Wednesday, November 18, 2015

Final Fantasy X: Cloister of Trails analysis

So our next assignment for Game Design III is a Puzzle room, so we were asked to go and do research. So, being the Final Fantasy nerd I am, I decided to do my analysis on Final Fantasy X, more specifically on the Cloister of Trials.

The Primary mechanics featured in the Cloister of Trials are: walking/running, picking/placing spheres, pushing pedestals and touching glyphs. Your objective every time you go through this is to reach the Chamber of Fayth, which resides at the end of the Trials. In each Cloister, you have to using three different spheres to proceed and find your way through the Trials. The spheres are: Glyph Spheres, Destruction Spheres, and the temple specific Spheres. Each temple has its own unique sphere that has a special effect for that Cloister.

Besaid: Used to make the final wall disappear and turns into the elevator that takes you to the Chamber of Fayth.
Kilika: Causes a Fire to start when it is place down.
Djose: Emits electricity when placed.
Macalania: Causes ice to appear when placed.
Bevelle: Turns a pedestal into a moving platform for you to use.

For this analysis, I've chosen to analyze the Kilika Cloister of Trials. I would have wanted to do Djose, by the gap between the two is large and I didn't have to time to get there.

Kilika starts you off in a room with one door and a Kilika sphere on a pedestal. You grab the sphere and place it in the slot near the door. The door will then catch fire. Remove the sphere, and the door would've dissolve completely, allowing you to now pass.
The next room has no doors, and three sphere slots on the walls. Place your Kilika sphere in the middle slot. The sphere will emit fire that reveals a glyph on the wall.

Remove the Kilika sphere and place it in either of the other two slots. Then walk back to the middle slot and touch the glyph. The wall where the slot is will rise, granting you access to the next room.

Enter the third room, which has a wall of fire in the middle. Walk over to the shining bit on the ground east of the entrance. This will bring the pedestal from the second room (with the Glyph sphere) into the current room. Walk down south a bit and pick up the Kilika sphere in the wall.

Go place this somewhere, probably in the second room. Grab your Glyph sphere and place it in the wall. This will cause the wall to rise, revealing the Destruction sphere. Leave it for now. Doing this will cause the fire in the room to go out.

Go a grab one of the Kilika spheres from the second room, and place it in the pedestal. Then push the pedestal all the way to the shining bit on the floor from before.
This causes that bit of ground to crumble, revealing a new sphere slot below. Now grab the Destruction sphere and go place it in that slot, this will reveal a treasure chest. Snag your treasure.
Grab the last Kilika sphere and make you way to the door at the end of the third room. Place the sphere in the door slot, let it catch fire, then remove the sphere. Ta-da! The Kilika Cloister of Trials has now been passes.

Now the design of the level. Once the Cloister began, you where in the 1st room. The only thing you could do (from what the previous level has taught you, was to pick up the sphere. After placing it in the door, the player will learn what the Kilika spheres do. I believe it was helpful to do it this way. Rather than starting you off with another sphere, they introduce to only the Kilika sphere. This was done so that the player would be able to understand what the particular sphere does.

The 2nd room has 3 slots and one pedestal. It's a bit trickier, but once you place the Kilika sphere in the middle, a glyph appears. This reminds the player of the first Cloister, where touching the glyph allowed the player to proceed. The third room featured that wall of fire, and a Kilika sphere, however removing it did not stop the fire. At this time, the player had access to the Kilika sphere and the Glyph sphere. Since the Kilika sphere did not work, the player would try to use the Glyph sphere. This stops the fire, allowing the player to see the last door ahead, and to have a path to it. Since the first door you encounter could be burned, the player can try using the Kilika sphere to see if the same rings true for this door. Once that's done, the player completes the trail. (The Destruction sphere is extra content, but not required).

This level plays on the player's memory, as well as showing the player what the new sphere can do. Allowing the player to figure out and solve the puzzle in their own. Granted, there are six Cloisters, and this was only the second one.

I think the Cloister of Trials follows the "Unusual use of an object" closely. After all, you use these sphere to get many different effects. Such as the Kilika sphere, which reveals a glyph once placed in the correct spot. I also think it follows "Trial-and-Error" to an extent. You have to try placing the spheres in the slots in order to see what it does, but if it doesn't work, you have to go back and try another sphere.

Well, there it is. My analysis on the Kilika Cloister of Trials from Final Fantasy X.

Sunday, September 20, 2015

Toy/Hero Prop Sketches

Sketches of my three chosen ideas, and how they could be used in gameplay.
Rocket Fist:

Gravity Pulse Guns:
Speed Glider

Wednesday, September 16, 2015

Toy/Hero Prop Ideas


1: Grappling Spear
            Spears with a detachable head that can be launch using a trigger on its base. It can be fired and used as a grappling hook to transverse higher terrain. When fired, he spearhead would detach and transform into a more “Grappling hook” shape. Trigger could also be used to call the hook back. Alternatively, you could use the spear in a similar way as a whip to attack nearby enemies.

2: Speed Glider
            A backpack on your back would deploy thin, long wings with thrusters that would allow you to glide along the ground at super fast speeds.

3: Rocket Fist
            It is a heavy gauntlet that you can use to bash people’s brains out. This gauntlet also has the capability to shoot up to six rockets at enemies. Its energy would be stored on a pack attached to you back.

4: Light Sword
            It is a seemingly normal looking sword with the capability to split apart and form a blade of light. When activated, the player’s attacking range would increase by 1.3 of their normal attacking range. The energy source is located in a pack on the player’s hip (near the sheath of the sword), wires would connect the blade to the pack.

5: Gravity Pulse Guns
            They are dual guns that can fire gravity bombs that can act as temporary platforms or bounce pads. The guns are attached to a energy pack located around the player’s lower back. The guns holsters would be located on the player’s hip. Wires would connect the guns to the energy pack.

6: Deployment Shield
            It is a gun that can deploy a shield in front of the player (similar to an umbrella). Its power source is located on the gun itself.

7: Big Bomb Buster
            It is a rocket arm capable of firing big bombs at opponents. The arm itself is the power supply.

8: Scythe Claws
            They are Retractable claws in the shape of Scythes than can be used to hack at enemies or climb up tall places. Their power supply is located in a backpack the player wears.

9: Rod Rifle
            It is a typical looking Rod that can split open its end to fire off a magic charged blast.

10: HeliPack
            It is similar to a jetpack, but with helicopter propellers instead of jets. This can be used to fly up to higher places (like mountains, cliffs and such).

Thursday, April 30, 2015

Completed Racing Level: Nuketown Caverns

The racing level was completed a little while ago, and what better way to show it off that with some screenshots. 

More of these screenshots can be seen in the "Portfolio" section. 
Overall it was pretty fun building this level, of course there was a multitude of issues I encountered along the way, but at least the end result worked out. One of the issues I had was with the fences (of all things). Initially, I created a Blueprint in Unreal that would aid me in creating fences everywhere on the map. There didn't appear to be any issues... until I built lighting. For some reason or another, The game (or rather the editor) would lag whenever Lighting was built. 
At the time, I didn't know it was the because of the fences, so I began to delete out groups of objects at a time in order to find the cause. After discovering it was the fences, I had to quickly resolve the problem by manually placing Static meshes of the fence around the level (Alpha was due the next day). In the end, it worked out. And thus I can feel proud of my level.

Sunday, April 12, 2015

Attract Trailer Research

With the Beta level done, next up is creating an attract trailer. As such, we've been asked to research and find a good example of an attract trailer and post about it here.

For this post, I'll be talking about Mario Kart Arcade GP DX

I think this trailer is great because it shows you the aspects of game play while it features that cars and the tracks. It comes off as informative, and I like that about this trailer. While the levels are since in the background, the trailer describes various aspects of game play such as unique functions you can do, or how it promotes the racers. So I would like something similar for my level, I want to show off the level as the player would see it from their point of view.

Friday, April 10, 2015

Vehicle HUD

The next stage for us is now creating the HUD for our vehicles. A such we had to do research. I looked into several speedometers and decided to go with this kinda style:

For the Tachometer (which I didn't know what it was) I went with something a little like this:

The tachometer wood be placed behind the speedometer and would not be as prominent. According to what I found, the speedometer was usually the most prominent.
For the Lap times, I wanted a more old fashioned style. Similar to the center of this:
As for the health bar, I wanted a kinda tube-like meter that drops when you take damage, something like this:
For this gear indicator, I wanted a more command-style feel, so when you clicked a button something happens. The way I want it, it would also serve as a tutorial on how to use the vehicle as well.