Out of alpha and finally into Beta, Weâre getting into the seriously fun stuff about making the game with new level design, particles and more art stuff, the programmers still have work to do polishing everything up. But looking forward to seeing what the team can pull off :DÂ
An early prototype of our game Silva, Itâs coming together nicely and the level design is really fun and interesting, Hope to post more like this! :D
So we just survived through our second presentation of the module and it was really interesting getting feedback from industry professionals and giving their input on our game. Really respect them taking the time to come in and looking at our game! :DÂ
Going further into the project weâve dealt with over scoping, cutting using unfamiliar software and making difficult mechanics, but weâre finally making some progress after surpassing majority of these problems and starting to look like this is going to be a solid game! :DÂ
Game Analysis: SUPER HOT! SUPER HOT! SUPER HOT! SUPER HOT! SUPER HOT!
Developers: SUPERHOT Team
Engin: Unity
Designer: Piotr IwanickiÂ
Platforms: Linux, Microsoft, Windows, OS X, Xbox One, PlayStation 4.
Release(s) 25th February 2016. VR: 5th December 2016
SuperHot!
SuperHot is an Indie fps video game published by the Superhot team. As it follows the same principals and mechanics as a traditional fps game, they added a mechanic that makes it stand out from the massive crowd of the ocean that is fps games. The mechanic is when you stop moving, the world stops moving, time freezers for a short amount of time before it starts slowly creeping back up. The goal is to shoot your way out of the situation and try not to get hit by any bullets.
The Superhot story is what makes it seem so risky to step foot into this game, the player plays a fictionalized version of themselves sitting in front of their DOS prompt, getting a message from their friend who offers them a supposedly leaked copy of a new game called superhot.exe, claiming that the only way to access it is with a crack. Launching the game immediately thrusts the player into a series of seemingly unconnected levels via different points of view, all based around killing hostiles, after which the game glitches out and disconnects. After this crash, the player's friend sends an updated version of the .exe file, apparently a new version of the game that fixes the "glitches". As you progress through the game it becomes apparent that you are being monitored by an unknown force who wants you to stop playing the game as there is more to the game itself then meets the eye. As you start to ignore the unknown messages as some sort of ploy, you continue playing and the threats get more serious, the system's warnings grow more ominous, telling them the player is unaware of the consequences of their actions, eventually forcing the player to walk to their own in-game house and to their in-game player character, a figure wearing VR headgear, and punch themselves into unconsciousness. After continuing to play over and over again the player becomes part of the core, joining numerous other minds absorbed by the core itself into a transhuman hivemind. The core forces the player to shoot their original body/player character, finally making them one with Superhot.Â
The art style is almost like a huge well-polished grey box and the enemies are simple glowing red manikin that runs after you, itâs simple but works effectively bringing a unique take on a new type of art style you donât see in many games, Itâs simple but well done.Â
The game is interesting all around having a great storyline, unique mechanics, and gameplay and being fun in general, The game has been a success story for indie developers and continues to be very popular on twitch and youtube.
Iâve been blessed with an amazing Team to work on a really exciting game!
Silva is a skill-based grappling hook game where the player has to use quick precise movements to maneuver through the gameâs levels avoiding the vision of the ravens that bar their way.Â
Silva is set in a fantastical forest beset by ravens intent to see it's vibrancy fade. The game goes from bright tones to a monochrome grey as the player ventures deeper into the game.Â
Working on the gameplay and mechanics were really fun and weâve come up with a bunch of awesome mechanics. The grappling being the main foundation of the mechanics of the game weâve built everything around this one simple mechanic.Â
In this game, youâre going to be molded by birds, impaled by spikes, falling into really spiky bushes, and exploding from smacking into a wall if youâre flying past really fast, but the game challenges you to improve as a player.Â
This game will be a super fast, 2D platformer and will be releasing it on the PC on the 29th of November! :DÂ
I got given the chance to play and test the demo to infinity inc for this testing module and it is such a fun game I canât wait for it to come out! :D
Starting off with a grey box and an idea to make this game about a guy just having a bad day in Downtown New York, and the challenge here for me was the level design, because I had no idea how I was gonna lead the player through a city area.Â
AlphaÂ
Alpha I just added a fps controller and some simple models, was a playable level at the least.
Beta
Beta is when I really started to build up a level and make it fell like a downtown area.
Gold
Gold I just focused on making the scene look as nice and clean as possible with some post processing lighting, fully textured models and a game with mechanics! :D
SummaryÂ
So pretty much I made this game about a Guy named Dontae Wilson who has just lost his job heâs walking in the rain and heâs just having a really bad day and the goal of the game is to just get to the bus stop and go home.Â
This game was a really fun experience and this module was probably the best one to work on so far, I learnt a lot and am happy to of made this level! :D Â
Been Working on my level for the past couple weeks and itâs starting to come together nicely, looking forward to start writing up some code and get it running! :D
Game juice is widely used very often when making a boring game more interesting. Game juice is a concept that is about taking a game that works fairly well but then adding layers upon layers of satisfactory mechanics, Particles, Animations and Sounds to make a game Feel more enjoyable to play.
(Iâll be looking at Bulletstorm mainly to backup my discussion)
 ParticlesÂ
Particles are one of the easiest ways to give the player some instant feedback to make the game seem more alive and enjoyable to play and interact with. In Bulletstorm, the game is full of particles that just make the game the way it is, Explosive, Exciting, Invigorating. The game is jam packed full of particles that do Game juice so well! Like exploding heads when you get a headshot, the blood splatter looks amazing and makes you feel rewarded for getting a good shot off!Â
Animations
Animations add another layer of game juice, Bulletstorm for example as itâs a very fast paced First person shooter, thereâs a lot of animations going on and Animations are also the most work that goes into adding game juice. Adding a ragdoll effect to an enemy give weight to when you kill someone in Bulletstorm, shooting them and watching them go flying afterwards is an awesome experience for the player to feel! Â
Sounds
Sounds can go a long way, they are the missing component to Animation and particles as they add a great feedback after doing something. FPS games have been doing it for a very long time but the sound of bullets hitting your enemy (Hit marker) is a great way to let the player know that theyâve hit the enemy and the shots have landed. In Bulletstorm, they use a lot of explosions and heavy actions, the Sounds they use give a great sense of speed and precision with the fast paced combat that goes on in the game.
Publisher: Red Storm Entertainment.
Designer: Brian Upton.
Series:Â Tom Clancy's Rainbow Six.
Platform: Microsoft Windows, Nintendo 64, PlayStation, Mac OS, Game Boy Color, Dreamcast, PlayStation Network.
Release: August 21, 1998.
As a fan of the series, I decided to do a game analysis on Tom Clancyâs 1998 Rainbow Six, a very interesting game as it stood out amongst the crowd of other fps games. Rainbow Six was one of if not the most unique games of itâs time. There was no ammo pickups, health regen or anything of the sort. Death was universal in the sense that you and the enemies all died with a single bullet, unlike any other FPS at the time.
 Rainbow six invoked realism, what was odd for 1998 was having to stand there and reload your weapon, Ammo wasnât all pooled together, your cross hairs blowing out when you walked forward, and your starifing and back peddling were extremely slow, compared to other games like Quake and Doom. Levels would have 12 enemies instead of the typical overcrowded rooms full of them and combat started and ended in an instant.
But what set Rainbow Six out from all the rest was itâs tactical approach to the game. You couldnât go in guns blazing because youâd die instantly, Youâd have a planning phase where youâd tell your men where to go or else they wouldnât move at all. You had all the controls and were in command, you told where to go, and they would go to the location. This kinda of gameplay still applies in today's Rainbow Six Siege where you would have a planning phase where you would go in with your drones, find the location of enemies and scout out for cameras, traps, barb wire and you would choose an entrance where you wouldnât die immediately. Thatâs what Rainbow Six does here as well, it was a very well made game for its time and still holds up today as a great game, I definitely recommend you play this game at least once!Â
Disaster Strikes: A game where youâve just been fired from your job and youâve just exited the building, itâs pouring down with Rain and you start walking down the street, a car comes past and splashes water on you, you look up and see a sign for âImproving happinessâ you keep your head down and keep walking until you get to this alley way and start walking down, you find a stray dog and decide to sit down next to him in the dirt with himâŚ
 To Be continued!
This âImproving Happinessâ thing seems too good to be true but⌠what do you have to lose? All you have right now is your crappy run-down apartment, with no job to keep paying rent, and some âcompanionshipâ from a stray dog. A lot of people have sword by the âHappinessâ program; could it work for you?
 Clearly it wouldnât work for you, this âHappinessâ program is just a poor means of controlling people, we all know that itâs all a big scam, well at least the smart people know it. Itâs time you took action, You need to grab your dog and leave whilst you still have the opportunity to. You grab your things and before you leave there's a knock on the door.
 Itâs not like you were their friend in any case. Did you even know who they were? No, think about it. Did you ever stop and understand who these people are? Who they were? What lead you to this âhappyâ place, with all these âhappyâ people? Are you âhappyâ?
 Why should I even care if you are happy? Itâs not like you cared about me all those times you left me sitting at rock bottom, wallowing in the nothing that was left in your wake. Like a raging storm you would come through breaking apart all that you touched, leaving nothing but a wasteland.
 Itâs over, I never want to see you again. Donât apologize, donât even talk to me. Just Go. I canât stand looking at that face after what you did.
 So he walked away into the distance never looking back for heâd move on to forge his own life whether this is what fate had decided or not it is what had occurred on that day. And so they were seperated by time and distance until one day they met again through fate or maybe it was just chance but now it was up to them as to whether they had forgiven each other over time or had time left scars.
 She had obviously not forgiven him though. She could barely even stand to see him for the first few weeks, but over the next few months they slowly learned to be friends and decided it was time for an adventure.
 Despite the fights and arguments they began their adventure. Getting on the plane was only the beginning of their problems. They were in flight for a few hours before a loud bang and smoke began to fill the cabin. They felt as the plane began to plumit, gravity taking its toll on their bodies
 The plane very quickly approaching the ground meant not much time act. Parachutes? They had been so busy fighting that they hadnât scoped the place out. How long did they have? A minute or 2. The parachute! They have to share but thatâs okay. Well, it will do in exchange for living. The adventure can FINALLY begin. If they land safely over that acid pond...
 Sadly though as hoped to miss the acid pond the plane violently vired down towards it as if to try and kill them just before impact, the passengers jump and use the parachutes that they are sharing to try and avoid the acit pond..
 All the parachutes are right, well i think they are all right, i remember doing number 1 and number 7 on tuesdayâŚ...or was that monday.
Nope nope definately tuesday., so when did i do 3, 4, 5âŚâŚ...ummmm
It must have been thurday yes yes it was because after those three greg, helen and issac all went and watched baywatch and they didnt invite me i deffinitely remember that day.
 7 out of the plane
I think they are all right
 6 and 5 out
I mean, i didn't go out, or more accurately i didn't get invited out, i had free time
Theyre all packed
Right?
 4 and 3
I do this all the time, it cant be a mistake
 A scream from below
My blood runs cold
 I did 3 on tuesday right?
 2 and 1 out i guess
I dont know why i never get asked to go to parties. Its as if there is something wrong with me
Like im a smart, loving kind of dude i honestly dont know why no one likes me. But im here now so i may aswell do as much as i can with who i am
 Which no matter how hard i try i cannot figure out. Im nothing. Im a nobody. Nothing i do is good enough. But the more i think the more i sound like myu father in my youth
 My heart felt heavy, I had become the one thing I didnât want to be, I resolved to change, knowing full well how hard it would be, I only had one father after all, I knew I had to learn from his mistakes, for the sake of my own child.