Thursday, April 20, 2017

Adventure Game: Boss Battle Research



I decided to look to Final Fantasy XII's final boss battle for inspiration (coincidentally also one of my first boss battles as a kid.) The thing about this battle that intrigued me is the use of stages in combat-- every time you think he's beat, the boss character transforms into an ever more powerful form with new abilities that you must strategize to counter. It made the ending battle very long and arduous when I played it, but in my opinion, so much more worth it when I finally beat it at the end.

The structure of my adventure game lends itself to a boss with stages, as each of my four levels has a different elemental theme. I want the boss fight to be a culmination of everything the player has learned in the game up to that point, to really call back to earlier experiences and test the skills the player has accumulated over the course of the game. Games that do this instead of just presenting you with an enemy with a slightly deeper health pool and calling it a boss seem to be much more satisfying to the player.

Here are the skills that the player has learned in each level and some ideas on how I will apply them as mechanics in the boss fight:
EARTH
Skill: Using ice spells to structurally weaken rock.
Mechanic: Weakening the structures underneath the boss character to cause them fall damage/possibly a stun condition.
Boss Tactic: Launching rock "bombs" that injure the player and possibly make them "stick" for a short time. Boss is somewhat mobile during this stage.

ICE
Skill: Using fire spells to melt ice obstacles.
Mechanic: Using fire spells to melt the contact point between icicles and the ceiling, to be used as falling weapons against the boss.
Boss Tactic: Shooting icicles at player, possible chance of "freezing" player, slowing/stopping mana regeneration. Boss is relatively still during this stage.

FIRE
Skill: Using wind spells to put out fires and prevent their spread.
Mechanic: Using wind spells to counter fires which could threaten to burn down the area the player is standing in (allowing them to fall to their death.)
Boss Tactic: Setting fire to the player's area, which then spreads and threatens to consume them. Boss is mobile during this stage.

WIND
Skill: Using earth spells to block and redirect strong winds.
Mechanic: Using earth spells to prevent strong winds from pushing and keeping the player against the bottom edge of the screen, allowing them to move around freely again behind the shelter of rocks, AND/OR using earth spells to redirect winds in a way that triggers an advantageous event.
Boss Tactic: Whisking player up in an attempt to drop them and cause fall damage? Boss is very mobile during this stage, harder to hit.

My idea is to have the boss transform into the next elemental stage when it is about to be beaten, changing its tactics each time (its Earth form would use Earth attacks, etc.) I like the idea of bringing the environment into play which feels like a more clever and interesting way to gain an upper hand in combat than just being able to button mash spells quickly. At the end of the last stage, the boss will admit defeat at last and hopefully the player will walk away from the experience feeling a sense of victory and accomplishment.

Monday, April 3, 2017

Adventure Game: Achieving a "Retro" Look

Workshop scene with no post-processing.

Workshop scene with post-processing.

I'm working on a little wizard-themed game for Programming class and since we're limited to kitbashing in terms of art, I thought I'd put some effort into making the game look simple as a style and not as a limitation. I mostly looked back toward old adventure games of the Gameboy era and took inspiration from their pixelized graphics and signature olive green palette. Although I did want to incorporate other colors for better readability and visual interest, I tried to stick with a very unified, retro-looking color scheme.

Instead of modeling all my assets in a low-poly/pixel style and coloring them accordingly, I achieved the look I was going for by making use of some simple materials hooked up to a Post-Process Volume as blendables. The first step was to pixelate the scene, and the second was to achieve a sort of cell-shaded effect by splitting the value data into 5 distinct categories or "bands" on a value mapping image as opposed to the more natural value gradient of realistic lighting. Inside my custom value mapping texture, I was also able to apply the olive green tint, which helps any color present in the scene harmonize well with the rest. My value map does not include pure white, so any white material is mapped to a light green. Because of this, the more saturated a color is, the more "pure" the hue-- but all colored materials are essentially a blend between olive green and the input color.

I am planning to deviate from the olive green in later levels (switching to a primarily blue palette for the ice-themed level, for example,) but I'm really pleased with the look I was able to get for the intro level. This unique usage of post-process volumes allows me as an artist to achieve an almost 2D sprite look, but leverage the full 3D capabilities that Unreal offers.

Friday, March 31, 2017

Final Sophomore Spinout Racing Trailer



Here it is, my final trailer for Sophomore Spinout 2017! Our levels were only taken up to a greyboxing stage, but they're pretty fun regardless. Enjoy!

Friday, March 17, 2017

Racing Trailer Analysis: Gran Turismo 4 Intro



Although the Gran Turismo 4 intro starts out with prerendered footage, about halfway through the mood changes and it switches to using in-game clips. This trailer plays upon loading the game, and has a good mix of everything-- personal, dramatic close up shots, long shots of the race tracks, and exciting racing footage. It starts out with the prerendered footage backed by an opera song to build up an "epic" feel, set up the drama and tension of the racing atmosphere, and provide some beauty shots of one of their cars (the Ford GT.) When the race officially starts, the tone of the trailer quickly switches gears and jumps into Panama by Van Halen, setting an exciting, upbeat pace for the rest of the intro which consists of racing footage-- getting the players hyped up for the fast-paced action they're about to experience as they play the game.

Sunday, February 26, 2017

Particle System: Final

Here's a neat little video showing my final acid explosion particle system.

This was a fun time to work on (when is exploding things over and over not fun?) although there is still a weird bug that I'm going to try to figure out where the debris sometimes has the correct Material applied and sometimes doesn't. Regardless, it was a really great learning experience! I ended up having X emitters: Flash, Radial Burst, Body, Splash, and Debris. I combined the Particle System with a Decal spawner in the exploding frog Blueprint to create the splat effect on the floor. Gameplay-wise, I also got a custom-made damage-over-time volume to spawn over the splat so if you stand in it, you take 10 damage per second until you leave it or hit zero health.

I messed with other kinds of particles for my racing level as well including a "magic beam" and some mystical ambient dust and I honestly found it very enjoyable. It's a different way to look at building something that's very detail oriented.

Monday, February 20, 2017

Particle System: Research

For my first foray into making custom particle systems, I decided to create a sort of "acid explosion" to go with my exploding barrel that I made a few weeks ago. Ideally, the statue would explode, spraying acid and bits of debris and leaving a puddle in its wake. There aren't really any real life examples of this specifically, but I had seen videos of exploding fruit before and knew that I wanted a similar sort of consistency and look, so that is what I decided to base my particle system on. Below are some good slow motion videos of exploding fruit that I've been referencing in planning my different emitters.





Finally, here's a short video I found that's somewhat in the same vein as what I'm trying to do, including the residual puddle after the explosion:



So far it seems like I'll need to have at least four emitters: one for the sparks at the beginning of the explosion, one for the main substance or "body" of the exploding acid, one for the splashes that travel further out, and a mesh emitter for the debris.

Wednesday, February 8, 2017

Exploding Barrel: Final



Here's the follow-up on the exploding barrel I made for Programming class. You can check out the concept work here, and check out the "barrel" in action in the video above! Below I've included all the Blueprints used to make this work, which as you can see are fairly straightforward. When the Actor receives a hit, it essentially checks the strength and, based on a pre-assigned range of values, decides whether it's a small bump (nothing happens,) a hit (it begins to burn and then explodes after a random amount of seconds,) or a big hit (it explodes immediately.) In addition, the "barrel" deals damage and pushback upon exploding.

Tuesday, February 7, 2017

Racing Level: Concept

For my racing level I was interested in recreating the feeling of exploring the twists and turns of subterranean caverns like the beautiful Cave Without A Name found in my home state of Texas. I thought this would provide an interesting opportunity for both large and tight spaces, as well as effective visual guidance due to the flexibility of the environment, and perhaps a chance to make use of cave-ins, multiple levels, or secret caves to add interest to the level. Here are some of the inspiration images I looked at in designing this level:


Different parts of the level could transition between moods and therefore color palettes-- here are the two main ones I'm looking to use, the left for most of the cave (enclosed areas with some manmade lighting) and the right for a cool, more naturally illuminated look of one special section:


Here's a rough layout for the map, with cave-in that prevent players from taking old routes marked with letters. The place marked A is a cave-in where the floor falls out from underneath the players that allows cars to fall back to the starting point/finish line, marked in green.


Thursday, February 2, 2017

Exploding Barrel: Concept


An ancient frog statue tasked with protecting the Frog Temple. When hit, it begins to emit noxious fumes-- when severely damaged, it explodes in a rain of deadly toxins. Below are some references of frog statues similar to what I'm aiming for.

Monday, January 30, 2017

Spiky Block Programming Challenge



For programming class, we were challenged to make a small level using a "spiky block" mechanic inspired by the Thwomps of Mario Brothers games. I had a really fun time working on this challenge, from making the cute-but-deadly cyclops blocks to coding the dialogue and animations to finding sound effects. Given more time, I probably would animate the facial features of the blocks more (frowning, mouth moving when dialogue changes,) but I'm excited about the result nonetheless.

Here's a glimpse into what the Blueprints for my vertical Spiky Block look like:


Tuesday, January 17, 2017

Platformer: Level Design


Our next project for Game Design class is to create a platformer that begins with a tutorial sequence and then ramps up in difficulty. This is my first pass level design, featuring some notes on the side as to how the mechanics would work and a map of the proposed level. Story-wise, I picture this being in some sort of storm drainage system or water processing facility.

Friday, January 13, 2017

Platformer Tutorial Analysis: Starbound



For Game Design class I chose to deconstruct Starbound's tutorial level, the layout of which is depicted above. In terms of level layout, one nice thing about platformers is that since they eliminate a whole dimension of motion, it's considerably easier to guide and predict player movement than in other games. In Starbound, for example, the player starts on the very left of the tutorial map and their goal is to get to the "end" of the level, which is at the far right. Since they've eliminated the options of going up or down using a floor and ceiling, there's really only one direction to go, so players never feel lost or disoriented. This is perfect for the introductory level, so players can learn their way around the game before being introduced to open areas without such a set linear path. It also ensures that players experience each lesson in a sequential manner that makes sense (learning how to move before you learn how to attack, for example.)


Starbound's intro level is more of a hand-you-instructions than drop-you-in-and-let-you-figure-it-out kind of tutorial, which makes sense to some degree because since it's a PC game, the controls are not as intuitive as they would be on an Xbox. On an Xbox, it would be a fair guess that you use the joysticks to move and the A button to interact with things (as many games do,) but on a PC it would be harder to figure out that you need to use WASD to move (the arrow keys trigger emotes) and press the E key to interact with things. At they very least, there are way fewer buttons to mess around with on an Xbox controller, so it wouldn't take a player long to figure out controls-- whereas having the player try to figure things out by pressing every key on their keyboard would be frustrating and carry the risk of the player missing out on an important mechanic.


The first part of the tutorial focuses on teaching the player several basic mechanics, namely: learning how to move by having the player press A or D to get out of bed, learning how to interact with objects and NPCs by having the player open the door to their room and open their locker, and learning how to equip items by having the player change into their uniform. It's not until after the intro cinematic that obstacles are presented-- first, a wall of dirt which the player must dig through in order to learn how to use their Matter Manipulator (the most important tool in the game,) a roadblock which requires the player to make a detour up to the roof to avoid it in order to learn how to make use of platforms, and a small tentacle monster that the player must defeat in order to learn how to use weapons.


The tutorial level also serves as the exposition for the game, giving the player some amount of backstory and setting up the game's main storyline. The story elements are what help this level to feel more intense and engaging than it really is-- if you think about it, the player isn't really in any danger (it's actually impossible to die in this level,) but they are drawn in by pressures created not through true danger, but implied danger. Earth is being attacked by a huge tentacle monster and people all around you are dying-- elevating the gravity and stakes of the situation past what it might be taken as otherwise.

All of these things in conjunction make this an exciting introduction to Starbound, giving players a little taste of all the things they'll be expected to do in the game as well as the type of story they're in for, and piquing their interest so they continue playing.