Industry Event

Industry Event: GameStorm

The industry event I went on was the GameStorm event in Philadelphia. My trip there was the first time I went to Philadelphia by myself. But the event was a very small event. More people were supposed to come. There were only two people who also went to the event. However, the event was fun to go to. I presented my story prototype to the two people who came, Gau and Nneka. Both of them were amateur game designers, who were working on their own games. It was interesting to see the experience of other new game developers. They were at least interested in my project and saw my idea had potential.

The event was only a few hours long, but Gau and Nneka gave advice for what I should do differently with my game. They suggested making the game have more emotional connections to the player through events. They thought the prototype I wrote was interesting, and did have fun with it, but the story should have an emotional impact on the characters and the player. I do not know how to fully implement them into my story, but it is something to consider when I make my game. I also learned about the games Nneka and Gau made. Nneka was making a horror game, and Gau has made an app game with Javascript, another coding language. There was also the topic of another website called RPG Maker I could use to create my game.https://drive.google.com/drive/u/1/folders/1oAwyq1wupD8Z2b4mlcXxfQRccPTG9Tj1

Prototype 3

For my final Prototype, I got a lot of feedback, especially from the AIMM After Dark. My prototype and presentation got people very interested, and liked the story I presented. But there were some ideas for what to focus on next for my game. Aside from a working title, I also need to work on the art assets next. That will be my next endeavor for the project. I will try to work on it over winter break and then work on making my game. The 2D style I suggested, people were into, and I have had some practice with making games, though I am not that good yet. I should also research coding and world design.

Prototype 2

The second Prototype I was working on focuses on more of the story I was writing, as well as the adding more to it. The feedback will help me fully complete my story and become the main idea for my project. I hope to fully get advice for the story and use that for writing. If more detail is needed, it will be added. However, I did not get much feedback for the second prototype, and hope to finally finish the story. This prototype told me to continue writing and make something amazing. I hope to make it all the way.

Prototype 1 Steven

My first prototype for what I can do came in the form of a Twine storyboard for the series of action the player can go through. While I was aiming for a more ambitious second part of the story, The professor suggested I take a step back from making art and designing code to keep working on my story and the outcomes of each interaction. I started with the intro and the first few questions. I had not gotten very far in terms of what I wanted, but the professor and some other students gave me direction on the story and what I should do for the second prototype. I should write more story and interactions of what I want to have happen and create different endings, which will be the visuals. The story and actions must come first in terms of what I want to make

Prototype Plan

Prototype One: The questions

I have started with my questions and outcome tree on Twine. My first prototype is the Twine layout and see if those types of questions and results can and do work.

Prototype Two: The 2D

I will use Unity to try out a 2D world to allow players to explore and see the world as a means to get the right understanding of how the world should look.

Prototype Three: Dialogue and conversations

After, I will try to make dialogue work in a game to make the dialogue work. With the dialogue set up and a small 2D World, I can make choices have different responses.

Research 3/3

I discovered in my research that I the game I need to make should follow real world moral choices and how choices made should affect people’s perceptions on the real world. Seeing how popular games are, and knowing how powerful an affect they have on people’s lives, the games need to have strong choices about what they believe when they apply real life logic, and the result leads to changes affecting the game.

I also learned about the difficulty of making a full 3D game from what I talked with Brett. 3D is a hard concept to make beautiful in the remaining allotted time. A 2D game with good graphics would be easier than a 3D game with subpar graphics. It is easier to code and fulfill. Perhaps the question order should be edited to better fit the narrative, with the player’s gender first, and the three major questions.

Research 1

I recently bought and played Undertale, a game where your choices in the game determine how the world reacts. Everything you interact with changes the results of the game, from what you say or do. The game does all of this for jokes, as well as messages about the player and what they believe. The game is full of likable, well-rounded characters that you can interact with in many ways. From talking and sparing them, to outright killing them. The characters react and change with every reaction, and the characters and the world around them change. The emotions of the game can have you laughing at one point, but then crying at another point. One of the major points is if a game needs things to die to make a game fun, which this game tries to show killing is not necessary. In the real world, of course killing is wrong. But is killing in a video game any better. The game is set up to try and make the player relate to the monsters in the game. The games focuses on interactions instead of gameplay.

This game relates closely to what kind I game I want to make, in terms of interactions changing the world. The game is slightly more moral based than what I intend to make. My choices are more like a personality quiz, personal beliefs based. While the game I am making will not have combat, the game will have some interactions and dialogue that will change the world. Changes will be visible to the player as they look around and see the city and park I want to make.

Research 2

I have been learning how to use Twine for creating a story, with branching pathways for every choice. Twine is a much simpler concept than I was originally thought, though I am having a few problems with understanding how to connect each point into one story. I am starting to look up questions that should work for the game I plan on making. I hope to finally come up with good questions, such as “Are you proud of the world humanity has created?” This would be the first question that people would be asked and would lead to which location you end up with. The next question leads to the city being cleaner or dirtier, or the season of the leaves. It would be your view on being an adult or being a child, and which side you would rather be on. Next would be a question that changes the time of day, like believing in a deity would make it night, and not believing in one would make it day. These are the ideas I believe reflect the player’s ideals. The next question should affect how the people in the world live their lives, like at work. Something along the lines of “What is your thoughts on the people you have in your life? Are you a good person to all of them?” This would affect how people are interacting in a city, such as going to work. But this will change how people see you. They may stay a safe distance away if you prefer being alone, or may let you close if you are happy with the people around you. And the last question will be about how you view yourself. Are you proud of the choices you made? With this, your “sex” in the game would be determined, and the camera would shift into a third person POV, showing which gender you are.

Research Plan

I have been thinking about my plan is to do research and understand how games that have a changing overworld can do it easily. I can look up and research games that have a world changing mechanic based on the choices that the player makes. I also need to find the right questions and writing for the questions and dialogue that should be used to change the world. And lastly, I need to figure a simple yet good design for the looks of the game, as well as the changes I need in the game.

Final Concept

My final idea for the game is the concept of making a personality quiz, but as a game. The player will have a small area to look around in and talk to people, and the people will ask you simple but very deep questions. Your responses will change how the world appears and changes. The options you perceive as true will be reflected in the world. There are five simple questions that have huge philosophical impacts. There is no right or wrong answers, but things can change for better or worse.

The world will only have two city blocks and a small park. They change as you answer the five or more questions. They world At the end, your results will be tallied, and you get a special message depending on the results, and which questions you chose which answers for. More positive choices will receive more realistic responses, showing some things in the world are not so perfect. Not to downplay or harm a person’s positivity, but maybe they do not see problems that the world faces from their thinking. If the results are more negative, they will receive positive messages about the world, showing their negativity may be misplaced.