Sunday, March 27, 2011

Eleventh Week Game Progress

Most of this week’s work was concentrated on the homework two for the game design class. For this week we completed the final menu for the game. We also created a secondary HUD for the game. I have also textured some of the geometry I have created. I have also started working with shades, but I will still need more time to get them working properly. Another big thing my group worked on was getting some bugs worked out. Likely we have squashed a lot of the fatal bugs in our game, but we will need more time to get them all. We have also started to implement some of the suggestions from play testing. My group is very happy for starting our game doc early as things are starting to really pile up now.       

Something that still needs to be textured


Next we must concentrate on creating a secondary menu and finishing up the homework, as it is due the soonest. After the homework is finished we must finish making the environments and textures.  Also I hope I have not made my blog post too short, I simply try to get to the point with these posts.  

Monday, March 21, 2011

Tenth Week Game Progress

I have finished another track and have almost finished working on the menus. I also play tested the game again with a more diverse audience then last time. The next step for me is to finish creating the environments for the other tracks and to keep texturing everything. I still have one more to track to finish then I am finally done with the track making. There are still a few bugs to iron out, which will hopefully not take too long to fix. I am happy to say that the game is very close to reaching completion and it is coming out just as my group as envisioned.

Monday, March 14, 2011

Ninth Week Game Progress

For this week I was able to implement a rough version of the menu as well as other functions. I also began to texture objects within my tracks. A lot of work was dedicated to the game doc which is mostly done and ready for iteration. Unfortunately my group is having a serious problem with F-MOD which is hindering progress. Hopefully we can fix this problem and get back on track.   

Thursday, March 10, 2011

Soul Calibur Broken Destiny Game Critique

The game I am critiquing is Soul Calibur Broken Destiny for the PSP. I recently purchased this game and am enjoying it. I usually don’t by games that are new, but it was on sale for $5 and I figured my PSP collection needs more games. 

Game Play Mechanics-

This game has upheld the original mechanics from the past Soul Calibur games. You must fight and apposing character, the first one out of energy looses. Similar to other fighting games, you can attack high/low, block or kick. You can also throw players outside the stage, causing an immediate victory. The characters have different moves, allowing for players to choose their favourite and build a strategy with them.    

Sound-

The sound in the game is impressive. The games music sounds orchestrated, which is nice to have in a portable game. All of the 28 characters have different voices, which allows for distinctiveness in the characters.

Game Flow-

The game flow is very limited. In terms of progression, there is very little to do. All of the characters and levels seemed to be unlocked at the beginning of the game (although you can create new characters in one of the modes). Past Soul Calibur games had you unlock characters and stages, which allowed for an incentive to play. The majority of the game is simply to fight, there is not real way to progress. I personally find this to be fine, as I can have fun just by fighting with the plethora of different characters and stages.   

User Interfaces-

The user interface is very basic but works well. It allows of quick and easy navigation. One complaint is the character select screen. Previous games had the full polygoned characters appear when you highlighted them. Broken Destiny simply had an image of the character. I felt this was less exciting, but it might be a limitation of the UMD drive not being able to load all of the characters quickly enough.  


Level Design-

The levels are simply confined to the stages the characters fight on. Although small, these stages are well designed. Each includes a plethora of detail, such as leaves moving on trees or the cracks in walls. The levels are also beautifully rendered, showing the power of the PSP. On top of that they are also destructible. The floors crack when players are thrown onto them and railings collapse if they take too much damage.         


Story/Quality of Writing-

The story in this game is not very good. In past Soul Calibur games, there was a story mode. This mode was limited, but showed some back-story on the characters. In Broken Destiny, there is no story mode, which I find disappointing. There is mode called “gantlet” which serves as a trading mode. It has some story, but it is very poor. It is simply filler to keep the player interested when in that mode.   

A.I.-
The A.I. of the game is very good. When on easy settings, they allow time for players to attack and they rarely block. On the more difficult settings, they will pull of complicated combos and will never let their guard down. This allows for both new and experienced players to enjoy the game.    

Sunday, March 6, 2011

Eighth Week Game Progress

Despite having the week filled with midterms I was able to make progress in the game (much more than I thought I was). First, I was able to successfully integrate another group member’s art into the game. I also began working on tracks and have partially completed them. I have also done some texture work for the game. I was also able to create a piece of functionally for our game. We also had our first play testing section which was very insightful into what need work and what worked perfectly. Once my group are finally done with our midterms, we will start to focus on the documentation of the game. I will also have to start to create more geometry to fill in the levels as well as texture them.