Friday, 25 June 2010

Unit 73 HCI Final Day!

Yo!
Today is the final day of my HCI development. I will mostly be trying to clean up my HCI so it runs smooth, there might be some areas that won't be finished, but I will try to make it run smoothly.
9.00am - started to try and make a slider bar, so far, I am not getting it to work as well, the program says it's wrong, but that's that. I've decided to not make my slider bar move, the programming is too confusing and the only site that works on the college's network doesn't make much sense, I've also decided not to do this, as I don't want to be using up all my time making something that won't work.
9.46am finished my pause menu, so far it is working and the options now go back to the pause menu, and if the user presses pause on the menu, it goes back to the game.
10.22am - just finished the new game screen, the user can now change hair styles as an elf and dwarf without it keep going back to the human screen.
10.47 am - how now just changed the code, so now the user can change between the races at any hair style without going back to default hair.
11.11 am - finished all the modifications for my HCI. There are a few elements on my HCI that I would add due to time, so in the new game the user can't:
  • change gender
  • name them self
  • change hair colour
  • change skin colour
  • change eye colour of shapes

I also decided to remove the credits, I think it is just there for display, and I can't think as to what to put into the credits, so I will remove it.

I have made 19 folders and used around 345 frames for my HCI.

11.31 am- I have just finished cleaning up my HCI by going through my programming for my new game, this will now allow the user to not have to go back to the first page.

11.52am - just finished a save menu remod, just testing it, it should ask the player if they want to save or not, if no, it should go back to the save menu, if yes it should go back to the game. It does work! So now I am about finished, I've done all the menus I can with the time I have, the New game is the biggest and complicated, if I had more time, I would be able to finish the new game, with other features in it, like change of gender and colour, but I'm happy with the overall project and how it looks so far.

11.59 am- just had a quick run though on my HCI and it is working, all the buttons go to the right page and they are all looking good. I'm very pround of the way the HCI has turned out and have found it a time comsuming but good working process.


Friday, 18 June 2010

Unit 73 HCI final stages.

Yo!


Nearly finished my HCI, I only have to do a few more menus:

  • Control menu
  • Camera
  • DLC menu
  • Credits
  • Sign-in

9.00 am -09.33 am Just finished the layout of the Control menu. I've done a simple controller picture, placed my controls on the arrows and used the picture from the menu screen. I've choosen to do this because the rest of my menus are brown and I wanted to have a change and make the screen more appeling.

















9.45am Finished my control menu! Here it is on Flash



10.26am Finished the Camera menu, Sign-in menu and the DLC menu. I am currently working on the sign-in menu links, signing the people in. To do this I have made the number buttons so when the player clicks on the number it will sign the player in.

11.44 am Just started my credits for my HCI. Nearly finished. All I have to do is create some text to scroll up the screen, I will have a button that will return the player back to the main menu. If I have enough time, I will put more into my new game menu, by having the option to change gender, hair colour, eye colour, and redo the races, as it is still no perfect.

11.56am Near the end of the lesson, so I've started to create the different colour hair, if I have time, I will try to put them in, if not, I will leave it the way it is, but I will still try to make the program match up, so the dwarf can change hair without saying human same for the elf. I know how I am going to do this, I will copy the frames that have the different hair, but change the programming so it links up better than it does now. The credits are coming alone, I only need to make up names and positions, or I might leave it out, it is not a major part of my HCI, we'll see. ^_^

Friday, 11 June 2010

Unit 73 HCI

Yo!

4 weeks left for college, only three weeks of work left to do. Today I plan to finish my new game screen.

9.08am starting on my HCI. My new game screen is becoming very hard, so I might make a few things changable so I don't spend more time making it harder.

10.19am finished a smaller version of my new game menum you can change hair stlyes and races now. I've started to create the options menu. I've made the difficulty, by using buttons to go to another screen with a different type, there is casual, normal and hard to choose from.

11.50 am Manage to finish the menu, now I am starting on the other potions menus. I finished audio and now an working on visual menu. I've added a slider bar on some of my options, but they are not available to move at the moment, I have only five menus left and I am currently on 175 frames.
12.00 pm Finished the visual menu and audio now I will start the control menu.

Friday, 4 June 2010

Unit 73 HCI half term 3

Yo!

11.43 am Doing more HCI stuff. trying to create the save game menu.

11.52 am start the new game menu

12.27 pm done elf ears and skin colour, started dwarf bearded
14.39 pm, done most of the hair stlyes and feature changes, now I am going to put my new game together in Flash.
15.02 Flash has crashed, it won't save my work! Managed to save my work, I am now starting to create the new game screen.

Wednesday, 2 June 2010

Unit 72 HCI half term 2

Yo!

13.10 pm, starting to create my loading screen

14.35 pm, Finished load game screen IT WORKS!!!!!!

15.38 pm finished my loading screen and have now added a pause menu to link back to the start menu.

Unit 73 HCI half term work

Yo!
It's half term and I am working on my HCI for Fenrir Quest for Peace.
11.01 am I changed the action script on Flash, so now my button works, and I can go to page two (YEAH!!!!!)
11.19am got sound on!!! Going to create the rest of the back grounds
11.43 am finished the game screen for HCI

Friday, 28 May 2010

Unit 73 HCI Week 2 Development stage

Yo!

Hopefully today I will finish all the HCI backgrounds. I will start to finish the start screen and start on the menu screen.

9.00 am started my shield and sword background. Got the base colour

9.52 am, finished the lion on the shield!
















10.30 Finished the shield ! All I did was make a lighter shade of the grey and a darker grey. Then I painted on where I wanted them, before smudging the colours to blend. This technique I have done on all the shading for all the images.
















10.34 am Flipped the sword to make a cross. I duplicated the sword's layers, before merging into one, then I ctrl + T to transform, before right clicking the mouse and selecting flip to horizontal to make the sword flip.

















10.45 am started in Flash.




10.57 am Starting to make screen two of my Flash HCI. Finish screen one on Flash, need to make the button work, but apart from that it works.

11.222 am finished my menu screen. What I did was get my sword from sword and shield, copy it to a new document. Scaled it to make it smaller, and turned it on a angle to represent the sword being planted into the ground. I did a rough sketch of all the ground. Recoloured the sword blade, coloured the ground in, before using the grass paintbrush to paint on some grass, then I did a gradient blue for the sky. I smudged some dirt onto the blade, before creating some blood for the blade.


















11.34 am. Back on Flash.........and Flash crash!!!!!! try again. Now I am working on Flash, The button is making the sound, but I can't get it to move onto the next screen.

I have finished the main backgrounds for my HCI, all the other backgrounds are simple, and will not take too much time to create.




Me Blogging!!!!!!!!

Friday, 21 May 2010

Unit 73: HCI 1st day development

Yo!

9.05 am Today it the 1st day of production, and I will start with the fonts, do all the written work first. All main menu and option words are finished, now I am starting to do sub menus.

10.03 am Finished the sub menus, and now I am starting the rest of the writting.

10.08 am don the last of the writting, all done ^_^ now I am going to start working on the background art for my HCI menus
Started my artwork for the first page, used and photograph of a sword and sheild as a base, and drawn around them, so they are looking good. (So far)
Here is what the sheil and sword looked like at 10.57 am
















This is what it looks like at 11.44 am.














This is what it looks like at the end of the lesson at 11.50 am. Now all I need to do it make a copy of the sword and flip it for the other side, so the two sword meet in the middle, then finish the sheild, which shouldn't take long to complete.

Friday, 30 April 2010

Unit 73 HCI Focus group results

Yo!
Just finished the focus group. Yeah! ^_^ Got loads of new ideas, thanks guys.
Right

HCI Time!

Had an idea about fonts, Vavaldi is now going to be for main headings e.g new game, ect. So I had to come up with some other fonts, and my group has helped me pick two fonts they like for sub-menus and other written work, that Vavaldi would be to complex and hard to read. So, for sub-menus we have Lucida Calligraphy, and Papyrus for the text, like recap story, talent explaination ect. The rest is the same as the first blog, with designs for the game screen and loading screen. The loading screen has also been designed, it now has story recap, talent and abilities explainations, and thanks to my group, we've come up with a great idea, the explaination scrolls up the screen so the player can read, so now the player has visual elements, when waiting for the game to load. The sound playing through out the game will be classical music, much like Dragon Age Origins' music, where it starts off soft, then gets more agressive as the time goes on, the music will mostly runn through all the menus. Sound effects will be two swords clashing when the menus have been selected.
















Here is the sample text used for sub-menus








Me talking to the guys about my HCI in the focus groups












Another shot, with more paper work!!!














Loading screen sketch, will redo !









This was a quick idea of what the game screen will look like, it has a mini map in the courner and a health bar with abilities buttons.






Fenrir: Quest for Peace

Yo!

Just to give you a quick in sight of what Fenrir: Quest for Peace is, I've uploaded my original synopsis. Note: It has change dramatically since then, but I don't think you want to sit and read through around 35 pages of improvements.

Game Synopsis

The game I will be creating is Fenrir: Quest for Peace™. It will be a MMORPG, where the player can link up with other players to complete missions or on their own. I’ve chosen to create a MMORPG; because this is a genre will is becoming quite popular. Depending on the mission, the goals are all different, but the main story goal, is to bring peace, to the kingdom of Fenrir. The Wii Version will be based on the Wii Sports game play and result in a fun tournament mode, to encourage any family to play. The Wii Version will be called Fenrir: Tournaments ™.
The story is set in a Medieval Fantasy world called Fenrir. In this world, the three kingdoms are set on war. With in the mist of this war, the player, in which the player can customize their characters, is abandoned, when the main Kingdom, burns their village to the ground. Feeling guilty of leaving the child to die in the cold, a young Captain of the Knights of Malta takes the child in to his wings to raise the child as his own. A few years past, and the young child becomes the Captain’s Squire and travels with the Captain around Fenrir to help the three kingdoms find peace, by completing missions for other Kingdoms. The main story of the game is to help the player’s character bring peace and order to the World. The Player has a set child, and can select either a male or female character, and can changed their appearances once, their character is older. The King of Knavesmire is set for world domination, and creates an army to help. The Captain and the Squire, travels around the world, to gain support for the King of Malta’s army, in which they must complete the missions from all over the world. The missions range from a simple Bounty Hunt, to rescue the Princess from a Dragon.
The setting is in a Medieval Fantasy world named Fenrir. In this realm the main Kingdoms are Malta, the main kingdom in which the Captain is from. Knavesmire, the second main kingdom, in which they want the whole of Fenrir under their control. Skeldergate is the third main kingdom of the Fenrir realm.
The characters are completely changeable to suit the player. The characters can either be male or female, and has different abilities compared to what the player has chosen. The males have more natural strength, and can block and attack with range with much force, but they do lack speed and stamina, but can be help with certain level ups, or a little rest, or stop moving. The females on the other hand, have better accuracy and can use their sexual attraction, for certain missions, require the player to investigate. The female also has speed and stamina, which allows them to travel for many days, but can use a horse to travel depending on the player’s input. Both sexes can summon monsters and creatures they encounter on their travels. The way they do it is with a Pact. The player can customize the settings and choose many Pacts as they want. The player can release as many Pacts, depending on the citation, for example, the player might have to fight an army of Knavesmire, and use a Dragon, to do an air strike and kill all enemies. The player can also choose their race, either real life races or fantasy races, even thou the child is small, they are wrapped up so you can’t see the player’s face.
The Captain of the Knights of Malta is a set person, and cannot be changed. The Captain will start of quite young but will age along with the player’s character. The Captain will travel with the player’s character for support and can be played as either another player on the same console, or be AI. If the Captain is AI, he would not rush into battle, only if there is a large group of people, he will stand aside and allow the player to fight them, once the player has lost a set amount of HP, the Captain, will help, by either healing the player, or blocking the attack of the attacker, until the player has recovered. The Captain can also be talked to, like a menu. In this menu, the player can save the game, in which the Captain will pull out a log book, send the player online, by sending out a hunting falcon, and also rest, in which he sets up a tent to the player to rest, but also auto saves.
The player gains experience throughout the game. The missions give the player more experience. Depending on how the player handles the game battles, the more or less experience the player gets. The player is also ranked; the player starts off as a Squire and can gain rank, by doing missions and battle experience. The player ranks are Squire, Sword Master, Knight, Captain, Sir Knight and Knight of the Realm. The Knight of the Realm is the highest rank with in the game world. In boost the rank, the player must return to the Malta Castle to be knighted by the King. This is set in the castle, with the castle having many guests, the more people in power you help; the more people arrive at your knighting.
The game is a mixture of Oblivion, with the custom character and free roaming functions, with Fable II style, with a travelling companion. The player can travel with or without a horse, and can travel for as long as they want. The Captain is the travelling companion, and can be custom to attack as the AI. The free roaming allows the player to fully use the freedom a travelling Knight has, and does not have to stick to the certain missions, set by their kingdom’s King, and can asset any village, kingdom or settlement they choose.
The game will be released on PlayStation 3, Xbox 360, Nintendo Wii and PC. These four consoles allow for a massive online link up and allow other player’s and their AI companions to meet up and help each other if needed. The game also has sword fighting element, and will be require the player to use the Wii remote, to simulate the sword play, and can be used with the Motion Plus or not, depending on the difficulty and skill the player has. The Wii version will be more kid friendly, and be aimed at the family. It will be more mini-game based not story based, and have family fun games like the Wii sports. The mini games will be mini tournaments, to play, with basic health to knock off your opponents. The game play will be like Wii Sports Resorts sword play levels, with the player making their Miis enter the competitions. For the Xbox 360, PS3 and PC, there will be simple input buttons to press. The Xbox and PlayStation with use the R and L buttons to use different movements and slashes; this will be uppercuts, downward cuts, side cuts and thrusts. The player can use the thrusts to stab an enemy on the ground.
The target ages will be 15. Because of the female sexual attraction ability, as well as the blood function, which can be turned off, or not. The Wii version will be able for all players as it will work like Wii sports, and will not include blood because of the fun graphics.
For more fun for the player, the Game will have a worldwide release. This allows other countries to interact, and have different settings. Because of the influences of world wars during the medieval period. The player can have a section of other countries armour and weapons. This allows the player to dress their character in any other weapons and armour. The player can set their player to look like any other culture, real life or fantasy, depending on what they want.
Because of the online multiplayer, the player will have a little on screen map, which has the player marker, target place, and landmarks visited and set pieces on it. The player can also see where in the world another player is. There will be different colours depending on the player’s input. Green for friendly and awaiting anybody’s request for help. Blue for casual play, no set missions, just free roaming and red for in danger, awaiting help to come. These will only appear if the player is online. If the player is not logged onto the multiplayer mode, they will only have the player marker, target place and landmarks target icons, this means only online people can help online people. If the player is offline and wishes to go online, the player can speak to their Captain, and send out a hunting falcon, to send the message for other captains to receive, this means the player does not have to save the game to turn off the campaign, to load the game back to continue to play with others. The falcon also works as a messenger. For example, you can ask for help, and sent the falcon to the nearest player, if not seen on the map.
The game will come with Downloadable contents, which include maps, new areas in the world of Fenrir, with new missions, new towns and new kingdoms to explore. The DCL will also include new villains to fight with, depending on how the game is played. The player can find the new DLC by going to their Captain, and in the menu, can send out the falcon to find new contents, or visit the castle, and talk to the King, to upload the map. It would be a quite download, and will be regularly updated.

Unit 73 HCI Development Day 1

Yo!
Today we are starting our development for HCI. Game is called Fenrir: Quest For Peace. I've got a few ideas for my HCI from the other units I've done this year. The fonts, Cursors, and arrows was all created in Unit 18: Digital Graphics, for the game of the same name. The HCI look came from Unit 70: Games Design.

Design for my Cursor.

Design for my arrows (The other pic explains what I mean)



This screen was made for Unit 18. It shows the selection screen for creating the characters







This screen was created for unit 18, as an example of what the in world game would look like, so it is basically in 3rd person, didn't design the health bar, mini-map or other elements of the screen.




This is my final font for my game.



It was selected from a long list of different fonts.











This is the name of the font, I was going to use for the fonts throughout my HCI
Example of in game.

This is the first page of my HCI plan, I did for Unit 70.







Part 2 of My HCI screens













And finally, part 3 of my HCI.