Tuesday, February 11, 2014

In the Game, pt. 2 : The Collaborative

P R O J E C T  3

The Serious Game Collaborative

 And once more.


Greetings all. After an extended, thorough deliberation and a very constructive brainstorming from all 22 of us in class (rare for even a dozen+ people), I believe we have our backbone for the game collaborative set. See below image. I think we did a good job together of weaving the loose ends and what needs to be done. Those of you with additional creative ideas in regard to your chosen issue and partner may definitely add them in as you see fit. I would encourage it.

 Your goal : You will have freely paired yourself with another member of the course in designing a worldly issue and game stage for the narrative. 10 total worldly issues; 1 issue for two of you each. It is your option whether you want to be the first world version of that issue or the third world version for stage making. Whatever version, you will make a game stage for that issue. That totals 20 stages : one for everyone. I feel this option is more creatively free than the "everyone draw one character" mode for us. Freer for visual styles and tastes especially.

Do you have to draw your own characters even? No. You can appropriate and modify existing game sprites to represent a character (re, Sleepwalker : "Plastic Toss = The Lion King", "Gays in the Military = Contra"). You are very free to use the form of a game like a canvas to express your character's story between the two worlds. We will come up for a creative way, through menu screen, once all the game stages are done to link them to one another.

* It's playable. Seems obvious, but we need to see the stage from beginning to end.
* An exit point of the stage. When we splice together all our stages, we can have it redirect back to the main menu/hub of your respective group. For now, you can just make the game quit upon entry or other.
* Port on the screen is 640x480 px. It is the basic standard of room sizes when you make one. You can make areas bigger and scroll levels, of course, but make sure the on screen view is that ratio.
* Attempt to keep the .gmk file size (viewable through properties via Finder) below 30MB. Combined with 9 other stages, more than that runs a possibility of eating up too much memory. From experience.
* MUST be done on the Mac version of GameMaker. From what I've researched, PC and Mac versions are not compatible with another. I'd rather your project not run into tragedy late in the game. 
** Footnote : I can give you the GameMaker Mac software for free if you want it on your own machine. Just requires app file and a keycode. OR you can get it for a thrifty sum of $20 for this link : https://www.yoyogames.com/legacy (GM for Mac). Choice is yours.
*On the day due (class after Spring Break) : Place game file (.gmk) in your folder on the Desktop on the main machine in lab. Then we will critique them! Afterwards, we will task someone, an intern or one/two of you willing for extra credit to perform, to mesh them into the larger games with the social media hub we discussed. GameMaker has the option to mesh .gmk files into larger games.

I've posted the week 4 GameMaker demo in tutorial form. As well, check this link for VALUABLE tutorials as well : http://sandbox.yoyogames.com/make/tutorials . Covering genre types besides platforming, such as maze, scrolling shooters, entry level games, and more.

Yet do consider time as well. Focus on planning the attack with Project 2 (mapping it out) and then attack with Project 3. I've extended project 2 a week further and given more time so we may work on it. We have an exciting concept to work with thanks to pooling our ideas in class.

I know for a fact more questions will come up, so feel free to contact when necessary. Office/workshop hours : Sunday 1-4. Vlad's hours : 11-1 Mondays-Wednesdays. He visits us in class too.



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