We meet again, ModLab

 

I really enjoyed the tiny  amount of time I spent at this event, though I wish I could have stayed for the QA. I was really looking forward to seeing what the other courses were creating. I was especially interested in the Doom mod class. I got to play a particular mod that had the player interacting with a cute illustration of a dog while your environment was full of flowers and trees, incredibly cute. I asked what the motivation was and they replied saying that they wanted to see how far away from the original source material they could get. The game reminded me of Proteus. Proteus is a procedurally generated walking-simulator that is incredibly low res, but the music and world is simply amazing; there are plenty of screenshot moments. Another game, though I was not able to play, was the modded Doom game that used a cassette player to interact with the game. I found this incredibly fascinating especially since they used an Arduino to achieve this. This motivated me to think about implementing alternative controls or input devices for my future projects in Unity.

This environment was very beneficial and I believe allows for others interested in the D.I.Y. attitude to pursue what they want to create. I had previously heard of ModLab, but I will try and see what else this group of students are doing. Did anyone notice the Vive lighthouses? Do I smell a VR Game Jam? Yo, where are the modlab moderators put me in touch!

Thank you to all the speakers who came and congrats Patrick and Stephanie on the book!!

Fish Everywhere

For project 4 I really had no clue where to start, maybe that’s why I worked on the game until 4AM the day it was due…

When looking through models on the internet I found a pack of fish models that were incredibly cute and multi-colored which I believed would lend itself nicely to random generation.

 

The first scene I created was an ocean floor. I didn’t know what else to add or how to proceed so I decided to add a desk model that I had collected a while ago. I wanted something to attract the player to further a narrative that at this point was being made as I continued with the project.

What I ended up with was Three Waves. This game consists of 3 scenes- the ocean floor, falling fish portal, and the compressed corpses of a ton of fish. I really had no real story behind each scene as I was completely delirious while making it. It was however really cool to see what others believed I was trying to portray.

fish bois just hanging out

 

 

 

This week’s game reminded me heavily of a procedurally generated app I made in processing. Though aesthetically different I had similar problems with the instantiation. It’s very encouraging to know that once you get a general idea of how coding works, putting time into learning the syntax for each language can open so many doors!

beta input

For my beta I managed to get SOME stuff to work.

This is how the game is broken up

2 Scripts:
-A script that pulls audio frequencies and splits them into
8 audio bands.

– A script that takes those audio bands and manipulates the 3d objects transform. Simple!

BUT SO EFFING ANNOYING.

At this point I had two versions of the project. One that would instantiate 215 bands and flip around(which i later corrupted somehow) and a kaleidiscope that was actually made using pikachus I got from here. I got most of my 3D-models from there. It’s a great resource for old videogame models and can give you a closer look on how they are textured. At this point my games code was mostly complete. I had previously tried to use mic input to allow for a different type of interaction, but i could not figure out how properly set up the mic to allow for low latency, I tried everything. It might be because the tutorial I checked for mic input was on a windows machine, but Im not quite sure. However, despite my inability to implement mic input in this game, I really want to explore the idea of having an interactive installation where audio from the viewer can create a composition similar to my final game.

 

 

 

Alpha Input

Sorry for typing these in reverse order, or rather, uploading them in a messed up order. I actually typed these in word before uploading and…ANYWAY,

My pitch for my final project was an audio visualizer. I was heavily interested in making a game with a strong emphasis in music.

For my alpha I went through a few tutorials to get an understanding of C# and Unity syntax. I was having a difficult time understanding the proper way of scripting something that would change a material. My next goal was to see how I was going to use audio to manipulate the parameters. I managed to get one scene going.

This scene is one of the countless iterations that came from that first scene.  It did not make it into the final game because it still needed some tweaking in the code to fully have a ‘groove’ to it. If any of you want to try something similar check out this tutorial!  It shows you step by step on how to setup the script, but keep in mind you’re going to spend a TON of time tweaking and trying to get some stuff working to your liking. I personally did not like the visual examples the youtuber demonstrated, but the explanation is top notch! Don’t stop with the tutorials though, try to tweak the hell out of it(try no depth in rendering in your camera and watch things melt) and have fun!

Dia de los developers

I was incredibly excited for day of the devs after realizing that I could finally participate and check out new games by up-and-coming indie devs. I had first heard about it through a podcast that covered the event a couple years back. I was also interested in playing Harold Halibut. I had first heard about this game through the tech blog, Prosthetic Knowledge  which praised its choice of animation and technique which has the look of a stop-motion animation film in the visual style straight from a Wes Anderson film. It was one of the first games I got to demo as it was in the hallway between the main rooms. I got to speak with one of the modelers who worked on sets and characters. I asked him about the process of transferring the clay figures to digital. They use a process of digitizing the figures in many angles to get a full rendering and from there they rig the models. You can appreciate the characters during dialogue scenes where the camera zooms to each of their faces.

Harold Halibut. I can’t wait to play this game.

I also spoke with one of the designers behind the game Aegis. He, along with one programmer were the main staff behind this cute, but dense pixel rogue-like. I asked him about the parallax effect their game incorporated, a ‘juicy’ element I thought was essential to his game to add depth and character. He gave me pin with their main pixel characters after the conversation. The overall experience at Day of the Devs was satisfying. I had always heard of events like these and being able to play games that I had only heard of through the internet was wonderful and gave me insight on the development pipeline. Many of the other developers I briefly talked to all mentioned that they would be tweaking parts of their games and that their participation in events like these are essential to get player feedback.

Also, my partner picked up this cute monument valley pin at the event. I unfortunately was NOT able to pick up the REZ: Infinite Vinyl >:/

Getting out of my Comfort Zone: Text Based

Project 2 was the only project that I was unsure about. I tend to gravitate towards the visual aspect of what I create and creating a game that was without graphics pushed me to think differently. I knew I wanted a narrative but was unsure how to go about it. I went to a Halloween party the weekend before the game was due and I decided to watch different interactions and how they unfolded. It was interesting to see the many aspects of human interaction whilst inebriated. I also used some of my personal experiences that night. Dealing with anxiety like many others, parties and social gatherings are debilitating it’s difficult to push yourself to hang out with friends. This game is a look into the irrational thoughts that are prevalent when anxious or insecure, something I go through often. Every situation in the game however ends with one possibility and that is to breathe.

 

The soft pink background and the glitched text were intentional from the start. I wanted something nauseating and to create uncertainty in the players. To further this feeling, every choice ends with the same action which leads to the beginning of the game. This loops means that a player quickly start from the beginning and make a different choice.

This Clicking Game: Project 5

 

Project 5 had us working with a clicking mechanic and I was struggling with what to do. I knew that I did not want to create a clicking game where I had to manage resources or anything similar to the cookie clicking game. The first thing I did was add a kick drum sample to the click sound and made a small looping song with a muted kick. The player must follow the beat of music as to not make the kick drum feel out of place or off-beat. I downloaded a few 3d models of old videogame consoles for extra ‘aesthetic’ and had them flip around to each click. I love the idea of using unity for videogames that can be used in different contexts and my goal with this game was to provide the ground work of where I could go with my final project. I could have done so much more with this idea- beat recognition, color changes, but I couldn’t decide which aspect to implement further. This along with my final videogame are projects that I want to expand further in the near-future. I would love to display visuals with games similar to these for music shows and events.

 

 

NO_INPUT is Public

This was a LONG ride for many of us and I’m so glad to see all your games turn out great! I know i sure as heck had a difficult time coding for this class(and…. 🙁 another), but everyone pushed through it.

My visualizer inspired by the demoscene and chiptune communities is now PUBLIC. It contains three songs, two being from the awesome net-label  Zoom Lens! Check them out and if you want an entry into chipmusic make sure to check out 8bitpeoples. The game consists of 4 scenes. Title, Visual 1,2, and 3.  I really wanted to include other variants, but to keep it simple and for the sake of not overwhemling the player with options I decided that these three ‘compositions’ would work. I would really like to develop this game further by adding many things that Patrick brought up like allowing player models, expanding/shrinking text, and the ability to change the visuals even further. I also hope to use anbd expanded version of this game for my personal endeavor of being a VJ for live shows in the area, maybe in shows for our local radio station KDVS 🙂

I had an incredible time sharing and learning from each others games and I want to thank Patrick for a great class! Im hoping to see more from ya’ll. See you around.

Artifacts

I tend to not tell stories because they tend to deviate and become convoluted so when our first assignment was Environmental storytelling I was internally freaking out. I’ve always had a fascination with art installations especially those who implement sonic elements to them. I decided that I wanted to create audio zones in which each zone would provide a different memory or mood.

 

This completed scene demonstrates the audio zones that plays music on a loop. Each song belonging to it’s respective video game character was bit crushed and manipulated by me in Ableton Live.  The initial scene had a drone track that pushed the narrative of being in limbo, however this audio source ended up being too loud and detracted from the other zones. I reworked it to have a steady kick drum to creating a build up to an abrupt end.

All audio zones in unity

 

 

The visual qualities of the game were inspired by what I felt when going through game model rips. They were lifeless, eerie looking characters that I would usually see zipping around on screen. Now they seemed like digital artifacts of a world that was forgotten. Though some game models in my game are from well established video games, they are previous versions, iterations of those characters that represent an era of gaming. This echoes an art gallery or a museum exhibition. I enjoyed this narrative and I decided to exaggerate it with creating a dark brooding environment. The end, with it’s floating face-less bodies is open to interpretation.