies.msn.com/movies/starwars/?GT1=7701&amp;.&lt;br /&gt;&lt;br /&gt;Jenkins H 2005,&lt;i&gt; Quentin Tarantino's Star Wars?: Digital Cinema, Media Convergence, and Participatory Culture&lt;/i&gt;, viewed 12th March 2010, http://web.mit.edu/cms/People/henry3/starwars.html.&lt;br /&gt;&lt;br /&gt;Kramer P 2001, 'It's Aimed At Kids - The Kid in Everybody: George Lucas, Star Wars and Children's Entertainment', in Y Trasker(ed), Action and Adventure Cinema, Routledge, Oxen, pp. 358 - 370.&lt;br /&gt;&lt;br /&gt;Minter J 2004, &lt;i&gt;The Joy of ZX &amp; Hex&lt;/i&gt;, viewed 20th March 2010, http://www.llamasoft.co.uk/lshistory4.php. &lt;br /&gt;&lt;br /&gt;Rickey, C 2005, &lt;i&gt;Debate brews about cultural impact of 'Star Wars'&lt;/i&gt;, viewed 10th March 2010, http://media.www.the-telescope.com/media/storage/paper749/news/2005/05/09/StarWars/Debate.Brews.About.Cultural.Impact.Of.star.Wars-953413.shtml.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;The Creation of Space Invaders 2005, Edge Online&lt;/i&gt;, viewed 12th March 2010, http://www.edge-online.com/news/the-creation-space-invaders.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;The Making Of:Attack of The Mutant Camels 2009&lt;/i&gt;, Edge Online, viewed 14th March 2010, http://www.edge-online.com/magazine/the-making-of-attack-of-the-mutant-camels.&lt;br /&gt;&lt;br /&gt;Thomasson M 2006, &lt;i&gt;Interview with David Rolfe&lt;/i&gt;, viewed 13th March 2010, http://www.gooddealgames.com/interviews/int_rolfe.html.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-7746285215655586201?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/7746285215655586201/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/episode-ii-waffle-starts-now.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7746285215655586201'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/7746285215655586201'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/episode-ii-waffle-starts-now.html' title='Episode II - The Waffle starts now'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4538079730679555609</id><published>2010-03-21T06:44:00.004+10:00</published><updated>2010-03-22T07:46:11.831+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='text adventure'/><title type='text'>Episode I - Rough Start</title><content type='html'>&lt;i&gt;This is a pretty rough draft of my essay about Star War's impact on modern gamimg. A lot of things need to sorted like references, ideas, flow and a conclusion. More will come as I rework it.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Star Wars is responsible for several changes in popular culture, the rise of the blockbuster, the franchise movie, the use of computer generated special effects and for leaving an indelible mark on popular lexicon. (Emerson  n.d ; Jenkins 2005) Countless references from the series have been used in commercials, video games, books and other mediums.&lt;br /&gt;&lt;br /&gt;How could a space opera from the 70's influence contemporary gaming?&lt;br /&gt;&lt;br /&gt;Star Wars has had a pervasive impact on the modern human psyche and has left its mark on directors, fans and video game designers. This essay will look at the impact Star Wars had on people as a cultural phenomena and at the video games it has inspired.&lt;br /&gt;&lt;br /&gt;Peter Krämer (2001) cites during a class, he asked students the role of Star Wars had in their lives and was surprised by the response. He recounts that as children, many of his students felt they been inhabiting the Star Wars universe and still do as adults. &lt;br /&gt;&lt;br /&gt;"... the saga's characters, stories and catch phrases had been a primary reference point for their peer group and also within their families." (Kramer  2001)&lt;br /&gt;&lt;br /&gt;The appeal of Star Wars has many facets, its creator George Lucas has been cited that it is a portrayal of faith and innocence triumphing over cynicism and despair. (Levin cited in Brooker  1997) Critics have panned and praised the series approach to capture the "inner child". (Kramer  2001) Simular parallels can seen in the number of games that offer the player a similar experience. &lt;br /&gt;&lt;br /&gt;"`Star Wars' didn't create video games but it totally influenced them... The Death Star trench run in the original `Star Wars' is the archetypal video game climax: Fire a missile, hit a weak spot and everything gets destroyed." (Schneider cited in Caro  2005)&lt;br /&gt;&lt;br /&gt;It is moments like these that have inspired games such as Space Invaders, Star Fire, Attack of the Mutant Camels and countless others. Entering a world where Star Wars, some of these products prove that Star Wars is an inspiring force that spans a lifetime. &lt;br /&gt;&lt;br /&gt;The 1979 arcade game Star Fire owes its creation to Star Wars. Ted Michon was inspired by the movies to create a game in this genre, he created graphics that were extremely close to the designs of Star Wars. (Thomasson 2006) Star Fire is noted for emulating the experience of flying a TIE fighter from the movies. (Minter 2003)&lt;br /&gt;&lt;br /&gt;One of the strangest video games to claim influence from Star Wars is Jeff Minter's Attack of the Mutant Camels.&lt;br /&gt;&lt;br /&gt;The review in question described the Walkers as “giant mechanical camels”. “And that just got me thinking about giant camels in general,” says Minter.  (&lt;i&gt;The Making Of: Attack of The Mutant Camels&lt;/i&gt; 2009)&lt;br /&gt;&lt;br /&gt;Drawing inspiration from a review of The Empire Strikes Back, Minter created an imaginative experience which pitted the player against shielded camels that could fire lasers. With an aesthetic borrowed from the Parker Brother's game, Minter's game could be seen as a parody but also as a retelling of the original game. &lt;br /&gt;&lt;br /&gt;The biggest game in the industry that Star Wars has inspired is Tomohiro Nishikado's Space Invaders. Nishikado recalls that he was inspired by news of the American movie that was coming to Japan. He had felt that setting the game in space and having aliens as opponents would be less immoral than shooting human enemies.(&lt;i&gt;The Creation of Space Invaders&lt;/i&gt; 2005)&lt;br /&gt;&lt;br /&gt;Space Invaders is considered to one of the seminal arcade games which launched an industry. The influence on the gaming industry can still be felt today. It pushed video games culture into mainstream consciousness, it created the genre of games known as top-down shooters and it's conception could not have happened without a fairy tale sent in space known as Star Wars. Star Wars paved the way for space opera and aliens to be acceptable serious topics for movies and video games.(Edwards n.d)&lt;br /&gt;&lt;br /&gt;Video games would not be a dynamic cultural force without the influence of Star Wars whether it's the need to emulate scenes from the movies or as a jumping platform for game development. The excitement of pretending to be a Jedi Knight as a child to engaging hyper-speed as an adult gamer, these moments could only have come from a world where Star Wars exists.&lt;br /&gt;&lt;br /&gt;From the late 70's, Star Wars has been the one cultural force that has eclipsed other trends and inducted generations of people into its fold. Few can imagine life without its presence, even the uninterested are aware of its influence over their lives. If the force with you?&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Bibliography&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Booker W 1997, 'New Hope: The Postmodern Project of Star Wars' in S Redmond(ed), &lt;i&gt;Liquid Metal The Science Fiction Film Reader&lt;/i&gt;, Wallflower Press, London, pp. 289 - 307.&lt;br /&gt;&lt;br /&gt;Brown, J 2005, &lt;i&gt;The impact of the Star Wars trilogy&lt;/i&gt;, viewed 10th March 2010, http://www.pbs.org/newshour/bb/entertainment/jan-june05/star_wars_5-19.html.&lt;br /&gt;&lt;br /&gt;Caro, M 2005, &lt;i&gt;The power of the dark side&lt;/i&gt;, viewed 10th March 2010, http://www.chicagotribune.com/chi-0505080390may08,0,5154795.story?page=1.&lt;br /&gt;&lt;br /&gt;Ebert, R 1999, &lt;i&gt;Great Movies: Star Wars&lt;/i&gt;, viewed 11th March 2010, http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/19990628/REVIEWS08/906280301/1023.&lt;br /&gt;&lt;br /&gt;Edwards B, n.d., &lt;i&gt;Ten Things Everyone Should Know About Space Invaders Celebrating 30 Years of Shooting at Sushi&lt;/i&gt;, viewed 5th March 2010, http://www.1up.com/do/feature?pager.offset=1&amp;cId=3168373.&lt;br /&gt;&lt;br /&gt;Emerson, J n.d, &lt;i&gt;How Star Wars Shook the World&lt;/i&gt;, viewed 10th March 2010, http://movies.msn.com/movies/starwars/?GT1=7701&amp;.&lt;br /&gt;&lt;br /&gt;Jenkins H 2005, &lt;i&gt;Quentin Tarantino's Star Wars?: Digital Cinema, Media Convergence, and Participatory Culture&lt;/i&gt;, viewed 12th March 2010, http://web.mit.edu/cms/People/henry3/starwars.html.&lt;br /&gt;&lt;br /&gt;Kramer P 2001, 'It's Aimed At Kids - The Kid in Everybody: George Lucas, Star Wars and Children's Entertainment', in Y Trasker(ed), &lt;i&gt;Action and Adventure Cinema&lt;/i&gt;, Routledge, Oxen, pp. 358 - 370.&lt;br /&gt;&lt;br /&gt;Rickey, C 2005, &lt;i&gt;Debate brews about cultural impact of 'Star Wars'&lt;/i&gt;, viewed 10th March 2010, http://media.www.the-telescope.com/media/storage/paper749/news/2005/05/09/StarWars/Debate.Brews.About.Cultural.Impact.Of.star.Wars-953413.shtml.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;The Creation of Space Invaders&lt;/i&gt; 2005, Edge Online, viewed 12th March 2010, http://www.edge-online.com/news/the-creation-space-invaders.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;The Making Of:Attack of The Mutant Camels&lt;/i&gt; 2009, Edge Online, viewed 14th March 2010, http://www.edge-online.com/magazine/the-making-of-attack-of-the-mutant-camels.&lt;br /&gt;&lt;br /&gt;Thomasson M 2006, &lt;i&gt;Interview with David Rolfe&lt;/i&gt;, viewed 13th March 2010, http://www.gooddealgames.com/interviews/int_rolfe.html.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4538079730679555609?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4538079730679555609/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/episode-i-rough-start.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4538079730679555609'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4538079730679555609'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/episode-i-rough-start.html' title='Episode I - Rough Start'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-5447687467024294279</id><published>2010-03-20T16:53:00.005+10:00</published><updated>2010-06-16T16:31:42.107+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='prototype exercises'/><category scheme='http://www.blogger.com/atom/ns#' term='cgd workshops'/><title type='text'>D&amp;D Griffith Style</title><content type='html'>This week we were asked to make a prototype of a game that is played on a map. After some thought, it came down to a D&amp;D style game set in Griffith University.&lt;br /&gt;&lt;br /&gt;D&amp;D Griffith Uni&lt;br /&gt;Concept by: Jasmine, Jeanny, Cassandra, Natalie and myself&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S6Rw8UsAo5I/AAAAAAAABGw/fJCHuP6UAgE/s1600-h/d_d_griffith.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 140px; height: 200px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S6Rw8UsAo5I/AAAAAAAABGw/fJCHuP6UAgE/s200/d_d_griffith.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5450605630672905106" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Number of Players: 4 +&lt;br /&gt;Dungeon Master is required to set tasks, enemies and adjudicate player fights&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Goal:&lt;/u&gt; &lt;br /&gt;Players are to start at the pub and must enter the university grounds to retrieve or deliver an item from a specific location. When they have completed this task, they must return to the pub. The first to return is the victor. &lt;br /&gt;&lt;br /&gt;&lt;u&gt;Challenges:&lt;/u&gt; &lt;br /&gt;Players must face obstacles and enemies (teachers or other players). Players can attack each other when they are on adjacent squares or land on the same square as another. The attacker will be given the first roll.&lt;br /&gt;&lt;br /&gt;Victory is given to the player with the most inventive attack and the highest roll. The loser will be sent back an allocated number of spaces. The DM will roll for NPCs.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Preparation:&lt;/u&gt; &lt;br /&gt;Players will need to determine their weapon of choice however the DM will set the limits of this weapon. eg. Range, number of uses and attack.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;For consideration:&lt;/u&gt;&lt;br /&gt;- The use of cards will make battles, tasks and inventories easier to manage.&lt;br /&gt;- Player vs Player combat will need to be adjusted so that opponents are more of an obstacle.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-5447687467024294279?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/5447687467024294279/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/d-griffith-style.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5447687467024294279'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/5447687467024294279'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/d-griffith-style.html' title='D&amp;D Griffith Style'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_Ua86YGGShro/S6Rw8UsAo5I/AAAAAAAABGw/fJCHuP6UAgE/s72-c/d_d_griffith.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-4057604834755157518</id><published>2010-03-19T15:48:00.006+10:00</published><updated>2010-06-16T16:31:42.107+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='cgd workshops'/><title type='text'>Family Trees</title><content type='html'>The mission:&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Play as many of the 80s games as you can and consider:&lt;br /&gt;&lt;br /&gt;   * The evolution of the basic elements that you looked at last week&lt;br /&gt;&lt;br /&gt;   * Describe a favorite 80s work in terms of the evolving design features discussed in the lecture (Genre, World, Narrative, Graphics and Perspective)&lt;br /&gt;&lt;br /&gt;   * Find a descendant (literal / emotional) and compare&lt;br /&gt;&lt;br /&gt;   * Particularly consider how many of the core mechanics have evolved in conjunction with improved graphic capabilities – compare with some contemporary games&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The last post was about the evolution of narrative and whether it is a background element or an integral part of the game. There are still many games where the story adds background flavour, you can replace the main character and other elements without disrupting the story.&lt;br /&gt;&lt;br /&gt;Games like Super Mario or Sonic could have different characters without affecting the story line or way you play. Castlevania(1986) or Metroid(1986) could almost be the same game if the narrative did not dictate what the game world was.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S6P-lc0R40I/AAAAAAAABF4/poQUlC__3i0/s1600-h/Castlevania_nes_03.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 161px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S6P-lc0R40I/AAAAAAAABF4/poQUlC__3i0/s200/Castlevania_nes_03.png" alt="" id="BLOGGER_PHOTO_ID_5450479893392515906" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S6P-l9QjBgI/AAAAAAAABGA/hmyWhXQcmNI/s1600-h/Metroid_NES_Brinstar_to_Tourian.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 188px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S6P-l9QjBgI/AAAAAAAABGA/hmyWhXQcmNI/s200/Metroid_NES_Brinstar_to_Tourian.png" alt="" id="BLOGGER_PHOTO_ID_5450479902101014018" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;Top: Castelvania (1986)&lt;br /&gt;Bottom: Metroid (1986)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Both games offer similar gameplay, you must explore the environment, defeat bosses and find items or abilities to progress deeper in the environment. The fact that one is a gothic fantasy and the other set in space could be overlooked but the narrative enriches game play.&lt;br /&gt;&lt;br /&gt;Let's take a closer look at the Castlevania and Metroid Series.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Genre:&lt;/u&gt;&lt;br /&gt;The 1st Castlevania and Metroid games were released in 1986 and are classed as action-adventure games with platform elements. Unlike Castlevania, Metroid doesn't feature distinct levels, instead the game world is connected via doors and elevators. Castlevania would adopt this approach in 1997 instead of the linear stage it had previously used.&lt;br /&gt;&lt;br /&gt;Both games would also feature a character with a changing arsenal of weapons. This would change how the players took on obstacles(enemies). Instead of jumping on the enemies, the player would need to think more tactically, eg. Time their attacks or movement, weapon choice etc.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S6QKBNt8JII/AAAAAAAABGQ/uNCfUgv3wO4/s1600-h/SotNGameplay.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 163px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S6QKBNt8JII/AAAAAAAABGQ/uNCfUgv3wO4/s200/SotNGameplay.jpg" alt="" id="BLOGGER_PHOTO_ID_5450492465003635842" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S6QKAnnMFZI/AAAAAAAABGI/aKReC-ZoaIQ/s1600-h/m3shot_05.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 150px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S6QKAnnMFZI/AAAAAAAABGI/aKReC-ZoaIQ/s200/m3shot_05.jpg" alt="" id="BLOGGER_PHOTO_ID_5450492454774773138" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;Top: Castelvania: Symphony of the Night (1997)&lt;br /&gt;Bottom: Metroid (1986)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;World and Narrative:&lt;/u&gt;&lt;br /&gt;The worlds and narratives of Castlevania and Metroid form a symbiotic relationship. They could work without each other but the game experience would be lacking. Both the main characters need a goal to complete but also creates an opportunity to create an expanded world.&lt;br /&gt;&lt;br /&gt;A larger world means the player will spend more time in the game which gives rise to the many sequels or related games from the series. The story of Metroid is grown in each installment, Samus is constantly fighting against aliens that are from another planet or produced by human organisations. Space travel provides a convenient method of creating different areas and using these environments to provide enough challenges in the game to make it enjoyable or difficult.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_Ua86YGGShro/S6k4PQIv6wI/AAAAAAAABHI/4LyOPdZKQEo/s1600-h/metroid_map.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 164px; height: 200px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S6k4PQIv6wI/AAAAAAAABHI/4LyOPdZKQEo/s200/metroid_map.png" alt="" id="BLOGGER_PHOTO_ID_5451950658589551362" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_Ua86YGGShro/S6k4O76I-xI/AAAAAAAABHA/W9bae9DshQ0/s1600-h/castlevania_level_2.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 80px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S6k4O76I-xI/AAAAAAAABHA/W9bae9DshQ0/s200/castlevania_level_2.png" alt="" id="BLOGGER_PHOTO_ID_5451950653159570194" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;Top: Metroid map&lt;br /&gt;Bottom: Castlevania map(1986)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;In Castlevania, the ever present threat of Dracula's revival fuels the narrative of the series. In later games the narrative becomes more complex as different characters fight to prevent Dracula's resurrection which is heralded by the appearance of his castle. The castle then becomes the game world in which the player explores and experiences the game.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Graphics and Perspective:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;You can look up the specs of the Nintendo Entertainment System on the Internet. A pull from the &lt;a href="http://en.wikipedia.org/wiki/Main_Page"&gt;internet monkey&lt;/a&gt; gives us this on the graphic capabilities of the Nes.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;br /&gt;The system has an available color palette of 48 colors and 5 grays. Red, green and blue can be individually darkened at specific screen regions using carefully timed code. Up to 24 colors may be used on one scan line: a background color, four sets of three tile colors and four sets of three sprite colors. This total does not include color de-emphasis.&lt;br /&gt;&lt;br /&gt;A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. Sprites may be either 8 pixels by 8 pixels, or 8 pixels by 16 pixels, although the choice must be made globally and it affects all sprites. Up to eight sprites may be present on one scanline, using a flag to indicate when additional sprites are to be dropped. This flag allows the software to rotate sprite priorities, increasing maximum amount of sprites, but typically causing flicker.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Obviously the 1986 Castlevania and Metroid are pretty much pixel pancakes. They're flat and don't come in many colours. Even with a limited colour palette, the games were still able to deliver a believable game world if you just squint with your mind.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_Ua86YGGShro/S6k6IaDrzAI/AAAAAAAABHQ/FHzu58sA8R4/s1600-h/castlevania_screen.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 180px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S6k6IaDrzAI/AAAAAAAABHQ/FHzu58sA8R4/s200/castlevania_screen.jpg" alt="" id="BLOGGER_PHOTO_ID_5451952740016835586" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_Ua86YGGShro/S6k6lmaxm4I/AAAAAAAABHg/3RkyjSKe00U/s1600-h/metroid_screen.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 133px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S6k6lmaxm4I/AAAAAAAABHg/3RkyjSKe00U/s200/metroid_screen.jpg" alt="" id="BLOGGER_PHOTO_ID_5451953241551117186" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The graphic and technological capabilities of the era made 2D the easiest option. We're only offered a side view of our character, any sense of perspective is flattened. The game space has only 2 layers, the moving background and everything else that the player can interact with.&lt;br /&gt;&lt;br /&gt;Moving ahead in time and the use of 3D, the graphics and perspective change. Being able to move and see in three dimensions means that the environments should be follow realistic perspective. As stated before, a bigger narrative means a bigger world and vice versa. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S-ZTVL9k9XI/AAAAAAAABMo/XBoi1xFBB0Q/s1600/castle_screen014.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S-ZTVL9k9XI/AAAAAAAABMo/XBoi1xFBB0Q/s200/castle_screen014.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5469150420941469042" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/S6mZfjgolhI/AAAAAAAABHo/g4aTzPA50kw/s1600-h/metroid_prime3.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 140px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/S6mZfjgolhI/AAAAAAAABHo/g4aTzPA50kw/s200/metroid_prime3.jpg" alt="" id="BLOGGER_PHOTO_ID_5452057591295809042" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;Top: Castelvania: Lament of Innocence (2003)&lt;br /&gt;Bottom: Metroid Prime 3: Corruption (2007)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;With better graphics the action becomes more realistic (within reason, if you're sporting a cartoon style you can play with reality). The 3D player has to be able to turn around and see the world or whatever hideous creature is about to come at them. Gameplay is more intense now that you have a (fairly) realistic world to explore.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Core Mechanics &amp; Evolution:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;In both Castlevania and Metroid, the core mechanics are:&lt;br /&gt;&lt;br /&gt;- A player character that can move in 3 directions and jump&lt;br /&gt;- A player character that can attack and has subweapons&lt;br /&gt;- An explorable map/world that scrolls&lt;br /&gt;&lt;br /&gt;Castlevania also offers:&lt;br /&gt;- Stages that must be cleared&lt;br /&gt;- Sub weapons that have different effects&lt;br /&gt;- Whip that can be upgraded&lt;br /&gt;&lt;br /&gt;Metroid has:&lt;br /&gt;- One big world connected by doors and other passages&lt;br /&gt;- Samus has upgradable weapons and abilites&lt;br /&gt;- Some areas need certain abilites to be reached&lt;br /&gt;&lt;br /&gt;During the later games, a lot of these mechanics are enhanced or changed. The whip in subsequent Castlevania games becomes a tool for reaching other areas. Samus' abilites change depending on the game environment, locking onto an enemy becomes possible in the 3D games.&lt;br /&gt;&lt;br /&gt;The core mechanics of a game have to change to keep up with the changing complexity of the environments. When technology progresses more, the audience will expect the game to be capable of much more.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-4057604834755157518?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/4057604834755157518/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/family-trees.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4057604834755157518'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/4057604834755157518'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/family-trees.html' title='Family Trees'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_Ua86YGGShro/S6P-lc0R40I/AAAAAAAABF4/poQUlC__3i0/s72-c/Castlevania_nes_03.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-3880048201595332698</id><published>2010-03-19T07:14:00.002+10:00</published><updated>2010-06-16T16:31:42.108+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='cgd workshops'/><title type='text'>A Marriage - Narrative and Mechanics</title><content type='html'>This post is all about answering the question: Is the narrative part of the gameplay or is it merely an introduction to set the scene or wallpaper? Please note the use of narrative is from early games such as Donkey Kong, Pac-Man and Asteroids.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Nara-wha?:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S6Kz7-B1-jI/AAAAAAAABEA/YfFI___G-Is/s1600-h/Pac-man.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 156px; height: 200px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S6Kz7-B1-jI/AAAAAAAABEA/YfFI___G-Is/s200/Pac-man.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5450116341916105266" /&gt;&lt;/a&gt;&lt;br /&gt;A question, is there a story to the game &lt;a href="http://www.classicgaming.cc/classics/pacman/"&gt;Pac-Man?&lt;/a&gt; Yes or No? A game like Pac-Man has no discernible story, instead it is all about the "chase" and eating. What about &lt;a href="http://www.free80sarcade.com/pitfall.php"&gt;Pitfall!&lt;/a&gt;? Harry has a name but not much else that makes him stand out from a stick man. There is no actual narrative in this game either but that wouldn't stop a player from creating one for the game. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S6Kz8wDLGrI/AAAAAAAABEY/nXvdG_wM87A/s1600-h/A2600_Pitfall.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 141px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S6Kz8wDLGrI/AAAAAAAABEY/nXvdG_wM87A/s200/A2600_Pitfall.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5450116355343456946" /&gt;&lt;/a&gt;&lt;br /&gt;There aren't many clues in the game, Harry could be anyone but why is he in the jungle and why must he get out so quickly? If you create your own narrative, doesn't it make Harry's adventure more rewarding? A player can become more involved in the game, it is no longer a demonstration of skill, it is a quest.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S6K0hzvc2wI/AAAAAAAABEg/wsm8zzc2kf0/s1600-h/advert_pitfall2_crane.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 183px; height: 200px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S6K0hzvc2wI/AAAAAAAABEg/wsm8zzc2kf0/s200/advert_pitfall2_crane.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5450116991989635842" /&gt;&lt;/a&gt;&lt;br /&gt;You could say the same for Asteroids and Space Invaders. The game mechanics and play gives you no indication as to why saving your space ship or the world is important. They are all tests of survival.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S6Kz8HKGmkI/AAAAAAAABEI/uWypXkxXnZM/s1600-h/220px-Asteroi1.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S6Kz8HKGmkI/AAAAAAAABEI/uWypXkxXnZM/s200/220px-Asteroi1.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5450116344366668354" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S6Kz8dmdq0I/AAAAAAAABEQ/Op6mboTQK9E/s1600-h/SpaceInvaders-Gameplay.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 175px; height: 200px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S6Kz8dmdq0I/AAAAAAAABEQ/Op6mboTQK9E/s200/SpaceInvaders-Gameplay.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5450116350391200578" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;u&gt;Courtship:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;In 1981, &lt;a href="http://www.classicgaming.cc/classics/donkeykong/"&gt;Donkey Kong&lt;/a&gt; was the 1st game to use complete narrative in a game. The typical damsel in distress story combined with challenging gameplay. Does this narrative just an excuse for play or is it part of the game? &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S6K1T8IUYXI/AAAAAAAABEo/mZzDs8s52ys/s1600-h/Donkey_Kong_Screen_3.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 175px; height: 200px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S6K1T8IUYXI/AAAAAAAABEo/mZzDs8s52ys/s200/Donkey_Kong_Screen_3.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5450117853234880882" /&gt;&lt;/a&gt;&lt;br /&gt;In Donkey Kong you're given a clear story which outlines the goal of the game. Save the girl. It is a little hard to dissect the gameplay from the narrative and vice versa. Both co-exist but it can also be argued that one is supporting the other. &lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.consoleclassix.com/atari-2600/haunted_house.html"&gt;Haunted House&lt;/a&gt; offers a different side to the argument. The game's story gives you a reason for playing this game but without it the player would be clueless of their goal.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S6K1UW-OrBI/AAAAAAAABEw/_ocPTsAR1do/s1600-h/Haunted_House_2600_ScreenShot3.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 175px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S6K1UW-OrBI/AAAAAAAABEw/_ocPTsAR1do/s200/Haunted_House_2600_ScreenShot3.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5450117860440321042" /&gt;&lt;/a&gt;&lt;br /&gt;There are not enough visual clues in this screen shot to show what is the goal of this game. Which of these icons represents the player? If you weren't familiar with this game, you would not know that it was the pair of eyes.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S6K8lIvaTZI/AAAAAAAABE4/gt3xxvqovBA/s1600-h/rags_to_riches_02.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 125px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S6K8lIvaTZI/AAAAAAAABE4/gt3xxvqovBA/s200/rags_to_riches_02.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5450125845259242898" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.lemon64.com/?mainurl=http%3A//www.lemon64.com/reviews/view.php%3Fid%3D152"&gt;Rags to Riches&lt;/a&gt; is a game about a homeless man who decides that he is going to work his way up the social ladder. The catch is, the player is the homeless man. Although there is no narrative, the player has to connect with this character and the world. &lt;br /&gt;&lt;br /&gt;The game provides real life obstacles, the man must get a haircut if he wishes to seek employment but must also dodge the police, robbers and the IRS. This game gives the opportunity for the player to create a story for the character but one that is in the confines of the world. &lt;br /&gt;&lt;br /&gt;Although there is a long term goal, the "story" is obviously a way to set the scene for the game. Sadly, if you do reach the goal of becoming a millionare, there is no ending. The game will still continue to play the game of life.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Case Studies:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/S6L8bhP7mAI/AAAAAAAABFA/R5UploGglQg/s1600-h/ST_Crystal_Castles.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 125px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/S6L8bhP7mAI/AAAAAAAABFA/R5UploGglQg/s200/ST_Crystal_Castles.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5450196048783579138" /&gt;&lt;/a&gt;&lt;br /&gt;Bentley Bear finds himself in a castle filled with monsters and witch who are out to get him so he won't walk away with large amounts of the witch's treasure. The plot of &lt;a href="http://www.atari.c%20om/arcade/crystal_castles"&gt;Crystal Castles&lt;/a&gt; provides you with background for the game. It is one of the few games that features a definite ending instead of repeating the game on a higher difficulty level.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;What is the core mechanic and what genre would you call the game?&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The player has to find the best way to move Bentley around the screen to collect gems and avoid enemies. Bentley also has the ability to jump on and over enemies.&lt;br /&gt;&lt;br /&gt;Crystal Castle is a platformer with some puzzle game elements, you need to complete the level quickly but you also need to move in the environment that allows you to maxinmise your chances of survival.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Does it matter that Bentley is a bear?&lt;/i&gt;&lt;br /&gt;Bentley the Bear provides a basis for themeing designs of collectables it doesn't really add anything to the story. You could replace the bear with just about anything from a frog to a robot without harming the story.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_Ua86YGGShro/S6k2c6xYSWI/AAAAAAAABG4/I68hNImGlgE/s1600-h/Legend_of_Zelda_NES.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 174px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S6k2c6xYSWI/AAAAAAAABG4/I68hNImGlgE/s200/Legend_of_Zelda_NES.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5451948694349302114" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Consider The Legend of Zelda (1986) – does it matter that Link is a young boy? What mythos does this game call on?&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nintendo8.com/game/810/legend_of_zelda/"&gt;The Legend of Zelda&lt;/a&gt; and its subsequent children showcase how a narrative intergrates into gameplay. Link's goal is to save the princess but there is also the bigger goal of saving Hyrule from Ganon.&lt;br /&gt;&lt;br /&gt;Playing as a young boy(man in some games) helps keep the sense of high adventure prevelant in the series. The youth who is exploring unknown lands echoes the player's exploration of the game world. When Link accquires new skills and items, the player can use these to track their own progression.&lt;br /&gt;&lt;br /&gt;Link is an archetypal hero who can be found in different forms and media. From fairytales to comic books, the hero has many forms. Joseph Cambell's book &lt;a href="http://www.skepticfiles.org/atheist2/hero.htm"&gt;The Hero with a Thousand Faces&lt;/a&gt; illustrates the journey of the hero. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Ua86YGGShro/S6MFnNqgs8I/AAAAAAAABFw/M9pRrEo7KPo/s1600-h/Heroesjourney.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 199px; height: 200px;" src="http://2.bp.blogspot.com/_Ua86YGGShro/S6MFnNqgs8I/AAAAAAAABFw/M9pRrEo7KPo/s200/Heroesjourney.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5450206145289434050" /&gt;&lt;/a&gt;&lt;br /&gt;Looking at the diagram, you can make connections to the flow of typical RPG games.&lt;br /&gt;&lt;br /&gt;Obviously as technology progresses, the need for more involvement from the player into the game and world grows. There is a growing number of games that focus on the narrative and use the games as a means of telling that story. &lt;br /&gt;&lt;br /&gt;On the flipside there are still games that use the narrative as a frame for launching their game. Having a narrative enables the player(s) to participate at a deeper level, making the game more enjoyable or at the least more interactive.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-3880048201595332698?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/3880048201595332698/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/marriage-narrative-and-mechanics.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3880048201595332698'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3880048201595332698'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/marriage-narrative-and-mechanics.html' title='A Marriage - Narrative and Mechanics'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_Ua86YGGShro/S6Kz7-B1-jI/AAAAAAAABEA/YfFI___G-Is/s72-c/Pac-man.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-3223667391477402442</id><published>2010-03-18T09:07:00.000+10:00</published><updated>2010-03-19T07:14:36.829+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='text adventure'/><title type='text'>Text Adventure - Finding a torch</title><content type='html'>I'm still drafting the essay in my head and on the computer so here's where it stands at the moment. This is &lt;b&gt;rough&lt;/b&gt; and rambling so nothing will make much sense, this post is another launching point.&lt;br /&gt;&lt;br /&gt;Main point - Star Wars is cultural phenomena&lt;br /&gt;&lt;br /&gt;Arguments:&lt;br /&gt;&lt;br /&gt;&lt;i&gt;It is cultural icon&lt;/i&gt;&lt;br /&gt;Star Wars is one, it has pervaded the world like a virus. There are generations who have not seen the films and yet still have a vague understanding of scenarios, quotes and characters. The influences of this series can still be felt today.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Considered to be responsible the "Hollywood blockbuster effect"&lt;/i&gt;&lt;br /&gt;Jaws and Star Wars: A New Hope are considered to be the movies that made the "summer movie blockbuster" a ritual. These type of film is associated with fast-paced action and a "thrill factor" that made repeat viewings enjoyable. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;Set standard for movie franchises&lt;/i&gt;&lt;br /&gt;Rule of threes? A double edged sword topic where hearsay is rampant. Given the number of film franchises and trilogies... who knows. Star Wars did prove that trilogies could be successful and marketable.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Has huge fan base&lt;/i&gt;&lt;br /&gt;I will be mentioning this but not writing in great detail about how influential this is.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Use of computer generated graphics&lt;/i&gt;&lt;br /&gt;In the 1970s, Star Wars presented an innovation in using computer generated special effects for the first film. Lucas' need for cutting edge visual effects spawned the genus for Industrial Light &amp; Magic but also inspired geeks to do more with their computers.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-3223667391477402442?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/3223667391477402442/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/text-adventure-finding-torch.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3223667391477402442'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3223667391477402442'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/text-adventure-finding-torch.html' title='Text Adventure - Finding a torch'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-6973281642562676793</id><published>2010-03-17T14:45:00.001+10:00</published><updated>2010-03-19T07:14:36.829+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='text adventure'/><title type='text'>Episode VI - What's my line?</title><content type='html'>Here's a bunch of quotes on the cultural impact of Star Wars. &lt;br /&gt;&lt;br /&gt;&lt;u&gt;Emerson, J n.d:&lt;/u&gt;&lt;br /&gt;"For 22 years, between the release of the original "Star Wars" film ("Episode IV: A New Hope") and the release of the first prequel ("Episode I: The Phantom Menace"), the "Star Wars" phenomenon had an impact on American popular culture like nothing else before, or since."&lt;br /&gt;&lt;br /&gt;"The "Star Wars" phenomenon wasn't really so much about "content," though. It was more about capturing zeitgeist-lightning (or hyperspace star fields) in a bottle."&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Hunter, S in Brown, J 2009:&lt;/u&gt;&lt;br /&gt;"And that moment, I think, it's just one of the most treasured moments I have in a life of movie going. I mean, it promised so much, it was so romantic, it was so revitalizing, it was so much a sense of reinventing the genre, that it's a very powerful emotional moment."&lt;br /&gt;&lt;br /&gt;"Well, for better or for worse, it spawned a host of imitators. Not imitators in the sense that they -- I'm not talking about cheesy imitations or parodies, but what it did was it made -- it sort of made the summer movie blockbuster. "&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Pollock, T in Caro, R 2005:&lt;/u&gt;&lt;br /&gt;"These are coming into a vastly different cultural world," Pollock said. "That not only includes the `Star Wars' movies but so many other large, long trilogies, Asian movies, epic movies. . . . Did `Lord of the Rings' have the impact that `Star Wars' had? No -- not because it isn't as good. I loved it dearly. But it came into a world where `Star Wars' existed and so many other things too."&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Bach, S in Rickey, C 2005:&lt;/u&gt;&lt;br /&gt;"Star Wars' transformed Hollywood from a moviemaking town into a synergized marketing town," &lt;br /&gt;&lt;br /&gt;&lt;u&gt;Shyamalan, MN in Rickey, C 2005:&lt;/u&gt;&lt;br /&gt;"He created a religion," says Shyamalan. "No other filmmaker has ever done that."&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Ealy, C 1999:&lt;/u&gt;&lt;br /&gt;"...they're trying to understand the cultural significance of the Star Wars saga, and in turn, discover clues about how a story captures the imagination of a society. It's too easy to dismiss Star Wars as unworthy of critical attention, they say. It's quite another matter to attempt to understand its resonance."&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Biskard, P in Ealy, C 1999:&lt;/u&gt;&lt;br /&gt;"Star Wars legitimized comic-book movies, where the endings are happy. It took serial formulas, B-movie formulas of the 1930s, and used modern technology to pump up those formulas and reinvent them. I call it the gentrification of the B movie. . . . It paved the way for the blockbuster syndrome of the '80s." &lt;br /&gt;&lt;br /&gt;&lt;u&gt;Jenkins, H 2005:&lt;/u&gt;&lt;br /&gt;"The rich narrative universe of the Star Wars saga provided countless images, icons, and artifacts that could be reproduced in a wide variety of forms and sold to diverse groups of consumers."&lt;br /&gt;&lt;br /&gt;"The action figures provided this generation with some of their earliest avatars, encouraging them to assume the role of a Jedi Knight or an intergalactic bounty hunter, enabling them to physically manipulate the characters and props in order to construct their own stories."&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Lucas, G in Sibley 2007:&lt;/u&gt;&lt;br /&gt;The success of the Star Wars series would not be possible if it did not possess an abiding cultural resonance. After the release of The Empire Strikes Back in 1980, Mr. Lucas told an interviewer that "this is the kind of movie we need. There needs to be a kind of film that expresses the mythological realities of life -- the deeper psychological movements of the way we conduct our lives."&lt;br /&gt;&lt;br /&gt;&lt;u&gt;References:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Brown, J 2005, &lt;i&gt;The impact of the Star Wars trilogy&lt;/i&gt;, viewed 10th March 2010, &lt;br /&gt;&lt;a href="http://www.pbs.org/newshour/bb/entertainment/jan-june05/star_wars_5-19.html "&gt;http://www.pbs.org/newshour/bb/entertainment/jan-june05/star_wars_5-19.html &lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Caro, M 2005, &lt;i&gt;The power of the dark side&lt;/i&gt;, viewed 10th March 2010, &lt;br /&gt;&lt;a href="http://www.chicagotribune.com/chi-0505080390may08,0,5154795.story?page=1"&gt;http://www.chicagotribune.com/chi-0505080390may08,0,5154795.story?page=1&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Ealy, C 1999, &lt;i&gt;Understanding Star Wars&lt;/i&gt;, viewed 10th March 2010, &lt;br /&gt;&lt;a href="http://delrio.dcccd.edu/mhenry/UnderstandingStarWars.htm"&gt;http://delrio.dcccd.edu/mhenry/UnderstandingStarWars.htm&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Emerson, J n.d, &lt;i&gt;How Star Wars Shook the World&lt;/i&gt;, viewed 10th March 2010,&lt;br /&gt;&lt;a href="http://movies.msn.com/movies/starwars/?GT1=7701&amp;"&gt;http://movies.msn.com/movies/starwars/?GT1=7701&amp;&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Jenkins, H 2005, &lt;i&gt;Quentin Tarantino's Star Wars?: Digital Cinema, Media Convergence, and Participatory Culture&lt;/i&gt;, viewed 12th March 2010,&lt;br /&gt;&lt;a href="http://web.mit.edu/cms/People/henry3/starwars.html"&gt;http://web.mit.edu/cms/People/henry3/starwars.html&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Rickey, C 2005, &lt;i&gt;Debate brews about cultural impact of 'Star Wars'&lt;/i&gt;, viewed 10th March 2010,&lt;br /&gt;&lt;a href="http://media.www.the-telescope.com/media/storage/paper749/news/2005/05/09/StarWars/Debate.Brews.About.Cultural.Impact.Of.star.Wars-953413.shtml"&gt;http://media.www.the-telescope.com/media/storage/paper749/news/2005/05/09/StarWars/Debate.Brews.About.Cultural.Impact.Of.star.Wars-953413.shtml&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Sibley, R 2007, &lt;i&gt;How George Lucas created a cultural force&lt;/i&gt;, viewed 17th March 2010,&lt;br /&gt;&lt;a href="http://www.canada.com/ottawacitizen/news/story.html?id=c782db39-0f36-4ad1-bdf2-27a115ecb422"&gt;http://www.canada.com/ottawacitizen/news/story.html?id=c782db39-0f36-4ad1-bdf2-27a115ecb422&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-6973281642562676793?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/6973281642562676793/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/episode-vi-horses-mouth.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6973281642562676793'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/6973281642562676793'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/episode-vi-horses-mouth.html' title='Episode VI - What&apos;s my line?'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-2505211722111667679</id><published>2010-03-14T17:12:00.001+10:00</published><updated>2010-03-19T07:14:36.830+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='text adventure'/><title type='text'>Text Adventure - You wake up...</title><content type='html'>I'm planning the flow of the &lt;a href="http://buttonbashdesign.blogspot.com/2010/03/heroes-of-video-gaming-part-i.html"&gt;essay&lt;/a&gt; while still trying to research. &lt;b&gt;Don't&lt;/b&gt; do it that way, it is fraught with perils and distractions.&lt;br /&gt;&lt;br /&gt;My initial plan for the essay was:&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Intro:&lt;/u&gt;&lt;br /&gt;Map out where essay is headed and briefly state what each segment is about.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Star Wars and Video Games:&lt;/u&gt;&lt;br /&gt;Write about which games have claimed direct influence from Star Wars and which could have had some influence from the work. I would also look at the Star Wars gaming franchise as well.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Archetypes and the Quest:&lt;/u&gt;&lt;br /&gt;This section would look at the archetypes in Lucas' work and compare and contrast it with video games.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;The Blockbuster Effect:&lt;/u&gt;&lt;br /&gt;Since the release of Episode IV, Star Wars is considered to be the model for movie franchise. Here I would write about how the blockbuster influenced the video game industry.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Conclusion:&lt;/u&gt;&lt;br /&gt;Rinse and repeat cycle, it's a summary of all the points on why Star Wars and Lucas are influential to the video game industry.&lt;br /&gt;&lt;br /&gt;The main problem with this outline is that there are &lt;u&gt;too&lt;/u&gt; many points to cover in &lt;b&gt;800&lt;/b&gt; words. I'm thinking of compressing into 2 sections, Video Games and The Blockbuster Effect seem the easiest in terms of substantial evidence and access. &lt;br /&gt;&lt;br /&gt;I'd love to do Archetypes and the Quest but I think all the evidence would be circumstantial at best. It's a little fantastic to try and prove that the Master Sword is indeed the Zelda analog of a lightsaber.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-2505211722111667679?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/2505211722111667679/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/text-adventures.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2505211722111667679'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2505211722111667679'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/text-adventures.html' title='Text Adventure - You wake up...'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-183765426253927342</id><published>2010-03-13T06:18:00.001+10:00</published><updated>2010-03-19T07:14:36.830+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='text adventure'/><title type='text'>Episode V - Dominating the Pixels</title><content type='html'>Let's take a look at the published Star Wars gaming commodities. Currently there are approximately 138 games with the brand name.&lt;br /&gt;&lt;br /&gt;Starting from the 1982 Atari 2600's The Empire Strikes Back, the Empire has spread from console to console, PC and even mobile phones. Where does the Star Wars and video gaming relationship begin? Let's start at the beginning and what came before.&lt;br /&gt;&lt;br /&gt;This is not a definitive list, it is a retrospective of games that have similar themes/style to Star Wars.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;1960s&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Spacewar!: Pitted two spaceships against each other while trying to combat the gravity well of a star.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Space Travel: A player operated ship would attempt to land on various planets and other space bodies.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Lunar Lander: A early text based game that also went under the names of Rocket, Lunar, LEM and Apollo.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;1970s&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Computer Space: Considered one of the world's first commercial coin-operated machine, this had you avoiding and returning fire from a pair of flying saucers.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Star Trek: A text game adventure where the player took command of the Enterprise and destroyed Klingon ships.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Space Attack &amp; Space Battle: Due to a licensing hitch, these Battlestar Galactica games are a tiny dot in the Galactica franchise.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Space Invaders: Defend the world from aliens in one of the world's popular game.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Asteroids: Clear space of asteroids and pesky aliens in this famous game.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Star Fire: Heavily inspired from Star Wars, this game came with innovations like lock on, sit-down cock pit and allowed the player to enter their initials in the high score.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Star Raiders: A game that inspired the X-Wing series of the Star Wars franchise, it featured FP view in '3D' space and hyper space travelling.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S51boU-uDaI/AAAAAAAABDo/bpvq_sR9-0U/s1600-h/Biggs.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 140px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S51boU-uDaI/AAAAAAAABDo/bpvq_sR9-0U/s200/Biggs.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5448611872572837282" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Ua86YGGShro/S51bn1-hGnI/AAAAAAAABDg/HMaoxK9cz_0/s1600-h/Epic_coverart2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 151px; height: 200px;" src="http://4.bp.blogspot.com/_Ua86YGGShro/S51bn1-hGnI/AAAAAAAABDg/HMaoxK9cz_0/s200/Epic_coverart2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5448611864250489458" /&gt;&lt;/a&gt;&lt;br /&gt;Above: Biggs in the X-Wing cockpit&lt;br /&gt;Below: Cover art for the video game Epic, look familiar? &lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S51bn41I3II/AAAAAAAABDY/psOL3udd_OA/s1600-h/ship1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 79px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S51bn41I3II/AAAAAAAABDY/psOL3udd_OA/s200/ship1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5448611865016458370" /&gt;&lt;/a&gt;&lt;br /&gt;Left: Cover art for Star Fire&lt;br /&gt;Middle and Right: Ships from the Star Wars movies&lt;br /&gt;&lt;br /&gt;During the early 80's, a toy company called Parker Brothers convinced Lucasfilms to let them produce games based on Star Wars for any platform. Quickly getting together a small team of operatives, the team set out to reverse engineer the Atari VCS and produce the first Star Wars game.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;In general, the Atari[VCS] was so limited that we weren't so grandiose to say: 'Oh, we're going to recreate the experience of the move here'. It was clearly going to be a limited experience, something at best would remind you of the movie, evoke a little bit of the emotion and most importantly be a fun game to play.&lt;/i&gt; (Bradford, B in Edge, 2009)&lt;br /&gt;&lt;br /&gt;Fun doesn't describe the results, over a million copies were sold and Parker Brothers would go on to make three more titled games. The Empire Strikes Back would prepare the world for the mass of Star Wars games that would arrive during the 80s and resurge in the new millennia. &lt;br /&gt;&lt;br /&gt;One of the strangest video games to claim influence from Star Wars is Jeff Minter's Attack of the Mutant Camels.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Ua86YGGShro/S51oSU0YliI/AAAAAAAABD4/_EdNz3kmsFs/s1600-h/EmpirestrikesbackIntellivision.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 125px;" src="http://1.bp.blogspot.com/_Ua86YGGShro/S51oSU0YliI/AAAAAAAABD4/_EdNz3kmsFs/s200/EmpirestrikesbackIntellivision.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5448625788223526434" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Ua86YGGShro/S51oSAojNaI/AAAAAAAABDw/6kWtlw0GJno/s1600-h/camels2.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 119px;" src="http://3.bp.blogspot.com/_Ua86YGGShro/S51oSAojNaI/AAAAAAAABDw/6kWtlw0GJno/s200/camels2.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5448625782805181858" /&gt;&lt;/a&gt;&lt;br /&gt;Top: The Empire Strikes Back&lt;br /&gt;Below: Attack of the Mutant Camels&lt;br /&gt;&lt;br /&gt;&lt;i&gt;“Normal camels aren’t that big, and so if they weren’t to be robot camels then they must be mutant camels. And thus was born a very silly game sequence indeed.”&lt;/i&gt; (Minter, J in Edge 2009)&lt;br /&gt;&lt;br /&gt;Drawing inspiration from a review of the Parker Brothers' game, Minter created an imaginative experience which pitted the player against shielded camels that could fire lasers. With an aesthetic borrowed from The Empire Strikes Back, Minter's game could be seen as a parody but also as a retelling of the original game. The strangeness continued when Minter produced a sequel where the player assumes the role of a mutant camel flying its captors and evading the space ship from the original game. &lt;br /&gt;&lt;br /&gt;Henry Jenkins(2005) writes that creative rewriting of science fiction, movies and television are now considered acceptable in main stream culture. With this in mind, the creation of Star Fire is not a subject of copyright infringement but a work of appreciation. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;The industry increasingly refers to Star Trek or Star Wars as "franchises," using a term that makes clear the commercial stakes in these transactions. This new "franchise" system actively encourages viewers to pursue their interests in media content across various transmission channels, to be alert to the potential for new experiences offered by these various tie-ins.(Jenkins, H 2005) &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;When nascent technologies become more readily available, publishers and promoters are able to provide extensions of popular narrative to its fans. (Jenkins, H 2005)  Star Fire places the player in a virtual cockpit of a spaceship which is modelled heavily off the x-wing fighters from Star Wars. Star Wars as a cultural phenomena seems to incite a desire to recreate the experiences in the movies.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;In 1977, the movie "Star Wars" came out, and Ted(Michon) thought it was the best movie ever, and he wanted to develop a game in this genre... Ted and his wife prepared the graphics, which had a "Star Wars" look to them. He figured that either we would license the rights or we would make whatever changes were necessary to avoid legal infringements... So the succinct answer to your question is that Exidy had very little input into the game play, and Ted was responsible for the Star Wars look.&lt;/i&gt; (Rolfe, D in Good Deal Games 2006)&lt;br /&gt;&lt;br /&gt;From this, one could argue that several of the x number of space games have been attempts to emulate the experience of Luke Skywalker and Rebel Army to reclaim their piece of the universe from the hand of the evil Empire. &lt;br /&gt;&lt;br /&gt;References:&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Backwards Compatible - Star Wars 2008&lt;/i&gt;, Good Game, ABC1, 28 September 2008.&lt;br /&gt;&lt;br /&gt;Edge Magazine 2009, &lt;i&gt;The Making Of:Attack of The Mutant Camels&lt;/i&gt;&lt;br /&gt;&lt;a href="http://www.edge-online.com/magazine/the-making-of-attack-of-the-mutant-camels"&gt;http://www.edge-online.com/magazine/the-making-of-attack-of-the-mutant-camels&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Edge Magazine 2009, 'The Making Of... Star Wars: The Empire Strikes Back', &lt;i&gt;Edge Magazine&lt;/i&gt;, col 209, pp. 112 - 115.&lt;br /&gt;&lt;br /&gt;Gametrailers.com 2008, &lt;i&gt;The Star Wars Retrospective Episode I&lt;/i&gt;, viewed 13th March 2010, &lt;a href="http://www.gametrailers.com/video/episode-i-star-wars/31944"&gt;http://www.gametrailers.com/video/episode-i-star-wars/31944&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Good Deal Games 2006, &lt;i&gt;Interview with David Rolfe&lt;/i&gt;&lt;br /&gt;&lt;a href="http://www.gooddealgames.com/interviews/int_rolfe.html"&gt;http://www.gooddealgames.com/interviews/int_rolfe.html&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Jenkins, H 2005, &lt;i&gt;Quentin Tarantino's Star Wars?: Digital Cinema, Media Convergence, and Participatory Culture&lt;/i&gt;, viewed 12th March 2010,&lt;br /&gt;&lt;a href="http://web.mit.edu/cms/People/henry3/starwars.html"&gt;http://web.mit.edu/cms/People/henry3/starwars.html&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;'History of Video Games', &lt;i&gt;Wikipedia&lt;/i&gt;, viewed 5th March 2010,&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/History_of_video_games"&gt;http://en.wikipedia.org/wiki/History_of_video_games&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-183765426253927342?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/183765426253927342/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/episode-v-dominating-pixels.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/183765426253927342'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/183765426253927342'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/episode-v-dominating-pixels.html' title='Episode V - Dominating the Pixels'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_Ua86YGGShro/S51boU-uDaI/AAAAAAAABDo/bpvq_sR9-0U/s72-c/Biggs.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-3296011578882941374</id><published>2010-03-11T07:54:00.000+10:00</published><updated>2010-03-19T07:14:36.830+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='text adventure'/><title type='text'>Episode IV - Why Star Wars?</title><content type='html'>Who's or what is the most influential person/item in modern gaming? Out of a list of 17 possible entries, it's boiled down to writing about George Lucas and Star Wars. How does a space opera from the 70's lead to the development of contemporary games? It's a good question, I hope I can find the answer as I look into this cultural phenomena. &lt;br /&gt;[I will be adding more to this as the days go by. This is a very rough bouncing board where thoughts don't connect yet.]&lt;br /&gt;&lt;br /&gt;General Points about Star Wars:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;It is considered a cultural unifier&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Has had a significant impact on American pop culture&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Scenes, characters and quotes are part of popular lexicon (lingo)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Early example of film pastiche (combination of genre)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Introduced advances in computer generated special effects&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Generated model for movie trilogies and franchises&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Help establish big budget blockbuster industry&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;Star Wars is BIG business but sales figures and graphs don't give us a clear picture as to why it is such a cultural icon, much less how it's influenced modern gaming. Much of the information about Star Wars is either Star Wars trivia (facts from the fictional universe) or heavily opinionated discussion on a number of topics, cultural, religious, cinematic or economic.&lt;br /&gt;&lt;br /&gt;What do we know about Star Wars and video gaming? During the creation and development of Space Invaders, creator Tomohiro Nishikado was having trouble coming up with a design that would work with the limitations of the technology.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Then I heard about a movie called Star Wars released in the U.S. which was coming to Japan next year, so I came up with a game based in space which had space aliens as targets.&lt;/i&gt;(Nishikado in Edge, 2005)&lt;br /&gt;&lt;br /&gt;Fast forward some years and to some people, it is evident that the Force did have a role to play in the development of video games.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;"`Star Wars' didn't create video games but it totally influenced them," says Peer Schneider, senior publisher of IGN.com, a Web site for video gamers. "The Death Star trench run in the original `Star Wars' is the archetypal video game climax: Fire a missile, hit a weak spot and everything gets destroyed."&lt;/i&gt;(Rickey, C, 2005)&lt;br /&gt;&lt;br /&gt;Ironically this would later become the plot of a Star Wars arcade game, suggesting that there are some facets of pop culture do come full circle.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;References:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Edge 2005,&lt;i&gt;The Creation of Space Invaders&lt;/i&gt;, viewed 12th March 2010, &lt;a href="http://www.edge-online.com/news/the-creation-space-invaders"&gt;http://www.edge-online.com/news/the-creation-space-invaders&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Edwards, B, n.d., &lt;i&gt;Ten Things Everyone Should Know About Space Invaders Celebrating 30 Years of Shooting at Sushi.&lt;/i&gt;, viewed 5th March 2010,&lt;br /&gt;&lt;a href="http://www.1up.com/do/feature?pager.offset=1&amp;cId=3168373"&gt;http://www.1up.com/do/feature?pager.offset=1&amp;cId=3168373&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Ebert, R 1999, &lt;i&gt;Great Movies: Star Wars&lt;/i&gt;, viewed 11th March 2010,&lt;br /&gt;&lt;a href="http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/19990628/REVIEWS08/906280301/1023"&gt;http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/19990628/REVIEWS08/906280301/1023&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Rickey, C 2005, &lt;i&gt;Debate brews about cultural impact of 'Star Wars'&lt;/i&gt;, viewed 10th March 2010,&lt;br /&gt;&lt;a href="http://media.www.the-telescope.com/media/storage/paper749/news/2005/05/09/StarWars/Debate.Brews.About.Cultural.Impact.Of.star.Wars-953413.shtml"&gt;http://media.www.the-telescope.com/media/storage/paper749/news/2005/05/09/StarWars/Debate.Brews.About.Cultural.Impact.Of.star.Wars-953413.shtml&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;'Space Invaders' 2010, &lt;i&gt;Wikipedia&lt;/i&gt;, viewed 5th March 2010,&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Space_Invaders"&gt;http://en.wikipedia.org/wiki/Space_Invaders&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;'Star Wars Episode IV: A New Hope, 2010, &lt;i&gt;Wikipedia&lt;/i&gt;, viewed 10th March 2010,&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Star_Wars_Episode_IV:_A_New_Hope"&gt;http://en.wikipedia.org/wiki/Star_Wars_Episode_IV:_A_New_Hope&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Stuff to be analysed:&lt;br /&gt;- Edge Magazine 2006, &lt;i&gt;A Short History of LucasArts&lt;/i&gt;&lt;br /&gt;&lt;a href="http://www.edge-online.com/features/a-short-history-lucasarts"&gt;http://www.edge-online.com/features/a-short-history-lucasarts&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;- Jenkins, H 2005, &lt;i&gt;Quentin Tarantino's Star Wars?:&lt;br /&gt;Digital Cinema, Media Convergence, and Participatory Culture&lt;/i&gt;&lt;br /&gt;&lt;a href="http://web.mit.edu/cms/People/henry3/starwars.html"&gt;http://web.mit.edu/cms/People/henry3/starwars.html&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-3296011578882941374?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/3296011578882941374/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/beginning-empire-lucas-and-pop-culture.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3296011578882941374'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3296011578882941374'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/beginning-empire-lucas-and-pop-culture.html' title='Episode IV - Why Star Wars?'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-3021127386387245042</id><published>2010-03-07T06:56:00.000+10:00</published><updated>2010-03-27T07:22:13.689+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='auteurs'/><category scheme='http://www.blogger.com/atom/ns#' term='essay ideas'/><title type='text'>Games in Animation History</title><content type='html'>Animation has a long and varied history with many differing attitudes and styles, from art house to slapstick comedy. This semester, I'm supposed to take a class (Animation, Auteurs and Digital environments) that is all about analysing and critiquing Animation(and games) in it's historical context and comparing it with the precedent.&lt;br /&gt;&lt;br /&gt;The gamers in the class are outraged, this doesn't have much to do with our degree, much less our preferred subject matter. Not to mention that the animators already have a leg up with having done a history course. (we think) Persevere we must.&lt;br /&gt;&lt;br /&gt;So what's a gamer to do when the BIG assignment is all about, taking a film, game, studio, series of work and discussing how it fits into the context of Animation History? Try and work something out with as little information that you have.&lt;br /&gt;&lt;br /&gt;(9/3/10) : I think my lack of understanding these categories is hindering the kind of essay ideas I am coming up with. I hope the lecturer will clear this up instead of leaving us in the dust. &lt;br /&gt;&lt;br /&gt;Here's a great big list of the categories for the subject with some of my ideas on what I can do with it.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Animation as Optical Toy:&lt;/u&gt;&lt;br /&gt;I'm pretty sure all games can be considered an optical toy or a use of optical illusions. Being digital in nature, there is a fine line between a game being an actual object and the experience of playing the game. The main question would be, is a game really just an elaborate optical toy?&lt;br /&gt;&lt;br /&gt;Game products based on traditional optical toys:&lt;br /&gt;- Eye Toy&lt;br /&gt;- Project Natal&lt;br /&gt;- XBox Live Vision&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Animation as Comic:&lt;/u&gt;&lt;br /&gt;My initial understanding of this was the use of comedy but instead it refers to the transition of comic books or strips to animation. I'm thinking of using it to compare or contrast on the following topics:&lt;br /&gt;- how narrative is used&lt;br /&gt;- influence on how story is told&lt;br /&gt;- graphic styles&lt;br /&gt;- influence on culture (comics on games or games on comics)&lt;br /&gt;&lt;br /&gt;Find a franchise and see if a game has been made of it, there are just too many to name.&lt;br /&gt;&lt;br /&gt;Here's some examples:&lt;br /&gt;- Spiderman&lt;br /&gt;- Batman&lt;br /&gt;- Gundam&lt;br /&gt;- Visual Novels&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Animation as Theatre:&lt;/u&gt;&lt;br /&gt;According to my course guide this is where the history of comedy is referenced. Not sure if it also refers to theatrical arts. Likely topics to cover would be the use of comedy in games, methods of characterisation (how characters are expressing themselves) or use of theatrical elements. Not sure of the exact requirements, hopefully it will cleared up soon.&lt;br /&gt;&lt;br /&gt;Here's something that reads like work:&lt;br /&gt;- how character animation impacts/enhance user response to either story or gameplay&lt;br /&gt;- development of comedy in games&lt;br /&gt;- use of comedy in game eg. in dialogue, character interaction&lt;br /&gt;&lt;br /&gt;Some games to look at:&lt;br /&gt;- Sam &amp; Max&lt;br /&gt;- Monkey Island Series&lt;br /&gt;- Toonstruck&lt;br /&gt;- Newgrounds&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Animation as Live Action:&lt;/u&gt;&lt;br /&gt;TV sitcoms, Disney and Games are all listed under this topic, so I guess an essay about the gameplay mechanics eg. immediate response of controller to screen. Not too sure, it's hard working in the dark. &lt;br /&gt;&lt;br /&gt;Though Live Action Gaming does turn up LARP if you look. I don't think that's what the assignment is asking for.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Animation as Fine Art:&lt;/u&gt;&lt;br /&gt;The most obvious choice is art games, the hardest task is finding enough examples and reference material to talk effectively about this genre. &lt;br /&gt;Essay topics would include:&lt;br /&gt;- How the art game (auteur game) is impacting on the gaming scene&lt;br /&gt;- Why there is an increase of art games&lt;br /&gt;- What is the role of an art game / How does a game without game play work&lt;br /&gt;&lt;br /&gt;Games to look at:&lt;br /&gt;- flOw&lt;br /&gt;- Flower&lt;br /&gt;- Today I Die&lt;br /&gt;- Aether&lt;br /&gt;- Braid&lt;br /&gt;- Heavy Rain&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Animation as Puppet:&lt;/u&gt;&lt;br /&gt;Digital puppetry is the subject matter here, so things like &lt;a href="http://en.wikipedia.org/wiki/Machinima"&gt;machinima&lt;/a&gt; or avatars are a crucial element to crafting an essay. &lt;br /&gt;&lt;br /&gt;Games/Items to look at:&lt;br /&gt;- The Sims&lt;br /&gt;- Second Life&lt;br /&gt;- Red vs Blue&lt;br /&gt;- World of Warcraft&lt;br /&gt;&lt;br /&gt;Simular products:&lt;br /&gt;- Populus&lt;br /&gt;- Black &amp; White&lt;br /&gt;&lt;br /&gt;These are looking at using computer generated "people" and manlipulating them as their God. &lt;br /&gt;Essay Topics:&lt;br /&gt;- Use of video games as a film making technology&lt;br /&gt;- Social factors in digital environments&lt;br /&gt;- Use of avatar in playing games&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Animation as Music:&lt;/u&gt;&lt;br /&gt;Something about music videos so I guess music games may be covered in this section. Perhaps writing about the multiplayer/social group of these games.&lt;br /&gt;&lt;br /&gt;Modern Music Games:&lt;br /&gt;- Dance Dance Revolution&lt;br /&gt;- Guitar Hero&lt;br /&gt;- PaRappa the Rapper&lt;br /&gt;- Osu! Tatakae! Ouendan or Elite Beat Agents&lt;br /&gt;- Electroplankton&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Animation as Science:&lt;/u&gt;&lt;br /&gt;Early computer experimentation, edu-tainment (serious games) and virutal simulations are all linked in this topic. The obvious thing is to find a product and blab on about it, though I'm not sure how well you can link military simulations to the history of animation...&lt;br /&gt;&lt;br /&gt;Topics to look at:&lt;br /&gt;- Early computer programs eg. graphic user interfaces &lt;br /&gt;- Virtual simulations eg. military training simulations, Sim City&lt;br /&gt;- Educational games&lt;br /&gt;- AI, Real Time Strategy units&lt;br /&gt;&lt;br /&gt;Games to look at:&lt;br /&gt;- Sim City&lt;br /&gt;- Spore&lt;br /&gt;- The Sims&lt;br /&gt;- VBS1 &amp; VBS2 (Training tool for the British Military and the USMC and other military forces around the world)&lt;br /&gt;&lt;br /&gt;Non Games:&lt;br /&gt;- Ghost in the Shell&lt;br /&gt;- The Matrix&lt;br /&gt;- Tron&lt;br /&gt;&lt;br /&gt;The problem with this is I think I would keep going back to how graphics are needed to make this user friendly... I think I am missing the point of this essay.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Animation as Documentary:&lt;/u&gt;&lt;br /&gt;Virtual realities, multi-player and games with ethical/political messages are the call here. &lt;br /&gt;&lt;br /&gt;Stuff to look at:&lt;br /&gt;- The Sims eg. Alice &amp; Kev&lt;br /&gt;- World of Warcraft&lt;br /&gt;- Second Life&lt;br /&gt;- Harpooned&lt;br /&gt;- Dafur is Dying&lt;br /&gt;- Escape from Woomera&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Animation as Play:&lt;/u&gt;&lt;br /&gt;I have no idea as to what this topic will be, I'm tossing up between stage play and "I'm going to play". If it's the later, there will be way too many things to think about since nearly all games are about play.&lt;br /&gt;&lt;br /&gt;(11/3/10): Out lecturer doesn't even know what this is going to be. I think it is heading towards "gameplay" which will be a tricky path indeed.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-3021127386387245042?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/3021127386387245042/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/games-in-animation-history.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3021127386387245042'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/3021127386387245042'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/games-in-animation-history.html' title='Games in Animation History'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3423381309436901925.post-2991752887181645479</id><published>2010-03-06T08:38:00.000+10:00</published><updated>2010-03-27T07:22:13.690+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='critical games design'/><category scheme='http://www.blogger.com/atom/ns#' term='essay ideas'/><title type='text'>Heroes of Video Gaming - Part I</title><content type='html'>&lt;i&gt;Students will research and write a 500 word essay responding to the question “Who or What has had the greatest influence over modern games (and why)?” Students are expected to prepare a succinct, well articulated opinion piece. They will be graded on the cogency of their argument, research material found to back up their claims and to a lesser extent, writing / referencing skills. &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Who or what do you come up with when faced with an assignment like this? That is the challenge I am currently dealing with, so here's an early run down of potential subjects.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Inventions&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Cathode_ray_tube"&gt;Cathode Ray Tube&lt;/a&gt;: Without it television and computers would not be what they are today. One of the major pieces of technology that lead to advancements in visual entertainment and interfaces. You can't play a video game without a screen.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Joy_stick"&gt;Joy Sticks&lt;/a&gt;: You can't fly planes, wage war or save the universe without some influence from this baby. Traversing the X, Y and Z dimensions has never been easier. Also comes in Arcade and Thumb(Analog) flavours.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Game_controller"&gt;Game Controller&lt;/a&gt;: The Joy Stick's more advanced brothers, comes with more technological advances than the last. Until humans can play using their minds, we're all going to settle for hand-eye coordination and Gamer's Thumb for a while yet.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Computer"&gt;Computer&lt;/a&gt;: Responsible for the making and playing of games, the computer has continued to inspire people to stretch limits and break some molds.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Laser"&gt;Lasers&lt;/a&gt;: An invention that lead to the invention of CDS and  Science Fiction weapons. You can't have a light saber without lasers. &lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/CD-ROM"&gt;CD-ROM&lt;/a&gt;: When Floppy Discs are not large enough, this shiny and slim disc entered our hearts and still lives on. Indispensable for installing and storing games. &lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Organisations&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;u&gt;The US Military:&lt;/u&gt; Arguably one of the most influential organisations out there that have influenced the development of video games. From computers, AI, virtual reality and the Internet, this organisation has had a big hand in making technology for war and civilian use.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.nasa.gov/"&gt;NASA&lt;/a&gt;: Boldly going where you can't and inspiring generations of boffins, nerds and geeks to create technologies for space travel, physics and Space Nazis. For us earth-bound creatures, we still may not be piloting Star Fighters without these egg heads.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://web.mit.edu/"&gt;MIT&lt;/a&gt;: Boffins need an education and at this fine institution many of the world's computing and networking technologies got their start. &lt;a href="http://en.wikipedia.org/wiki/Spacewar!"&gt;Spacewar!&lt;/a&gt;, &lt;a href="http://www.gnu.org/"&gt;GNU Project&lt;/a&gt; and &lt;a href="http://www.catb.org/jargon/"&gt;Jargon File&lt;/a&gt; all got launched here.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.stanford.edu/"&gt;Stanford University&lt;/a&gt;: Situated in the heart of Silicon Valley, it is famous for educating a myriad of people who went out and developed companies such as &lt;a href="http://www.hp.com/"&gt;Hewlett-Packard&lt;/a&gt;, &lt;a href="http://www.ea.com/"&gt;Electronic Arts&lt;/a&gt;, &lt;a href="http://www.oracle.com/sun"&gt;Sun Microsystems&lt;/a&gt;(&lt;a href="http://www.java.com/"&gt;Java&lt;/a&gt;, kids.), &lt;a href="http://www.nvidia.com/"&gt;Nvidia&lt;/a&gt; and &lt;a href="http://www.google.com/"&gt;Google&lt;/a&gt;.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Companies&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.nintendo.com.au/"&gt;Nintendo&lt;/a&gt;: One of the largest game companies that still influences popular culture and gaming trends. Popularity has ensured that when a non-gamer thinks of video games, it  is very likely they're thinking of Nintendo.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Atari: The little engine that could have, Atari pioneered home consoles, arcades and personal computers in the early days. After the debacle of ET and a saturation in the market, it has never recovered the glory of days past. &lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.apple.com/"&gt;Apple&lt;/a&gt;: Starting with personal computers and now dominating wireless multimedia devices. Presenting games to the consumer has never been easier for independent gamer developers to get a foothold in the market.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.lucasarts.com/"&gt;Lucas Arts&lt;/a&gt;: Part of Lucas' domination of entertainment, this company is synonymous with adventure games and light sabers. Despite the focus on the Star Wars franchise, many of the adventures games remain firm favourites in the hearts of many.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;People&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Alan_turing"&gt;Alan Turing&lt;/a&gt;: Mathematician, logician, cryptanalyst, and computer scientist whose work in the devlopment of computer science made him one of the key players in the creation of the modern computer.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.pong-story.com/"&gt;Ralph H Baer&lt;/a&gt;: Developer of the Brown Box, the first home console and is considered the spawn point for the video game industy.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/George_Lucas"&gt;Geroge Lucas&lt;/a&gt;: The man behind &lt;a href="http://www.starwars.com/"&gt;Star Wars&lt;/a&gt;, a franchise that inspired generations. From &lt;a href="http://www.1up.com/do/feature?pager.offset=1&amp;cId=3168373"&gt;Space Invaders&lt;/a&gt;, jokes and military plans, somewhere in your mind Star Wars has influenced your vision of space.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Shigeru_Miyamoto"&gt;Shigeru Miyamoto&lt;/a&gt;: The face of Nintendo, a life that is filled with commerical success. Considered to be one of the most influential game designers around.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Others to consider&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Issac Assimov&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Microchip&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Internet&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Dungeons &amp; Dragons&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Star Trek&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Senat&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Things not to consider:&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Coffee&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Saturday Morning Cartoons&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Midi Music&lt;/li&gt;&lt;br /&gt;&lt;li&gt;4-chan&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Web Comics&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Critics&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3423381309436901925-2991752887181645479?l=buttonbashdesign.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://buttonbashdesign.blogspot.com/feeds/2991752887181645479/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/heroes-of-video-gaming-part-i.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2991752887181645479'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3423381309436901925/posts/default/2991752887181645479'/><link rel='alternate' type='text/html' href='http://buttonbashdesign.blogspot.com/2010/03/heroes-of-video-gaming-part-i.html' title='Heroes of Video Gaming - Part I'/><author><name>yena</name><uri>http://www.blogger.com/profile/02630136809431613802</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
