Wednesday, 23 February 2011

Virtual World Effecting Real World

After some researching on the internet I found a post about a real world arrest of a man for stealing virtual characters of the very popular RuneScape. The post reads -

'A man who hacked into accounts to steal virtual characters and their possessions on one of the world’s biggest multi-player online games has been arrested.
In what experts believe is the first case of its kind in Britain, the man obtained log-in details for RuneScape, a web-based role playing game with more than ten million members, to steal their “virtual” characters.
Players in the game have often spent years creating their online characters by completing set tasks and activities.
Police believe that password details were obtained through a so-called phishing scam where a fake internet page tricks people into handing over their personal information.'

Tuesday, 15 February 2011

Game Design - Key Techniques and Common Terminology

For this week, we took a look at key techniques and termanology used in game design. This blog I will be looking back at the games Colossal Cave Adventure and NetHack to identify what techniques were used. 

Colossal Cave Adventure

This game is a turn based game, you select what you want to do and it does it, then the game stops and talls you what has happened and whats new, then you make your next choice. As Sid Meier has famously said, "A Series of Interesting Choices" . The player must choose which way in which they will go and take the game turn by turn.

NetHack

This game is also a turn based game, moving one space takes up one turn. Therefore when the player moves a space, all enemies etc. will move a space at the same time. The internal economy avaliable in the game is objects that can be picked up to use on other objects.

Thursday, 10 February 2011

Introduction to Kismet

This week we were introduced to Kismet. Kismet is used as a visual scripting tool in Unreal Tournament. Kismet can be used to make various actions and events. I have had a go at making a light switch that can be turned on using a trigger volume. Next I want to try make a toggable light made from a switch. I believe that this will be a similar process as making a trigger volume and turning on a light. Also i need to look at how to use the Matinee function as this is used for doors, lifts and moving platforms. I look forward to making objects and using kismet on them, I expect that using a combination of different types of interactions could make some pretty cool events.

Friday, 4 February 2011

Design Documents

I have been looking at various design documents for videos games this week and have been comparing them with each other to see what makes a good design document and whats makes a bad one.

I have looked at three design documents. The design documents for Claw, Grim Fandango and Technomancy. 

The Claw Design Document

The Claw design document is very detailed however quite boring. The document has extensive detail and the layout of the document is well structured and organised, however the use of images is limited and needs more visuals to help get the idea of the game across to the reader.

The Grim Fandango Design Document

The Grim design document is a very illustrational design document. The document expresses the main elements of the design through many visuals such as diagrams, images, flowcharts and tables. From a coders point of view, this design document would be insufficient data to create a game from, however it would be a concept art maker's perfect game design document.

The Technomancy Level Design Document

The Technomancy design document has a focus on technical data based on creating the levels, however it does not include any information on characters, story and/or concept. This would be a good design document for a level designer, but to create an entire game from this design document would be very difficult from a coders and concept art designer's point of view.