Posts Tagged ‘Videogame’

Oddy Smog’s Misadventure

Tuesday, June 22nd, 2010

Meet Oddy Smog, nothing but a tiny bit of the Smog that Engulfs Everything. He used to be part of the System, but his desire for freedom pushes him to run away from everything he once knew.

Oddy Smog's Misadventure

Jump and climb towards freedom!

Help him in his quest for a new life! Climb the entrails of the same machine from which the Smog erupts and free those who are still enslaved. Rumor says that there is a blue sky up there where the Smog is white…

· Combine jumps and wall climbing to make the most out of your journey.
· Freeing prisoners may be risky, but it is worth it!
· Use headphones! You will enjoy a much more intense and immersive gaming experience.

Game designers used to be innocent, you know?

Tuesday, March 9th, 2010

They used to create games that were simply FUN. But at some point, someone read something about operant conditioning and thought “um… that’s already in videogames. But what if…”, and videogames became Skinner Boxes to bring us all and in the darkess dim light of our living rooms bind us.

David Wong shows in this article that we are just rats pressing some levers to get food. But damn it, its terribly entertaining!

Some pearls:

“Your brain treats items and goods in the video game world as if they are real. Because they are (…) If it takes time, effort and skill to obtain an item, that item has value, whether it’s made of diamonds, binary code or beef jerky.”

“(…) people pay thousands of dollars for diamonds, even though diamonds do nothing but look pretty. A video game suit of armor looks pretty and protects you from video game orcs.”

“The terrible truth is that a whole lot of us begged for a Skinner Box we could crawl into, because the real world’s system of rewards is so much more slow and cruel than we expected it to be. In that, gaming is no different from other forms of mental escape, from sports fandom to moonshine.”

But it’s not just a matter of addiction. It’s the pure power of fantasy and imagination striking not a chord but  a whole sonata in us. Nothing better than Frank Budgen’s Double Life PlayStation ad to sum up what playing a videogame means:

For years, I’ve lived a double life.

In the day, I do my job – I ride the bus,
roll up my sleeves with the hoi-polloi.

But at night, I live a life of exhilaration,
of missed heartbeats and adrenalin.

And, if the truth be known,
a life of dubious virtue.

I won’t deny it – I’ve been engaged in violence,
even indulged in it.

I’ve maimed and killed adversaries,
and not merely in self-defence.

I’ve exhibited disregard for life, limb and property,
and savoured every moment.

You may not think it, to look of me,
but I have commanded armies,
and conquered worlds.

And though in achieving these things
I’ve set morality aside,
I have no regrets.

For though I’ve led a double life,
at least I can say – I’ve lived.

Peer Review. EGP Day… er… Last Day.

Sunday, February 28th, 2010

Ok, it’s done. It looks like a storyboard, or a sketch or the shadow of a game. But I simply didn’t have more time to invest on it. It may sound like a joke… but I had to proof read my own thesis work this weekend! What an appropriate excuse!

Although I wanted to add a few more features, the game captures my own despair when dealing with writing and publishing a paper. And it sticks to the proposed theme: REJETION. Almost all details are meaningful!

Peer Review: Real as life itself.

The bearded guy on the left side represents your PhD director, your colleagues or your own brain, continuously creating new work for you. When your research is fruitful and you have something to show to the World, you write your paper (that’s obviously the act of writing in the game) and you send it to a journal or a conference.  The peer review process is usually blind, like our reviewer in the game. That  means that you are unaware of the identity of your reviewers. If the process is double-blind, they don’t know you either. At least, in theory.

When they read your paper you receive an email with their opinion and decision. If it has been accepted, you cry from happiness and keep working like a dog. But if they reject your paper…  It’s a little bit demoralizing. You assume their critics and either you correct the paper and send it back again or you send it to a new journal or conference if you think it is still a good work.

In the game, when a paper is not accepted the reviewer throws it back to you. On its way down, it may push other papers down… which represents how all your work is delayed in real life when something you think is good is rejected for reasons that are not always understandable.

With time, unpublished work accumulates at your feet. You may decide to give it a try and work on it again. Who knows, the next reviewer may find your work interesting! But most probably it will lay there until you quit and turn your attention to some less frustrating activities, like brushing your cat’s teeth.

It’s not exactly an experimental videogame. Let’s call it a digital and interactive tantrum!

Play it HERE.

Experimental Gameplay project

Friday, February 19th, 2010

Because it’s February and somewhere in there it’s Valentine’s Day, Experimental Gameplay project current competition’s theme is REJECTION. There was enough love everywhere else! EGP competitions have three simple rules:

1. Each game must be made in less than seven days,
2. Each game must be made by exactly one person,
3. Each game must be based around a common theme i.e. “gravity”, “vegetation”, “swarms”, etc.

So I’m in in a personal way, without Israel’s musical compositions or Isaac’s 3D models. I’ll present a game about the process of writing and publishing scientific papers in journals and conferences to celebrate that I’m almost done with my PhD. That’s of course, because most papers get REJECTED due to various reasons… which are not always understandable… It’s not exactly love, but it gets close enough: at least where I live we ‘do science’ because we like it (not because we get paid)

Designing Sound Juggler

Friday, January 29th, 2010

The premise for our first project was clear: a game simple enough that could be created in one or two months, without compromising quality.

Nowadays, physics is usually the answer to these constraints (just in case you have been living in a cave for some years, check 2DBoy’s World of Goo and Petri Purho’s Crayon Physics Deluxe), so we decided to play a little bit with Unity’s built-in physics engine.

Gameplay design

We came up with a basic game mechanic: juggling. The game would be centered on keeping an increasing number of balls in midair by simply touching the screen to create bumpers (as in pinball games), which would grow and fade, quickly disappearing. Balls would be thrown upwards after hitting a bumper, awarding points with each hit. Finally, bumpers placed higher would be weaker than those placed in lower regions, and they would also lose strength while fading.

Easy enough! Collisions, gravity and thrust forces would be handled by the physics engine, so we would focus on tunning gameplay, designing additional features and adding some bells and whistles…

Visual design

We wanted a bright neon look, so our balls… er… our juggling balls are represented by light glows, while bumpers look like laser rings. Moreover, glows are  even brighter when they collide, and they leave a trail and some good old-school particles behind them: the older the glow, the larger the trail.

We also added two particle effects. One of them created bright sparks with each collision. The other one was inspired by Futurama’s opening animation: when a new glow comes into play, bright rays of light spout out from the lower part of the screen.

Audio design

We also wanted Sound Juggler to be a musical experience. Three unique music themes were composed, each one spawning five tracks that feature increasingly more complex arrangements. Which track is played depends on the number of glows in game. That way, music is quiet with one glow but it fills your ears with five, changing continually depending on how you play.

We also divided space in a number of vertical bands, assigning each band a note and a given musical instrument. Obviously, scales and sounds were chosen to fit the underlying soundtrack. Each time a glow collides with a bumper or with another glow, a note is emitted depending on the glow’s position. It results quite fascinating listening to melodies that emerge from almost-random collisions!

Powerups

Gameplay is seasoned with three powerups that modify different conditions temporally, both positively (green icons) and negatively (red icons). They affect three variables: bumper size, bumper fade time and glow speeds. A fourth powerup, the skull, ends the game. However, the probability of skulls appearing only increases significatively if the player places bumpers indiscriminately, forcing her to play wisely.

Scoring system

We wanted scores to grow exponentially if the player played well, and we came up with a nice but rather obscure scoring system based on multipliers that fulfilled our goal. It uses the following values:

  1. Base points: with each glow-bumper hit, the base amount of points is set. Older glows award more points, using the following progression: 10 seconds or younger, 1 point; 20 seconds, 2 points, 30 seconds or older, 3 points (p)
  2. Difficulty level multiplier: easy mode x1, normal mode x2, difficult mode x3 (d)
  3. Square of number of glows in game multiplier (g^2)
  4. Hits in a row multiplier: number of consecutive glow-bumper hits without losing a glow (r)
  5. Mid-air collisions multiplier: number of glow-glow collisions between glow-bumper hits (c)
  6. Height modifier: measured between zero (higher play region) and one (lower play region). Playing in the lower region is risky (if you miss a glow, you will probably lose it!), but it is rewarded! Thanks to this modifier, the same glow may score 1 point… or many thousands! (h)

Thus, each glow-bumper hit awards points using the following expression:

points = p · d · (g^2) · (1 + r) · c · h

You may be wondering whether all this was necessary. Well… it serves its purpose! You get more points if you dare to play in difficult modes, if you keep many glows in play, if you play in lower regions and if you produce sound from glow-glow collisions. What for?

You will unlock all music themes and Etch Your Name In History…

Enjoy Sound Juggler: a game that is meant to be played with, at least, three senses.

… until you delete Sound Juggler from your iPhone, I guess. Which of course you won’t do because you will love it.

Watch the in-game trailer, it looks great, although it will look even better in your own iPhone. And do not forget your headphones!