The first game that I reviewed, for mobile, is LINE: Disney Tsum Tsum. In regards to juiciness, Tsum Tsum is pretty good. To start the game you have to press the “Start” button with your finger. Upon doing so the button gets a bit bigger, letting you know that you are pressing on it. Sliding your finger off of this button with make it return to its original size and nothing will change. Pressing the button and releasing will cause it to get much bigger, then instantly smaller, and then finally disappearing. Along with this animation is a unique sound effect and we are brought to the main game menu with a very catchy jingle. Every button in the game’s interface reacts like the first, making each interaction and button press feel fun and kinda exciting. When playing the actual game you have to link matching Tsum Tsum characters in a line. This causes the Tsum Tsums to disappear and adds points to a score located on the top of the app. The longer the line of Tsum Tsums, the higher the score and the more juicy feedback that you get. Just pressing your finger to a Tsum Tsum gives wonderful feedback. The Tsum Tsum gets larger, a “boink” sound effect is played, and all similar touching Tsum Tsums become highlighted. When you drag your finger from one Tsum Tsum to another each one becomes larger, a number over each connecting Tsum Tsum appears, and additional “boinks” play for each new Tsum Tsum. When you release your finger the Tsum Tsums explode. They explode one at a time starting with the beginning Tsum Tsum in your link. A musical note plays for each Tsum Tsum that you had selected, and these musical tones increase in pitch for each Tsum Tsum linked. This game could be more juicy if the whole game rocked or shuttered when you eliminate Tsum Tsums. This juiciness could then be even more effective by increasing the rocking/shutter magnitude depending upon the number of Tsum Tsums linked.
The second game that I reviewed is Dynasty Warriors 8 for the Playstation 4. Dynasty Warriors 8 isn’t very juicy in any area outside of its main gameplay. The juiciness really shines through when you are fighting hordes of enemy combatants. By pressing just one button your character can attack several enemies at once. This feels very rewarding thanks to the visual effect of hitting so many enemies, hearing the enemies gasp/groan from the impact, and seeing and hearing your player character execute the attack. This simple interaction becomes magnified by just simply mashing the same button (or corresponding strong attack button) and watching/hearing the many many enemies groan and fall before you. The idea that just one person can take on hundreds (and sometimes many thousands) of enemies is just really appealing. This could be juicier though. More flashy attacks, more unique sound effects. The interactions of the main gameplay is juicy, but it just could very well be cranked up.
The Interactive Media classes that I am a part of is working with a class of coders to create three games. This is my check-in on what I did on October 11th 2017.
Before class I took screenshots of different angles of the Escape Pod model and the assets inside and then uploaded them and the Maya file onto Google Drive for others to use.
Before and during class I revamped the spreadsheet to reflect what I learned from the meeting the night before. During class I helped better define what the coders want and are envisioning for the game to people creating concepts.
The Interactive Media classes that I am a part of is working with a class of coders to create three games. This is my check-in on what I did on October 10th 2017.
I went to the other Interactive Media class and filled in the people working on the Horror VR and brought them up to date. I stayed in that class and added the finishing touches to the Escape Pod Demo that I was going to present to the coding class later that day. I advised those who were interested in making the game to try out VR on the first floor and two people went.
Later on I went to the coding class and presented the demo with Tyler Sudyn. There was a lot of collaboration back and forth. I got plenty of feedback on what they wanted and what objects will need to be made. Before leaving I added the coders to the Google Drive and made sure that they had the Escape Pod object file that I had uploaded.
Using different materials that I found on the Substance Share website, I created a creepy/cute one eyed fleshy sack thing.
I am going to do a documentary about a person who is in love with trees. This person hugs trees, sleeps in trees, and even has elaborate dinners with trees. A narrator will guide the video with there being interviews with the tree lover and with people who have seen them. There will be three different types of camera shots. One where the camera will be held and follow the tree lover, another where the camera will be stationary for interviewing people, and a third when the camera will be on a tripod recording the tree lover doing tree loving things. I will be recording in the woods above Alfred State campus. Most of the recording will be done during the day between 10-3 for optimal lighting. The lighting is important so that there will be enough contrast, making the shots look more interesting.
As a group we all decided on what game we were going to create. We started with the prompt “Urban Legends” and decided that we would make a first person shooter where the player fights waves of minions before combating against a boss, the Jersey Devil. Work was split up and given to those with the most knowledge and confidence with the tasks at hand. The work originated from art and a lot of the design was decided before any concepts were made. We would all often regroup from time to time to decide or rethink ideas during the work process.
I was originally responsible for creating the goat/minion model. Working with Rebecca’s concepts I created the minion enemy model (a zombie goat). While Chris uv mapped and rigged the goat, I pieced together and fixed Rebecca’s Jersey Devil model. After completing the model I went back to working on the goat. I paint weighed it and animated its “jog” cycle. Once I was finished with the goat I began animating the devil and ran out of time before it could be completed.