Digital Media Project Liam Richardsons blog about his 3rd year project

22Jan/10Off

Effects of C02 on people, and how to visualise this in the game

My last post got me thinking about how to represent the user dieing. Lots of games have visual clues that a user is dieing/failing task etc, though I can mostly only think of first person shooters. (Pictures bellow) Some games have other methods, like guitar hero (as discussed in the last post) has a bar showing how well your doing, and if you fail you are boo'd of stage. In the burnout series of games, your car is shown to be getting more and more destroyed. In Grand Theft Auto the screen fades to black and white as the character is sprawled across the floor.

Screenshot from doom

Here the player in doom is show to have ill health

Blood on the screen in Modern Warefare 2

Blood and dirt on the screen in Modern Warfare 2

Dying in GTA IV

Fading to black and white as you die in GTA IV

Since this is a common gaming technique I thought about what should happen in my game? Clearly the bleeding character or blood on the screen would not be suitable for my younger players. There is a lot of evidence of video games effecting children badly, and i certainly don't want to reduce my children to tears, just teach them something.

I also thought it important to make the game as realistic as possible. There's no point having fairies floating around telling you that you've died. I first tried looking into the effects of rising CO2 levels on humans, which is called Hypercapnia. This Thread on Google Answers (I didn't even know they had an answers system!) and the article on wikipedia contained lots of useful information. Ive listed some effects bellow:

  • lowers the shivering threshold and increases core cooling rate
  • Effects Diaphragmatic Function - Harder to breath, became tired easier
  • Acidosis (Acid in the Blood) Serious and sometimes fatal
  • Headache, Nausea and Visual Disturbances
  • "In 1986, volcanic Lake Nyos erupted huge quantities of CO2, resulting in the deaths of approximately 1800 people and thousands of livestock up to 25 km away."
  • flushed skin
  • Extrasystoles
  • muscle twitches
  • hand flaps
  • reduced neural activity
  • raised blood pressure.

Studies also showed that these would only happen when CO2 was at 15,000 ppm, or 40 times the current levels, which gives me some suggestion of when these things should start taking place in the game.

During my research I discovered the article Does Easy Do It? Children, Games, and Learning By Seymour Papert, a living legend in computer science and learning. Lego even named the Mindstorms system after one of his books.

The article most talks about games aimed at learning, as opposed to informing which is the main aim of my game. Though the two are similar, there are differences (as far as i see it).  There is some good advice to take from the article though, including this quote I'd like to share:

"Frankly, I think that it is downright immoral to trick children into learning and doing math when they think they are just playing an innocent game. To make the situation worse (as if anything can be worse than lying to children), the deception does not achieve any purpose, since cooperative learners who know what they are doing will learn far better than children who go mindlessly through the motions of learning."

All this has left me with an awful lot to think about, and a lot more to read. Hopefully I can start getting some solid ideas down on paper soon.

21Jan/10Off

Refined Percentage Display

My rather talented girlfriend surggested an idea for my final design. Giving a bit of colour feedback within the percentage display, so the user can see how there doing in a quick glance.

I liked the idea and decided to persue it further. I immediately thought of Guitar Hero, which has a similar system for telling you how well you are doing.

The bar on the left of each track in the above screenshot shows how well a player is doing. Here they use 3 sections Green if your doing well, yellow if your average and red if your doing really rather poor.

I've plumped for a similer system. Since we're doing it in percentage of Co2 in the atmosphere, it made sense to do 4 colours, one for every 25% section.

  • 0 - 25% Green
  • 26 - 50% Yellow
  • 51 - 75% Orange
  • 76% - 100% Red

And here's all 4 colours from the design.

Percentage colours in the GameThis got me into thinking about how to show the user dieing. As in the game the CO2 will kill you in the end. I think more research is required.

Filed under: Design, Research Comments Off
21Jan/10Off

Timer in Prototype

I can't be arsed to put it online, but after to many hours of wrangling Ive got my timer working in my prototype. So far its just a text field on the stage, but the next step will be to generate the text field using action script, but I don't really understand the documentation yet, and I've not found a decent tutorial :(

This flash stuff is hard. I might right a progress review on friday.

Filed under: Tech Comments Off
21Jan/10Off

More Final Designs

Since Ive got my timer working (see bellow) I thought I better add the text stuff to my final design. The font is Digital 7, and I think it looks good. Thoughts?

Filed under: Design Comments Off
20Jan/10Off

Building my Timer

Today I have been working on building the timer for the game, which counts how long you have been playing. I couldn't find a tutorial that did what I wanted, so I set about building my own. It took shitting ages, must longer than it should. But after a while, I finally got somewhere. The tutorials I used included:

I spent my first hour trying to work out why tutorials I was using weren't working, then I realised that this was because they where in AS2, and I'm in AS3, Idiot. Never mind.

So that's it really. Next I need to add it to the game, and work out how to do the embedding, as it just broke it when I tried to embed the font. Oh well. It will have a nice LCD style one, and be in red.

Filed under: Design, Tech Comments Off
13Jan/10Off

Prototype No2

Finally got the current final design into the prototype. Same bugs as the last prototype, but now at least it looks the part, and has sheep and cows!

PLAY NOW!!!!!

Any feedback in the comments would be awesome.

Cheers.

13Jan/10Off

Final Final Design

Final Final Design Ive added some animals. Going to make an animated version next with them all popping up/walking on. Hopefully have that uploaded in a couple of hours.

12Jan/10Off

Visual Design Update

Final Design With Factorys and RoadAs you can tell Ive been working on my final design, adding some sources of CO2. Tomorrow I'm going to try and add some cows/sheep to the hills. Hopefully I'll be able to have a go at animating them as well, see if i can get them walking or eating or something. hoping to get these set up in my current prototype by the end of the week, as well as the fog design. Will see how it goes heh.

11Jan/10Off

Post Christmas Catch Up

I guess I should do a bit of a catchup, as I have not posted for over a month. Last time you saw me I was preparing my prototype and poster for my Christmas presentation. Well that was all done and dusted on the 11th Dec, and I think it all went rather well. I'm still waiting for official feedback, but on the day I think everyone was impressed with the things I thought full. It was good to get everyone playing the game as well.

Since them Ive been finishing other coursework and having 3 weeks of to enjoy the snow and chill out a little. But now its official term time again Ive started working again. This morning I came up with what I hope will be the final design for my game, which is in much a similar to style to the prototype.

Fianl Design I really like it at the moment. It use's 3 photos taken by me (sky, background mountin and the bridge) one I found from stock.xchng, and one form a google image search I'm going to have to find again to reference properly. I guess I need to layout some plans for the next 2 weeks before lessons start again.

The rest of this week:

  • Get feedback from a few people on this design (in the comments please)
  • Start working out which sources of CO2 I want to use in the game.
  • Find decent images for these sources, or get out and take some photos of them.
  • design what the fog objects are going to look like

The week after:

  • Get back into flash and get re-aquainted with my code
  • plug in the new design elements
  • Work out what is left to be done
  • start doing it!

Ill hopefully be blogging weekly now so you can see my progress, I'm also going to start working on my report soon, so that should be a barrel of laughs.

Cheers.

6Dec/09Off

Ealry Stage Poster

I've printed of some puts and started laying out my poster. Going to spend a few days working out what else needs to go on it before I start sticking things down. To be honest I probably wont get the glue out until Thursday night, to give me as long as possible to finalise my Ideas.

small_DSC00181