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STI Part A : Project Proposal

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PROJECT PROPOSAL This project I’ll be producing will be a 3D digital race-to-the-end game with vaporwave aesthetics in high speed and using Leap Motion as the controller. The digital game named _TRANSPORT. The narrative part of this digital game will take place in a low-poly, vaporwave aesthetic, digital scene where player will be playing as a super vehicle, that can slowdown time, that transport data to the specific endpoints. A malware, an antagonist, will try to stop the player from reaching the end and corrupt the data the player is transporting. The player must race through obstacles by the malware before colliding head-on onto one of the obstacles. The purpose of this digital game mainly for entertainment purposes. The target experience is causing the players to go over the edge and the thrills. It also promotes vaporwave aesthetics while sugarcoated by game. Probably it might create a community based on the game which is about the game mechanics, challenges and most import...

STI Part A : Learning Plan

LEARNING PLAN  The artefact that I’m proposing is a digital game named “_TRANSPORT”. It’s a fast-paced run-to-the-end game with vaporwave aesthetics with leap motion as a controller. Vaporwave aesthetics are easy to work with 3D due to its low-poly modeling while maintaining its aesthetic charms. _TRANSPORT is based on race-to-the-end concept where the player must complete a stage full of obstacles in high speed to advance to the next stage which is somewhat similar to Flippfly’s Race the Sun. Since it’s a high-speed race-to-the-end game, bullet time feature is needed so that the player wouldn’t have a tough time completing the game. The workload can be manageable so that it can be publish before the deadline. The game will consider as done if it’s at least playable and able to show narratives. The Leap Motion controller will need to take some time to understand its functions thus the game itself have to be done in graphic wise and partially technical/mechanics. _TRANSPORT wi...

Entry 15: Conclusion

The game is 97% completed. The game, as a developer, doesn't feel finished yet. The slow-mo effect is not in the game and more levels are not added. This game is, for me for now, just satisfactory but it's not that good. I'll further develop this game during the available time. Stuff I wanted to add: -Boost function -Slow-Mo function -Boss Fight -Voice overs During the period of developing this game, I gained a new skill which are: - 3D modelling with planes (literally I can model low-poly models) - More knowledge on coding C# - Unity3D behaviors and working method - Using Leap Motion - Integrating Leap Motion in Unity3D - Independent learning using tutorials online - Sketching vehicles - More knowledge on using Cinema4D

Entry 14: Beta Test Results

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The game is now 95% completed. The testers are lecturer and TOA students. The game is now tweaked from the Alpha Tests. The testing has been done in a progressive way. The game was tested after the previous feedback is given from the Beta Testings. The form can be seen in : https://goo.gl/forms/fX7aKunMp1tiAz423 Currently, there's 6 responses. Here's are the results: The one low rated was due to the game difficulty. Therefore, I've tweaked the controls by increase the sensitivity of the Leap Motion and tweaking the difficulty of the levels The sensor mapping issue is due to the lack of sensitivity of the Leap Motion. It has been tweaked to even more sensitive by 4 times. The car alignment is due to the 3D model of the car. The oldest tester is from Ron while the rest are from classmates and TOA students. 60% of the testers are able to distinguish the aesthetic. Overall the music is good. The difficulty is based on how sensitive the Leap Motion control t...

Entry 13: Alpha Test Results

The game currently is 80% to completion. It has been tested by lecturers and classmates. I didn't use any forms to question the tester instead I'll let them freely give me feedback so that it doesn't narrow the feedback particularly. Here's their feedback: 1-Detect Hand then light up (the backlight of the car) 2-It's too lengthy 3-A time indicator 4-A message feedback 5-UI design and composition 6-A tutorial to let the player know what to do 7-Stage is too difficult 8-Lack of visual ques (turning) 9-Additional gesture that trigger other function. eg. Make a fist to boost 10-The obstacles are to close to one another 11-Respawn with an animation. Here's what I tweaked according to the feedback: 2- From 120 sec to 30 sec to survive 3- Added a time-based indicator on the top of the in-game screen 5- Added more UI. Sort the UI according to hierarchy. 6- Added tutorial in the Level 0 7- The stages are now more wide and easier 8- Added trails to ...

Entry 12: Notes from Meeting on the 3rd January 2017 with lecturers

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