Friday, 27 May 2011

What all the enemies do.



ENEMY
WHAT IT DOES
AREA
PLAYER INTERACTIVITY
ANGRY ALARM CLOCK
Deafens or confuses you  with shrill ringing and this can cause a penalty by disorientating you. It punches you with giant boxing gloves to knock you out. Ringing could also alert other clocks and then they will swarm you.
You can pick up them up and throw them. You could throw one at several and bowl them all over.
Clock level.
You can pick up them up and throw them. You could throw one at several and bowl them all over.
Possibly hack them so that you can use them as traps. When they start ringing it will attract other clocks and you can just snipe at them when they come into view.
VENUS FLYTRAP JACK IN THE BOX
Pretends to be a harmless box and when the player checks the box for anything useful it springs out. It could also spring out if the player approaches.
It clamps onto the player and tears into them.
Generally anywhere
You could grab it round its spring neck and swing it around to knock out enemies.
SPEAKER/SUBWOOFER ROBOT
Deafens player to disorientate them.
Can create sounds so loud that it makes you shake and you will have trouble moving because you’re shaking too much.
Generally anywhere
If you have earmuffs you can avoid the deafening penalty.
You could gather a few into one spot to make the ground shake so things will fall down from high places.
MACHINE GUN SNOWMAN
Guns you down if it sees/senses you.
Snow globe level
Clog up machine gun.
Break into pieces so you can bowl the parts at other enemies or acquire machine guns to use.
BAZOOKA ROBOT
Fires missiles to blow you to pieces if it sees/senses you.
Snow globe level
Clog up bazooka.
Break into pieces so you can bowl the parts at other enemies or acquire bazooka to use.
RUFUS THE ROBOREX
Possibly could be a quest giver and not an enemy.
Could stomp, tear, rip, chew, tail whip you to knock you over, cut and maim with chainsaw.
No specific area yet

PTERODACTYL
Swoops down and picks you up with its talons and drops you smash you.
If you have a parachute or something to slow your descent you could survive the fall.
No specific area yet

WHALE CAR
Friendly whale. Harmless but you could accidently get eaten .
Lake Boltnail

ANGLER FISH LEECH
Drains your power by plugging into you with the plug dangling from the top of its head.
Lake Boltnail
Hack it so it drains energy of other enemies and you can use it yourself. Limited uses though.
TOASTER CRAB
Keeps things in the toast slots to fire at you. Also steals parts off you for itself and hoards it in the toast slots.
Lake Boltnail

CAN CRAB
Steals things from you.
Lake Boltnail

SHREDDER SHARK
Shreds you like a paper shredder.
Lake Boltnail

PLUG TREE
Drains your energy if it latches  onto you.


CIRCULAR SAW TREE
Shaped like a pine tree. Cuts you into pieces.
Snow globe level

CAPITAIN BARREL BELLY
Gives you quests. You have to find him his treasure, fix his boat and he will help you fight the kraken.
Lake Boltnail

ROBOT CHICKEN
Has an egg launcher. The eggs can be explosive or have a substance within them which slows you down or could be acidic and eats holes into you.
No specific area yet

SQUID BOT
Has magnetic tentacles which make it easier for it to constrict and crush you. Could also drain your energy
Lake Boltnail

OCD CLEANING ROBOT
Hate everything not being clean and sees you as a threat to cleanliness and so will clean you out of existence.
No specific area yet. Possibly generic or in boiler room?

MAD EYE THE INVENTING BEACH HERMIT
If you bring him things he needs he’ll make you something cool.
Lake Boltnail

PLUNGER PELICAN
Uses plunger to steal items off you and swallows them. Could spit them back at you as it stores them in the pouch beneath its plunger beak.
Lake Boltnail

MOLE DRILL
Drills into you if you get in its way. Only thinks about tunnelling and mining.
General

Like rhinos they will charge at you if angry so you could aggravate one and get it to chase you and you could lead it into other enemies.
COUNT CUCKOO (BOSS)
As a spring head which springs at you like a cuckoo clock does. Has a pocket watch which he will “clock” you with.
Clock level

GRANDMA SPIDER (didn’t get time to draw)
Giant spider who knits. Also uses wool to make webs to trap you
No specific level
If you defeat grandma spider you can get the wool spinnerets and use them spiderman style.
SHADY BLACKMARKET ROBOT(didn’t get time to draw)
Sells you items for a fee














Clock level look

LAKE BOLTNAIL LEVEL LOOK

Sludgy ground with junk every where and sea made out of bolts and nails

MAP OF LAKE BOLTNAIL

COUNT CUCKOO BOSS OF CLOCK LEVEL

COUNT CUCKOO

MOLEDRILL

PLUNGER PELICAN

Mad eye

MAD EYE THE CRAZY INVENTING BEACH HERMIT

Tuesday, 26 April 2011

OCD cleaning robot rough drawing

robot with the compulsive need to clean. Views player as a mess and so will kill you by cleaning you.

Squid bot

squidbot with magnetic tentacles which magnetise to you so that the squidbot is more effective in crushing you. possibly feeds of your energy

Robot Chicken

Chicken with egg launcher

Pirate robot : Capitain Barrel Belly

Unruly pirate Barrel belly the consumer of too much motor oil

Monday, 25 April 2011

Saturday, 9 April 2011

Enemies for robot break and build game

Enemy ideas. Some such as the snowman robot and the angry alarm clock belong to specific worlds. Alarm clock knocks out the player with boxing gloves, snowman guns them down and maybe has other functions, speaker robot deafens the player, might do a bell robot with also does that but could be specific to giant clock level and venus flytrap jack in the box robot jumps out at the player. Just a few ideas that i've drawn up properly....

Sunday, 3 April 2011

Discuss a good or bad example of a camera view in games and how it effected your experience. Also discuss the camera view that you would like to use in your games pitch.


The camera can be the most frustrating or useful thing about a game. It is what allows you the best view into the game world and if poorly implemented can be the aspect which drives you the most insane.

In the game “Banjo Kazooie: Grunty's revenge”, which appeared on Gameboy Advance, the camera can make it difficult for the player to judge heights of objects and the distance between them. It is in third person and bound to the player which is useful to the style of game. It is done in an overhead style to replicate the 3D feel of the other Banjo titles, but on a smaller scale. It gives you an almost birds eye view but because you have no control over the camera, it is very hard to determine spaces between walls if they are lengthwise. This can be exceptionally frustrating as it gives the illusion that a path is blocked. Perhaps this is done to make the game harder, but it seems instead to make things more annoying. This lack of control of the camera is very restrictive and there are times where you can get stuck down holes and not be able to get out of them because you cannot see enough of where you are to put yourself into the right position to jump out. This results in trial and error and a waste of time as it can sometimes take ages to get into the right spot. This camera also creates problems when you want to jump left or right from platforms as again it can be difficult to put yourself into the right position to jump across successfully. The restrictiveness of the camera maybe be because it was released on the Gameboy Advance, but when you get stuck, you still wish you could turn the camera to get a better view.

In games such as “Simpsons hit and run”, “Mario 64” and “Banjo Kazooie” the player can change the camera view to suit them. This can be very useful because sometimes the shot the camera automatically gives you is not what you want. Alhtough there is a tendency for the camera to never be in quite the right spot even when you adjust it. There is always a time where you wish the camera would sit in the right place so you can better judge your position. The most irritating thing is when you die because the camera would not show you the view you needed. It may not seem so important a lot of the time but after trying to jump across the same gap for the 10th time because you can't see properly, can be the thing which stops you playing a game. The camera view is what gives you your perspective of your character (If you're playing a game with third person perspective) and if you can't get it to turn to the right spot it can make things very difficult to determine. For example the camera in Mario 64 allows the player to zoom in and out and rotate the camera as well as it being able to anticipate the right view for showing your path through a level. This camera can be very useful as you can generally see everything you want to, but often there are parts where the camera won't maintain a good view and you are forced to make do with what you've got. This can be seen in the part where you are running across a platform before it breaks underneath you. You would want the camera to stay behing Mario as you run across but it seems to always want to go slightly on the side which can be confusing and sometimes make you misjudge where you are and fall off.

For the game we're creating, we want it to be 3D so we'd like to use a camera similar to the ones used in “Banjo Kazooie” or “ Mario 64”. It would be third person and It would be useful for the player to have some control of the camera so they can set their own view. Although, it would be good if the camera was smart enough to prejudge a shot and anticipate the most useful angle. It would be great to be able to implement a camera which does not infuriate the player.

Tuesday, 29 March 2011

Concept for Break and Build robot game

Robot in junkyard. Maybe its arms and legs can detach so players can add new tools to it., like drills, saws, magnet,claws  or better wheels or treads on the feet.

Sunday, 13 March 2011

Graphics resolution affecting the perception of a character.


Graphics for games have come a long way. The Improvements that have been made to the quality of games graphics has allowed artists and designers to create better representations of characters and worlds.

The development of graphics has helped highlight key characteristics of worlds and characters, helping them become more distinct and recognisable. Graphics have become more realistic and more visually appealing, allowing players to gain more information about a character through the way they look and allow them an improved perception of the game world. Higher resolution graphics extend the level of detail that is possible to be used in a game. More detailed textures can create a sense of realism within a game, making it closer to feeling like you are in the game yourself. Detail can make everything clearer and this clarity helps the player relate better to the game.

However, being able to create better looking images does not necessarily alter a player’s perception of a character because the story builds their personality. Their appearance does present an instant idea of who the character is supposed to be, but the player gains a deeper understanding of their personality through interacting with them in the game. Improving the graphics has just allowed games to look stunning, not necessarily making the personality of the characters better.

Graphics are an important part of a game, as they present everything in a way that players will instantly connect to, but aspects of the character’s personality are revealed from playing the game and by being immersed in the story.