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What is a PNG File in Photoshop
A PNG stands for Portable Network Graphics. I t is a raster format file that offers lossless compression, that are built with a set number of colour pixel, unlike vector files which use a mathematical algorithm. To save it on Photoshop go to File
then Save As
Then open the Save as type and select PNG
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What is a State machine in Unreal
A State Machine is a useful tool to allow us to Transition between 2 States rather than us needing to make a bunch of Ifs.
For Example imagine your game has a Running State and a Swimming State Rather than needing to use a Branch
to check if you are in a liquid you can swim in. Now although that example may seem a bit bad as it is simpler to just use a Branch. However if you have lots of different States it becomes hard to understand the code. Say you have a walking, running, sprinting, swimming, climbing ladder, swinging, hanging, flying, wall climbing, gliding and sky diving STATES doing all of those Branches will be a nightmare to code and it will be hard to find.
Here is a State Machine in Unreal The Boxes are the States and the arrows are the Transitions
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How was Mortal Kombat's Sprites made
They got small actors who also had talents in marshal arts and stuck them to only wearing one colour they filmed it in a storage space in the back of the pinball manufacturing plant which they converted into a simple studio.
The Footage was shot with a Hi8 camcorder a consumer analog 8 mm tape format that had just been brought into the market by Sony and Canon in 1989.
This had a 400 lines resolution in comparison to VHS tapes which had only 240 lines this made it better for the developers capture images for the big sprites they had envisioned with a limited budget.
Before putting all the characters through the workflow they did an initial test with marshal artist Daniel Pensina. The shot material was loaded in the Hi8 deck and connected to the TARGA board in the work station.
By using the WTARG software Tobias could capture paused frames to digital files. The software reduced them in colour with the newest colour reduction algorithm. Images were booted in contrast and saturation for a more vibrant look and the backgrounds were painstakingly removed frame by frame, the edges in particular required a lot of care, because arcade hardware didn't support transparency values per pixel at the time. Tobias had to make the edges work for both light
and dark background
The test shoot greatly helped to figure out which moves would translate well in low resolution sprites.
To do air attacks they tried to just do it (normally) but this would result in motion blur.
So to solve this they used a small wooden stair so they could keep their position.
Artist John Vogel began to work on the project for the game's background based on Tobias' sketches
He filmed statues and other models with an emphasis of care to where light was coming from and the shadows. The separate Digitized objects were composited in the software package TIPS. Most of the game was digitized to look like the real world art style they were going for.
Programmer Ed Boon
took the digitalized assets and started making the game. He had a good grasp of gameplay and envisioned a fast paced game, to do this reduced the number of frames to minimum to make gameplay responsive, and reduce the overall memory footprint.
To make the game feel impactful he used audio queues, blood that splatters and the shaking of the camera, giving that sense of impact to the player.
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What is a Game Mode in Unreal Engine
A Game mode is like the police of a game in the way that they enforce the rules, however unlike real life the code follows it.
Different games have different rules and a Game mode sets those rules. For example in Fortnite when you die you get sent back to the lobby.
But meanwhile in Overwatch if you die you just respawn after a certain amount of time.
This allows games to have different rules which allows games to be different.
To get to this in Unreal you Right Click the Content Drawer
Then select Blueprint Class
The Select Game Mode Base
Then call it what you want.
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Making a Road (Spline) in Unreal Part 2
(Alright now where were we)
Now we got to go back to For Loop's Index.
Now Drag it out and search up Get Location and Tangent at Spline Point
Now drag of the Spline and search up Get Location and Tangent at Spline Point
Now back at For Loop's Index drag out another Node and this time search up Add/ "+"
And change the bottom number to 1
Now connect this to the second Get Location and Tangent at Spline Point's Point Index
Now Connect the Get Location and Tangent at Spline Point without the Addition and connect its Location and Tangent to Set Start and End's Start Position and Start Tangent
Now connect Get Location and Tangent at Spline Point with the Addition's Location and Tangent to Set Start and End's End Position and End Tangent
Now remember that error, well that was because I forgot to connect Add Spline Mesh Component's Return Value to Set Start and End's Target.
Now there is one more thing. Now we drag off of Set Start and End and search up Attach Component To Component.
Now we get Add Spline Mesh Component's Return Value again and connect it to Attach Component to Component's Target
And finally from the Attach Component To Component's Parent drag out and search Get DefaultSceneRoot (if it is still called that)
And now it is done.
However I don't actually have anything to build it with.
I tried to just add a Cube with the Material.
However the Object wouldn't allow me to stretch it like a normal Spline. And then I tried to (F) Find it and then I was sent to Space.
(PUT HOW TO FIX THIS ON THIS POST)
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Making a Road (Spline) in Unreal Part 1
(quick note I am doing this for 3 reasons, 1: I have almost done nothing for my blog, 2: this is very useful and difficult code which I want to have on something, 3: Jake did everything and I feel bad so I want to do it semi by myself so I know how to do it.)
First we make something in Paint (or Photoshop if it's more detailed). Then we go to File
Then select Save and then save it into your preferred folder.
Now in Unreal Engine in the Content Drawer Click Import
Now it should be in your Content Drawer listed as a Texture.
Now Create a new Material by holding Right Click and going to and selecting Material
now give it a name close enough to your texture so they are right next to each other to make it easier to navigate.
Now double click on the Material to Open it. You will be greeted with this screen
First we need to get some code. Now Right Click on the Blueprint and search up Texture Sample.
Now select the Texture Sample so there is a yellow outline, then go to the Detail Panel in the Bottom Left
Go to the Texture and Search up what you called your Texture. (Mine was MSPaintPavement). Now connect the RGB in Texture Sample to Base Color of what your Material is called (MSPaintPavement_Mat)
Now Hold Right Click and search up Custom Rotator and connect its Rotated Value to Texture Sample's UV's. This to make sure that the texture is properly applied on all the faces of the 3D object's UV as the Texture is 2D.
Now out of Custom Rotator's UVs (V2) Drag it out and search up Texture Coordinate
Now Hold 2 and Left Click and you should get this
then change both the X and Y values to 0.5 and then connect it to CustomRotator's Rotation Center (V2)
Now Hold 1 and left click and you should get this
then change the Value to 0.25 and then drag it to Custom Rotator's Rotation Angle (0-1) (S)
Now the Code is complete
Well Texturally at least.
Now we go back to the Content Drawer, and again Hold Right Click, but this time select Blueprint Class.
And then select Actor.
Then call it what you want I called it Pavement
Now double Click it to open it. You'll be greeted with this screen.
In Viewport in Components select + Add and search up Spline and probably just name it Spline.
Then Click + Add again and search up Cube. The in Details go to Materials and change it to your material (MSPaintPavement_Mat)
Now go to Construction Script
Now drag off Construction Script and search up For Loop
Now off of Last Index search up "-" or Subtract.
Now change the bottom number to 2
Now out of the top one drag it out and search up Get Number Of Spline Points. (The Spline, Target comes as well)
Now from For Loop's Loop Body search up Add Spline Mesh Component
Now Out of Add Spline Mesh Component search up Set start and End
Now if you try to Compile it will say Error!
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Creating my Loot Crate Part 2
Now I'm going to add a front compartment to my bag like the bag i have in real life.
To do this we spawn a Cube.
And make it a Cuboid (A 3D rectangle) with the Scale Tool
Now get the Multi Cut Tool
Hold Shift + Ctrl to cut the top by 50%.
Now Hold Right Click and go into Edge mode
Then select the Top edge and use the Translate Tool to pull the Edge up.
Now Hold Shift and Left Click on all the Edges at the top.
Now use the Bevel Tool
Then set the Fraction to 1 and the Segments to 12
Then just move it into place (which is at the front of the bag in the center.
Now the "Box" (which is the main Cube of the Bag missing its roof) is quite thin.
So to solve this we are going to go into Face Mode by Holding Right Click and dragging to it.
Then we are going to Hold Shift and Left Click every Face from in the inside.
Now we go to the Extrude Tool
And we increase the Thickness to 0.1
Now I want a Key to fit into this and that will be easy but a lot of this bag will be wasted space add I don't want to model the inside of this bag too much or need to o shadows so instead I will fill most of it up with a "Lunchbox" in reality just a Cube with a Handle.
So what we do is we spawn a Cube.
And Scale it so it fits perfectly, using the Scale Tool.
Now to make it more believable that it is a lunchbox I'm going to add a handle, so I don't have to make it see through.
So it is more like this Lunchbox
And less like this one
To make this Handle I'm gonna use my Good friend Donut.
Once again we got to go into the Attribute Editor of the Donut and change the Section Radius all the way down to 0.010
Now we use the Scale tool to decrease the radius but widen the strand.
Now we use the Rotate tool to turn it 90 degrees to the right.
Now we hold Right Click to go into Faces Mode.
No we delete Half of the Faces to make it a Handle
Now use the Scale Tool to stretch the Handle to the correct proportions and then fit it into place.
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What is UV mapping and why it is important for games design.
UV mapping is a 3D modelling process that projects a 2D image onto a 3D model's surface for texture mapping.
Here this is the 3D model of a Compass.
This is the UV Map of the same compass.
This is important for game development because it allows you to create a realistic and consistent art style across the whole model and makes selecting every face easier to access.
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Mood board and Creating my loot crate
My loot crate Idea is a backpack that the biker wears on their journey to the College that when they arrive at the college they open the bag to get out their key to lock their bike.
This is my bag, its so cool you need two angles to see it fully.
To make the main build of the Bag is a Cube.
First Spawn a Cube.
Then turn it into Cuboid (A 3D Rectangle)
Then I want to make a Hole at the top so stuff can go inside the bag. So Hold Right Click and drag to Faces.
Then select the top face and just Delete it.
Now Flip the Camera to the Bottom we want to make it curvy. So select the Multi Cut Tool.
Then Hold Shift + Ctrl and cut it at 50%
Now use the Translate Tool to Drag out the edge a bit.
Now while on Edge mode select all the bottom Edges.
Then use Bevel Tool
And make the Fraction 1 and the Segments 12
For the Straps I used Hoops/Donuts
While the Donut is selected in the Attribute Editor you can go down to Section Radius and set it to 0.010
Then use the Scale Tool
stretch it to what you want it.
Now to make it a strap rather then just clipping it into the bag and adding unnecessary Trises, you hold Right Click and select Faces
Then start deleting all the unnecessary faces.
On the Left and Right of the Bag are bottle holders . What I did for this was I spawned two Cylinders.
And then I hold Right Click again and select Faces Again, and then Delete the unnecessary Faces AGAIN.
Basically chopping it in half.
Then Delete the rest of the top to make a hole.
Then to make it a bit more realistic and so no clipping glitches happen I made it thicker. You do this By Holding Shift and Left Clicking on all the faces in the inside.
Then get the Extrude Tool
The set the Thickness to 0.1.
And then just move it into place.
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Making a place holder house in Maya
My size proportions are 1 Maya unit is equal to 10 cm. (even though it doesn't matter since you can just scale them in Unreal).
This is the average height of a house so I'm going to make it 10 meters tall which is equivalent to 10 Maya units.
I'm going to build it out of 1 Cube (that's right).
First we spawn in a Cube.
Then I make the the Scales all 7
Then we get the Multi Cut Tool.
Then Holding Shift + Ctrl Cut it at 50% vertically
Now Hold Right Click and select Edges.
Now select the Cut Edge on the Top of the Cube
Using the Transform Tool
Drag the Edge up to what height you want it, mine will be 3 Maya units.
Now go to File, Export All, save it to your hard drive and call it something recognizable mine is called Maya Prototype House.
Now in Unreal Engine.
Go into the Content Drawer by pressing Ctrl + Space. Then at the top select Import.
After you find it in your browser and click Open you will be greeted with this Window.
Then Click Import All
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Part 3
(you know the drill)
The small cylinders were too small as their original size so I have changed it to Scale X= 0.02 Scale Y= 2.6 Scale Z=0.02.
Then move them into the wheel and leave about 45 degree angles per cylinder.
Now to make all of these one object Hold Shift+ Left Click and drag over all of the objects.
Now open the Modeling Toolkit and go down and select Boolean.
Now make sure they almost all are Union and then click Select.
Now delete the History to make sure that Maya only thinks of it as one object.
Now I want to get my chain spinner up right and where it will be. I though I could just turn it 90 degrees but the hole cutting Boolean wouldn't allow it.
So I changed the Boolean type from Difference (A-B)
To Union.
So they would be both solid then I turned it 90 degrees
And a few cylinders later and ta da.
My Prototype Bike is Complete.
This is a fill in bike for the time so I can begin the Level Creation, Game Coding process and get those done before finishing the bike Model. I guess you could say I'm Grey Biking.
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Part 2
Same shtick 30 image limit)
Now we need to sharpen these pokey out bits.
So first we need to get the multi cut tool
And Holding down Shift + Ctrl and make each cut at 50%
Holding Right Click and go into Edge mode select the edges in the middle of the extrudes.
And then using the movement tool
Only pull the ones that are one the grid lines
Go into Object mode and rotate the whole object until a new edge is on the line and pull it out.
Pull all the edges out as much as you see fit.
All that we need to do is make the shape curvy.
First we get activate the edge tool and select the two vertical edges between two different points. Hold Shift while doing this to select multiple at the same time.
Then select the Bevel Tool. By opening the Modeling toolkit by clicking on the Hammer and Cube in the top Right.
When you do this setting will be in your Viewport Window.
The Fraction means how steep it is. And Segments is how curved it is.
I set these to the max Fraction at 1 and Segments at 12.
Repeat this for all of them.
Now we can make a seat.
Spawn in a Cube.
And then flatten it, and make it more rectangular.
Using Multi cut while holding Shift + Ctrl cut the front by 20%.
Then using the Edge tool select bot of the corner edges on the face of the longer sides and stretch them out equally.
Using the Edge tool select these edges,
Now use the Bevel tool
and maximize the Fraction and segments.
So to combined this to a cylinder pole select the seat then hold shift and select the pole go and select a Boolean. Turn them into a Union.
And then delete the history.
Now inside of Bike wheels are all of those little bars that keep the structure of the wheels.
Simply all we need is a lot of cylinders at a very small size
However I'm going to the Save the Scene with them as flat square being Scale X 0.005 and Scale Z 1
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Making my Bike in Maya.
First I started with my wheels which I used donuts and made them the same size
but obviously these are donuts to thick to be bike wheel so what we need to do is go to the Attribute Editor
At the top make sure that the "Donut" you want to turn into a "Wheel" is the right one.
Underneath "Poly Torus History" go to Section Radius
This should be what you get if you set the Section Radius to 0.100
Now it was time to make the bike chain. First I got a cylinder and flattened it.
To make the spikes I selected Face mode
Go to the top right to select the Cube and Hammer and I selected every other Face and Extruded it by 0.2.
This became the shape.
However these are blunt, they are meant to be sharp, so we do...
(MAKE SURE TO SHOW HOW YOU MAKE THESE SHARP)
However we are missing some holes in the chain spinner.
So now we have to use a Boolean. First thing we do is spawn another cylinder
Hold down Right click and drag to Faces and then hold Shift and Left click every face at the top of your Cylinder.
You then again go to Extrude
And change the Offset settings to make a smaller circle in the middle make it what ever size you want.
This can be quite finicky (I don't know why just be aware of that)
Now select the faces you want to make the hole with.
Go to Extrude and increase the Thickness to what you want (note it has to be thicker than the chain wheel to work.)
Repeat this for all the holes.
Now we position this cylinders outset bits to go through our Bike chain wheel.
Now we need to select both objects by Holding Shift and left clicking both individually.
In the Modeling Toolkit Select Boolean.
You will be greeted with this the Attribute Editor
I accidently did mine the wrong way round which made the chain wheel see through and the Cylinder solid.
But this was a simple fix, all you need to do is just switch their positions around.
And when you are done click Select.
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Part 2
Quick Explanation: (for some reason Tumblr has a 30 image policy so I guess a part 2 is in order)
After the Splicer is eliminated you are told that you can "Search" it with E so you can gain resources.
Those resources are an "EVE Hypo" (I don't know what that does) and a "First Aid Kit". The Number 1 is useful information to give to the player to make sure they know how much they have.
At the bottom it tells you how to use a "First Aid Kit" which you press F to use, again using alliteration with the first letter of the mechanic being the same letter as the key you need to press, so it is easier to remember and figure out what they should press. Adding a First Aid Kit at the beginning is a good idea as new players are very likely to take damage so healing them back up to max health doesn't make them to scared or even making sure they aren't one shot.
Here this sign points the player in the direction where the player needs to go. Here it Foreshadows the Plasmids with the lightning coming from the fingers which becomes the players first Plasmids. It also foreshadows what these things did to this city as the lightning bolts are made out of triangles, again, giving us this sense of hazardous and dangerous. Here the lights of it are that of Neon lights which were very popular to advertise things as the colours were very bright and saturated so it would catch the attention of the citizens as a form of advertisement which circles back to the add from earlier which also promoted Plasmids (superpowers) This Plasmid being an supernatural product but yet using real world ways of promoting these products.
This is Reinforced by when you reach the top of the stairs as the plasmids are sold in a vending machine a box that can sell you items by putting money inside of it you would receive a product back without needing to go to a shop, this was a very Capitalist creation again exposing the hypocrisy of Andrew Ryan's belief system. The Vending machine is that of a rectangle which shape theory suggests that this is stable and secure which is a great oxymoron as it stores the plasmids which as we learn later actually destroyed this society which links to the beginning when we thought the building was secure and safe but it actually lead us down to Rapture and in fact danger.
Surrounding the vending machine are a bunch of lit circles. Shape theory suggests that these circles provide a sense of comfort and safety and to ignore them. The latter 2 are ironic as the LED use yellow which is the colour that are eyes are attracted to the most so they don't seem like something we can easily ignore. And the idea of safety is ironic because after we inject the Plasmid into us we get knocked out and are right in front of splicers and other Villains that could've easily killed us.
Here Mr Bubbles (I think that's his name) has a drill hand that is a triangle and has even more triangles on it, using shape theory this gives the player a feeling of hazard and danger about Mr Bubbles.
After you get the plasmids Atlas says
While the plasmid meter is blue which is the colour you think of lightning which is reinforced when you injected the plasmid and you see your characters hands glow blue with the look of lightning
The game then shows you this text so you know how to use it
You are then locked in a room but next to a door there is a panel
that is spitting out Blue electricity, the player will naturally corelate the plasmid text and the spitting of electricity to use it to open the door.
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Level Design of the First Opening 10 minutes of Bioshock
In the first moments of gameplay the player is surrounded by fire which humans have a subconscious fear about as well as shape theory makes the player afraid of the fire as it is made of triangles with their pointy edges, with only one way out this being the little gap between the flames urging the player to go in that direction, but technically it is forcing as the player doesn't have any other choice.
Here the fire curves and blows up a plane to make sure the player turns to the Right to make sure they go in the right direction.
So they can see the Light House.
Here the Lighthouse is a Rectangle which Shape Theory suggests people view as stable and secure while the Moon in the Background is a Circle a Shape that gives us a sense of comfort and is illuminating light allowing us to see and symbolically hope as the character sees a building. And the light connects this hope even more with the building as the building has many lights at the bottom of the building so we get this sense of comfort now from the building.
The Light at the Bottom Right flickers which catches the players attention so we go towards it as that is where we need to go in order to progress. However this flickering light also top me suggests faulty system is this symbolic for the faulty Ideology of Andrew Ryan.
Also although the building is a rectangle at the bottom the top is sharp and triangular this is foreshadowing that there is danger to come in this game which as you see in 4 minutes, there is. And the Moon is present but it is half hidden by the building, this gives the impression that there is something to be found and uncovered so this game might have a mystery.
After you walk up the stairs, you are greeted with this open door.
The open door lets the player know that they can walk in here to make sure they go the right way. However notice those little Triangles in both bottoms of the doors again hinting in that idea that this is actually dangerous. And notice the floor with the diamond (a 45 degree turned square) which being a square gives off ideas of security but you are actually in the middle surrounded by sharp corners, again foreshadowing that you think you are safe but you are actually in danger.
(THE DOOR SHUTING GIF)
Then suddenly the lights turn on and a statue of Andrew Ryan towers above you making you feel puny and pathetic. The Statue itself is a triangle and there is another triangle inside the triangle (triangleception) but seriously this tells us that he looks dangerous on the outside and is also dangerous on the inside. Also what he says his dangerous as his mouth's shape is that of a triangle emphasizing the danger of his ideology. The Letters also back this up as there are 15 triangles within the letters showing the worlds he uses are dangerous probably propaganda fear mongering over the downsides of Capitalism and Communism. Speaking of which this line subverts your expectations you would assume that this guy is a Communist the use of Red and Yellow and the "No" against Kings which Lenin and the other Bolsheviks revolted against, and "No" against God which Communists believe in Atheism and the separation of the Church from the State.
Also something that is interesting as the "Kings" has seemed to fade quite a bit I think this is symbolic of how he didn't like the idea of one ruler that being expressed by the word Kings but over time liked himself being in charge and so he became basically a King.
The statue also points down as a way to guide the player downwards.
Down at the bottom of the building you are brought to this pod looking thing. It is built out of circles a welcoming shape that suggests comfort so being inside of the pod creates the sense of juxtaposition between the plane crash at the start and this. The open door also tells the player "come inside" as you know for a fact that it is accessible rather than needing to guess whether you can open it or not. The pod is also surrounded by lights which have lead you here and got you to safety so the player massively trusts lights. However on my picture you will notice how I drew a Red Triangle on the Pod foreshadowing the evil still yet to come.
This is an AD that shows up before Andrew Ryan's big speech which was a very 60's thing that happened especially in Capitalist countries where private businesses would try and promote products like cigarettes to the masses using films. This creates a sense of juxtaposition is Andrew Ryan a Communist or a Capitalist, turns out neither. The quote "Fire at your Fingertips was a metaphorical phrase used by cigarettes' which is what you initially will think because you see a lady on the left with a cigarette and because humans naturally look left to right we will see that first, but to the right the Man's finger is actually on fire making this not metaphorical which subverts our expectations what it is about. The Fire also makes us remember the plane crash to make us link this company and this place to that crash as the triangular nose and fire reinforces this sinister feeling.
Then the first two images show up when the first says "from the Desk of Andrew" that suggests he is the head of something, like a CEO in some kind of office job. But then it suddenly becomes a picture of him on a farm sweating as a farmer (an agricultural worker). Again creates this juxtaposition between a powerful , lazy position most common liked in Capitalist countries and a labour required low paying job most liked and respected in Communist countries. And even if this isn't Andrey Ryan then he shouldn't being complaining about sweating of your brow cause one of the last things CEO's do is sweat (just before increasing their employees wages).
Here he then says how "the man in Washington"=President of the United States one of the leading Superpowers and one of the most obvious symbols of Capitalism disagrees with him by using the same word he used to reject them "NO".
Then he says how Christianity disagrees with him the largest religion in the world epically in 1960.
But then our predications are once again subverted when he says,
We assumed that this guy was a Communist and now even that disagrees. This is a way to reveal that there is no morality when it comes to this ideology as all of them disagree with him not making Communists like him but now all players hate him religious, Capitalist or Communist.
Here you see Rapture for the First time, but you can't see anything else, nothing to compare it to giving this sense of Propaganda as there is no one else there either to say "I've seen better"
Quote Analyzing time now I know why I had to Analysis Macbeth for 2 years lets go.
"artist would not fear the censor": here he is saying that artists are allowed to paint, draw whatever they want which can be seen as a good thing as Nazi Germany (History time) had massive censorship laws and well I don't need to tell you the Nazis were bad do I, however without any restrictions there will be artists who will make pretty disturbing stuff which needs to be censored.
"Where the scientist would not be bound by petty morality": here we see he views 'morality' as 'petty' like it is just some nuisance and insignificant when in reality it is the most important thing for society. Again this reinforces that there is nothing moral or justifiable what this man is saying.
"Where the Great would not be constrained by the small": here he is saying rather than lazy people 'small' won't result in you not being able to do what you want, which is meant to be a reflection of Taxes which was referenced earlier by "It belong to the poor" reinforcing how he disagrees with Capitalism (even though taxes are a very Socialist thing and America is always trying to reduce them but whatever).
"And with the sweat of your brow, Rapture can become your city as well": Sweat is symbolic for hard work and he is saying that if you work hard the city of Rapture can become yours to share with the other hard workers.
Here the first loading screen says "Use LEFT MOUSE BUTTON to fire a WEAPON or use a PLASMID"
Which tells the player that this isn't a peaceful game there is violence and you are going to need to defend yourself meaning this place is dangerous.
The loading Screen's design is also interesting it uses Red and Yellow the 2 colour of Communism again and also has wings on the side of the box which America (the main Capitalist countries) uses it for their military, creating this oxymoron of a loading screen.
After this a Splicer kills someone right in front of us, I'm not getting a picture because it is quite gory, also the lighting is really bad. But she her asking if it is "someone new?" highlights how abandoned this city is, as earlier while going around the city we these tunnels
which were just completely empty as these are the connectors of buildings so basically roads but yet no one is here.
But even more interesting is the choice of weapon the Splicer uses, this is a Sickle used for agriculture and one of the tools seen in the symbol for Communism.
This may symbolize how the city that disagreed with Communism has fallen as it has taken over because there is no way that Andrew Ryan would allow Communism in his city, and why would they need Sickles they're under water. Also the lack of lights being on reinforces this.
Finally back to Gameplay Analysis
This pillar on the ground makes sure that the player knows that the jump button exists and the game asks you to "find a crowbar or something" which communicates to the player very naturally what you are looking for.
after jumping over the pillar and walking forwards you see this wrench on the floor which glows with a yellow outline making it separate form the background, and the use of yellow is good because of colour theory as yellow pops most into our eyes as the wave length is the closest to our eyes own wave length frequency.
When you pick it up the wrench this text appears on the screen to let the player know how to use the wrench in case if they forgot the loading screen tip.
Here in front of the player is some ruble with some on the left completely destroyed to show the player that this ruble is really weak, and this is also reinforced by ironically the ruble being cracked which again gives you this idea that this might be destroyable. This is the only way that you can go which makes sure that the player understands that they can destroy objects with melee items like this one.
This section also teaches the player about how they can crouch by showing them this text and the idea of making the mechanics first letter correspond with the Key you have to press will make it easier for player to guess what the button is, also this section is only passable via crouching.
To make sure that the player didn't just slam their keyboard and conveniently press the correct key a firry sofa if chucked at you which is only avoidable by being crouched. This makes sure the player understands for sure how the crouch works, why it's useful and tells us that there is danger to be had in the game and you're going to have to have good reaction time and your not just walking around with no obstacles. And this part again Capitalizes off of the trauma you still have from the plane crash.
This makes sure you know how to stand up again rather than guessing or just being stuck as slow.
After you walk up the stairs you are greeted with your first enemy in the game. Here the enemy swing a wrench very fast in your direction this highlights the splicers violence and reinforces the danger that you face in the game. Also the use of a wrench connects both your weapon and the enemies weapon to suggest the idea of a duel and to hint for a fight as well as the swing towards you.
When the player hits the Splicer with the wrench it reduces the health and this is presented to the player visually with a health bar to rein shore the player that yes you can deal damage to these things and to keep hitting it until the health bar is empty. There is also a sound effect that gives a good sense of impact to give audio feedback. Also blood splats out of it to also show that you have done damage.
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Part 3
But for the Blue Action and Excitement there are multiple different games but the games I think about are the Sonic games, especially the Boost games.
(Wait wait wait, Chris I'm going to have gameplay images corelating with the games.)
Sonic 1 Sonic 2 Sonic 3 & Knuckles Sonic CD
Sonic Adventure
Sonic Adventure 2
Sonic Unleashed.
Sonic Colors
Sonic Generations
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