Monday, 21 November 2016

GAMMA 1000 - game pitch

Game pitch 



Storyboards




Here are two story boards showing the story for the game and how the game will work with annotations showing important information about the game 

Characters





Here are three of the main assets in the game which includes the main character  and the robot enemy in all angles. the coin is the point calculator and is what the player is trying to obtain while runner through the level in order to get the best score. 

Here are the two main characters the scientist and the robot and the story is how the scientist created the robot when the robot becomes corrupt and is trying to kill the scientist i have taken inspiration for this idea from games such as temple run and endless lake as games with similar styles and gameplay which is simple but fun and can be played by all age groups 

   The game 





Here are images for the level backdrop, title and selection screen showing its style and theme i have 
chosen for the game.

     Assets

Level design


Here are images of assets and ideas for the level plan looking at different angles and perspectives. This is what the players will be using for the level courses and shows the pixel style and theme i want for the game pitch.













Here are all the pages for the indesign document where i have shown all work for the game pitch with sketches designs and information on aspects of how the game would work and play if it was made.


Wednesday, 16 November 2016

Magic the gathering games




For session 7 we played magic the gathering i didn't have much experience to the game prior to this session except for a little knowledge of what mana is and also downloading the demo of steam to get the basics of the game and understanding gameplay. I played 4 games of MTG with people and lost 2 of the games won one and drew with another at first it was hard understanding the rules but after a while i started to understand the basics and found the experience interesting.
in my opinion i found the games overall design to be complex but not to complicated to make it hard for new people to get into, the rules where hard to understand at first until we where told what to do then it became easier. the different card pack provided us with different play styles and meant we had to think of strategies to win although i think my deck was hard to use(mirage) found the game fun for what it is but its not my kind o game i find other card games to be more engaging and interesting but magic the gathering is an fun enough card game and i can see why its so popular

research:

                                                                           healing salve

Image result for magic the gathering cards mirage cards

This is a card i had used in my magic the gathering mirage deck i picked this card to research as i found it interesting and a useful part of the deck. This card can be used to deal up to 3 points of damage to the player or a creature or gain up to 3 points of life this card could be used to win the game if the player is low on health or destroy a strong creature and this is why i found it to be a useful card to have in a deck 

        malfegor
           Image result for magic the gathering cards legendary

This is a card i didnt have in my deck but i found it to be a powerful and interesting card to research as its very useful with is ability. This card can be used to discard your hand and a opponents creature is sacrificed i would use this can to get rid of a powerful opponents creature which would help me win this is a card i would like to use in a deck and is why i chose to research it 


Tuesday, 8 November 2016

interactive narrative






Here storyboards and a diagram showing the choices the player will make the title we chose to call it submersed escape.
The storyline of the interactive game is of characters kate and alex the two are trapped underground the character don't trust one another with alex being more suspicious and kate being quiet. kate has had a stroke which makes her weaker and more of a burden to alex the obstacles they both face have two options with one appealing to a specific character such as the rope being more useful to alex in the water section.
the puzzles and choices are choosing to exit through the door or squeezing through a small hole,avoiding the water with a rope or stepping stones, deciding which direction to walk in before the timer runs out and choosing which character will escape the cave and live with options such as saving yourself or sacrificing yourself to save the other the problems will could face are implementing these multiple options and making it playable without contradicting the story and character descriptions which we can change by exampling this to the players at the start before any decisions are made 


Wednesday, 2 November 2016

GAMMA 1000 - Who plays video games in society?

                                                                       Billycarthew_16006539_Gamma 1000_Assessment 1

                                                   Who plays video games in society

For this assignment I have concentrated on the subject of who in society plays video games. The typical stereotypes and the stigmas associated with video game players. Since video games were first launched they have had a stigma attached to them, one of these stigmas are that all gamer's are lonely unsociable children or ageing men living alone, which is very stereotypical and also inaccurate,
The gaming society is often referred to as being "nerdy" This was mostly used when the industry was in early development and although this term it is not used as commonly now as it was around 30-40 years ago this phrase and description is still sometimes used today.

As the game industry has developed and aged, so have the people who play them. From the early 1970's people have enjoyed playing video games and have shared this pass time and shared their experiences with their children. When video games where first launched they were mainly only available in arcades where usually only children play them and Children would often spend a lot of their time and money on these machines but has changed with time and the development of technology and the industry.

As game consoles have become much more affordable and the majority of families own them, video games have moved into the living room and this has allowed family and friends to socialize in ways other mediums cannot, for example, 72% of gamer's play socially – either with friends or family in person or online. This shows how this medium can bring society together.
This shift in availability has allowed a wide range of age groups and different genders to play video games with some of the stigma associated with the industry removed. This has helped the industry grow and become more culturally and sociably acceptable. (Wallington, j 2011)
Members of society today may automatically think of teenage boys playing games such as call of duty, this is a long held stigma by adults and non gamer's and although not accurate it is defiantly a misconception There are thousands of studies and a vast amount of research has been carried out into who plays video games by looking at ages, genders and even what they play. The average age of a gamer in the UK is 28, This age report shows how video games are enjoyed and played by many different age groups and not only just by teenager boys, in fact 6 - 65 year old's play games and 59% of the UK or 26.5 million people play games according to the BBC who have done a study on gamer's in the UK. (BBC Gaming in the UK)

These age statistics show that it is in fact a myth that it is solely teenage boys and older men that enjoy this pass time. There is also a definite reduction in the rate between men and women gamer's and is continuing to reduce every year.
These statistics prove the misconception of gamer's in society, for example "In the UK 51% of gamer's are male while 49% are female". Studies also prove there is a varied age group and variety genres of games which can appeal to anyone. This shows how video games do not just appeal to men and helps reduce the stigma of video games in society.



Here the study shows the percentages of both male and female gamer's and the age groups who commonly play video games.

The graph shows a small gap in which gender play games as well as the percentage of difference consoles and devices chosen by individuals in order to play the games i want to.
The increase in women gamer's can be identified by free mobile apps, with easy to play games which appeal to both genders. Since video games such as candy crush have been introduced, more individuals especially women have joined the gaming circle with 69% of the population using the platform of mobile apps to play games, this has helped with the social status of video games and with the stigma of gamer's in society. (Hooton, C. 20014)

As well as woman being a bit contributor to video games another age demographic which is looked past is the elderly community. Society doesn't think the elderly play video games but there are benefits to this such as the medium helping improvements with balance, coordination and strength, A survey from Computers in Human Behaviour revealed that almost a third of the seniors played at least once a week. Just over 17 percent played every day. Games reported included everything from solitaire puzzle games and Wii Bowling. (Slate Magazine, 2017) The wii is the most common console used by this age group it being the most interactive and friendly games that is liked by the demographic the console research reports higher positive mood in comparison to the TV group. The Wii group also

reported feelings of decreased loneliness and feeling more connected to others and this shows how a wide range of age groups play games in society. (Zafar, 2017)
In conclusion video games have changed though the decades and in turn so have the individuals who play them, The age of the average gamer to the difference between men and women gamer's is now almost non existent and is improving over time.
The demographic in society who plays video games are ranged and varied and this shows how far the medium has developed and changed over time and it will continue to do so.
References:

BBC Gaming in the UK. Available at: http://news.bbc.co.uk/1/shared/spl/hi/pop_ups/05/entertainment_gaming_in_the_uk/html/2.stm (Accessed: 2 November 2016). Wallington, J. (2011) Research by subject. Available at: https://www.iabuk.net/blog/10-uk-video-game-audience-stats (Accessed: 2 November 2016).
Hooton, C. (2014)

More women now play video games than men. Available at: http://www.independent.co.uk/life-style/gadgets-and-tech/gaming/more-women-are-now-playing-video-games-than-men-9736411.html (Accessed: 2 November 2016)

Slate Magazine. (2017). Grandparents Play More Computer Games Than You Think. [online] Available at: http://www.slate.com/blogs/future_tense/2013/03/06/research_shows_surprising_number_of_senior_citizens_play_video_games.html [Accessed 17 Apr. 2017
(Zafar, 2017)

Zafar, A. (2017). Physical Video Games May Help the Elderly Psychologically. [online] The Atlantic. Available at: https://www.theatlantic.com/technology/archive/2011/02/physical-video-games-may-help-the-elderly-psychologically/71184/ [Accessed 17 Apr. 2017].

GAMMA 1000: environmental storytelling

Here are screenshots of the workshop where in my group we discussed story and sketches of the environment weapons and the space ship.