This course (CS108) has been very informative helping students like me to learn a lot about many aspects of games such as history of games, definitions, game designs, game development process, new technologies both software and hardware based, etc. To be more specific the aspects I mentioned included a great variety of complex engines and tools available to us making it easier to create things such as art, entertainment, tools and utility programs as well as brining in some ideas and inspirations about potential future projects. Some of those projects have been developed by students to different degrees from rough pre-alpha stage prototypes to completely amazing and outstanding fully developed games and applications. Aside from acquiring and expanding a great amount of knowledge throughout this course, I have personally improved my skills in areas such as programming, writing(blogging), tools and applications usage via hands-on work. Thanks to our instructor, prof. James Morgan, this course has been very enjoyable and helpful :)
Friday, December 16, 2016
Saturday, November 26, 2016
CarbonCraft
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| Main Menu |
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| Kitchen and Player's UI |
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| Minigame |
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| Statistics(beef production) |
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| Quiz(Boss Fight) |
Saturday, November 19, 2016
GPS Games
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| PokemonGo(left: 3d virtual space; right: augmented rality) |
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| Ingress. In-game map. |
Saturday, November 5, 2016
Call of the Void (version 2)
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| Oops, the lanterns seem to be misaligned |
Compared to Alpha, this version has more guards with refined AI behavior and many more animations. Moreover, now you can die, restart the game, complete the game and recieve score.
Use arrow keys for movement/jumping. 'C' - to throw projectiles. 'Alt' - to teleport forward(this is kind of a cheat; if you get stuck inside of objects, try teleporting out).
Art: Robert Steiminger.
Programming: Andrei Voinov.
Link to the game's executable: GoogleDrive.
Saturday, October 22, 2016
Call of the Void
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| The very beginning of the first level |
My role as a producer was to put in image assets into the game, convert them into usable sprites and make game objects based on those sprites. Objects' placement, collisions, player controls, animation triggers, AI behavior and physics were the things I have implemented and/or planning to implement.
The game's level hasn't been finished yet, so we are planning to place all kinds of objects and NPCs across the level to make it challenging and fun to complete it. Because there isn't much stuff in the game right now, there isn't much to test or play with. Other than that, once the game is finished, the major questions we would like to ask our players would be: is the game fun? Is the game challenging enough?
Link to the game's executable: GoogleDrive.
Saturday, October 1, 2016
Video Games
"You Have To Burn The
Rope" is an easy and quick to finish game with a little trick. In this
game there is only one level with a boss. You, as a player, have to literally
burn the rope in order to kill the boss and finish the game. Controls in this
game a simple: you can move and jump around with arrow keys. Most of the letter
keys on the keyboard would trigger a weapon throw, which is ironically useless
in this game since those weapons don't do any damage to the boss. All of those
things are mentioned in the beginning of the game in pure text form by the
author of the game. Naturally, when seeing a game similar to those made in Game
Maker, you would expect tools at your disposal to be useful, especially when to
comes to killing a boss with weapons. However, in this game you simply have to
follow the game's name and burn the rope to complete it(see Pic. 1).
"WizardWizard" is
a typical game with many levels and puzzles which one must complete in order to
advance to the next level. There are 25 levels in this game with difficulty
increasing with each level you pass. The controls are simple: you can jump,
double jump and move with arrow keys. And that is all you need to do here. Your
goal for every level is to obtain the key and open the door which leads to the
next level. Even though a player can die from a fall into abyss or to a
spinning cog, the death is not permanent and the player would respawn
immediately and attempt to complete the level again. However, when the player
dies, the deathcount increases by one. Note that each level's title provides a
hint to or outlines the major obstacle in your path to finishing the level(see
Pic. 2).
"This is The Only
Level" is a game with only one physical level, but with dynamic mechanics
which change with every stage of the same level passed. Things like gravity,
controls, objects' and surfaces' characteristics vary with each stage with one
or more things from the list changed on each stage. Even though the level's
structure always looks the same, the objective, which is to reach the other end
of the level, or rather escape the level, would be the same and in the same
place. However, due to variation of all of the factors mentioned before,
players experience different challenges throughout the stages of the game. The
game tracks your time, and the number of deaths. Each stage has a title which
is a hint to how to beat the stage(see Pic. 3).
"This is The Only Level" looks very similar to "WizardWizard" in terms of some mechanics objectives, and GUI. The first and most thing in common between both games is that there is no permanent death, while there is a deathcounter which counts number of times a player died. Both games have that counter in their graphical user interfaces. Second similarity is the simplicity of the controls. While controls in "This is The Only Level" might vary with stages, the general idea is that you can jump and move around with arrow keys just like in "WizardWizard". Third, each stage in both games has a character controlled by player in two-dimensional space, a spawn point and an objective which players have to reach in order to advance to the next stage/level. Fourth, GUIs in both games have a stage/level title which somehow relates to, or points out the challenge of that specific stage or level, sometimes making it easier for a player to find a way to complete the stage/level. Fifth, both games have two objectives players have to complete, though there are some exceptional stages in "This is The Only Level" where you don't have to complete one of the two objectives to proceed to the next level. In "WizardWizard" players have to obtain a key to open a gate leading to the next level, whereas in "This is The Only Level" players have to press a button first in order to open a path leading to the next level.
Pic. 1. You Have To Burn The Rope
Pic. 2. WizardWizard
"This is The Only Level" looks very similar to "WizardWizard" in terms of some mechanics objectives, and GUI. The first and most thing in common between both games is that there is no permanent death, while there is a deathcounter which counts number of times a player died. Both games have that counter in their graphical user interfaces. Second similarity is the simplicity of the controls. While controls in "This is The Only Level" might vary with stages, the general idea is that you can jump and move around with arrow keys just like in "WizardWizard". Third, each stage in both games has a character controlled by player in two-dimensional space, a spawn point and an objective which players have to reach in order to advance to the next stage/level. Fourth, GUIs in both games have a stage/level title which somehow relates to, or points out the challenge of that specific stage or level, sometimes making it easier for a player to find a way to complete the stage/level. Fifth, both games have two objectives players have to complete, though there are some exceptional stages in "This is The Only Level" where you don't have to complete one of the two objectives to proceed to the next level. In "WizardWizard" players have to obtain a key to open a gate leading to the next level, whereas in "This is The Only Level" players have to press a button first in order to open a path leading to the next level.
Pic. 3. This is The Only Level
Sunday, September 25, 2016
XCraft the Board Game
XCraft is a board game
about two to four powers fighting for control over an ancient artifact. Players
represent and control the forces involved in this war. They can gather
resources, build their armies, fight their opponents and capture control points
around the artifacts. The ultimate goal of this game is to take control of all
6 control points around the ancient artifact. Only one player can become a
winner.
This game has gone through three stages of development with one play session per each stage. When the first version of game was built, there were some uncertainties about what values should be used for resource gathering, producing workers and warriors and limits to players' actions per turn. Since there were only two players available for the first play test, the game board was drawn for just two players(see Pic. 1). In the first version of the game the game's pace was extremely slow. Due to the game objective being too difficult to achieve and some balance issues with resources' conversion rates, it became almost impossible for players to finish the game. There were 16 control points for players to capture to finish the game. It would've taken a lot of time to capture all 16 control points, but the game can only be won if a single player captures all of those points which, under constant pressure and fierce attacks from the second player proved to be impossible.
Because the first version
failed as a winnable game, there were changes made to the number of control
points around the objective making it 6 instead of 16 and the resource
gathering amounts as well as cost of units. The second version of the game
introduced limits to how many actions players can take each turn making it 2
actions per turn with certain rules for how those actions can be utilized. The
speed at which players could build their armies increased, which made fights
between the players to occur earlier in the game and more often throughout the
game ovrall. These changes significantly sped up the game's pace; however, they
were not enough to make the game's goal achievable within reasonable time frame.
In other words, the game still took too long to finish. The major problems with
the second version were that there were too many fields that players' armies
had to cover in order to get to the objective. On top of that, the number of
fields around the board was bit chaotic and unbalanced favoring some players
over the other(see Pic. 2).
Changes made in the third
version of the game were mostly focused on the game board's layout. The 6 core
control points around the objective were numbered from 1 to 6 and each player,
when rolling a die, could choose to instantly move his/her warrior unit to one
of the six control points depending on the number rolled. This meant that all
players could get to the objective without having to cover big distances and
instantly occupy a control point. If a control point is occupied then another
player who also wants to jump to that spot would have to fight the player in
control of the point. In addition, the paths leading to the control points were
rearranged making it easier for players to reach the objective. The more
players play the game, the longer it takes to finish it, but, at the very
least, after two iterations of changes to the game, it became winnable.
Here are some shots from the final play session(game's version #3) with 4 players(see Pic. 3 and Pic. 4). There are still some issues with the balance of the game in terms of layout of the board and the location of control points, but the third version of the game is much better than the last two.
This game has gone through three stages of development with one play session per each stage. When the first version of game was built, there were some uncertainties about what values should be used for resource gathering, producing workers and warriors and limits to players' actions per turn. Since there were only two players available for the first play test, the game board was drawn for just two players(see Pic. 1). In the first version of the game the game's pace was extremely slow. Due to the game objective being too difficult to achieve and some balance issues with resources' conversion rates, it became almost impossible for players to finish the game. There were 16 control points for players to capture to finish the game. It would've taken a lot of time to capture all 16 control points, but the game can only be won if a single player captures all of those points which, under constant pressure and fierce attacks from the second player proved to be impossible.
Pic. 2. Second version of the game board(graphical representation)
Here are some shots from the final play session(game's version #3) with 4 players(see Pic. 3 and Pic. 4). There are still some issues with the balance of the game in terms of layout of the board and the location of control points, but the third version of the game is much better than the last two.
Pic. 3. Third version of the game(1st turn)
Pic. 4. Third version of the game(nth turn)
Sunday, September 11, 2016
Forbidden Island
Pic. 2. Farewell Forbidden Island
Results: 5 tiles sunk, 12 tiles flooded, water level: 5(2 levels before the apocalyptical flood), 4/4 treasures recovered, 4/4 players survived. Victory!
Game Rules: http://gamewright.com/gamewright/pdfs/Rules/ForbiddenIslandTM-RULES.pdf
Boardgamegeek link: https://www.boardgamegeek.com/image/646456/forbidden-island
Monday, August 29, 2016
Prince Of Persia [DOS]
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| Pic. 1. Prince of Persia ... examining a spike trap |
First, you have to experience ... death! Well, that's how you learn the ways to play most of the video games, which allow one to die, anyway. The game I would like to talk about is Prince Of Persia. Do not confuse it with the game of the same name developed by Ubisoft in 2008. This one is special because, first of all, it was developed in 1989, and, second of all, it was initially developed for Apple II and later ported to other operating systems. I've played it before on MS-DOS.
So you play ... as a guy who is trying to save princess from a terribly evil person whom you have to defeat at the end of endless dungeons full of traps and guards. To do so, you have to ... die ... infinite number of times until you remember where all the traps are, learn how to fight the guards with a sword, which you don't have initially. I mean, I can get to the point where I grab a sword, but when I encounter the first guard he kills me ... so sad. Overall, the game is good - simple movement controls such as arrow keys to climb up and down, jump, run; not so simple swordplay; simple scenario - save princess X, and beat boss Y; a numbers of not so unexpected deaths.
As for how experience of playing this game in an emulator compares to that of playing it on the actual DOS-running computer, I would say that I haven't noticed any differences between them. Because MS-DOS is technically a predecessor to MS-Windows operating system, there haven't been any issues with mismatching controls, run-time errors or any kind of performance problems since, apparently, compatibility between the two is high, though the emulator plays the biggest role of all by simulating a functioning DOS operating system.
References: http://playdosgamesonline.com/prince-of-persia.html
Tuesday, May 12, 2015
How much do software developers get paid?
According to the Bureau of Labor Statistics (BLS) of the United States of America the median annual wage for applications software developers was
$90,060 in May 2012. The median wage is the wage at which half the
workers in an occupation earned more than that amount and half earned
less. The lowest 10 percent earned less than $55,190, and the top 10
percent earned more than $138,880. The median annual wage for systems software developers was $99,000 in May 2012. The lowest 10
percent earned less than $62,800, and the top 10 percent earned more
than $148,850 (BLS, 2014).
For prospective software developers it is very important to know how much they should expect to be paid once they get a job. It is not a rare occasion for a person trying to get a job to agree for the first offered to him/her salary right away without even considering the actual pay at other companies or their true worth. Employers may take advantage of you not possessing the information about how much, on average, or at minimum, you should be paid for the job you are or will be doing. Once hired, it is also a good idea to keep track of your career growth along with your pay, and compare it to the changes in pay for your profession in your state/country. Depending on how much experience you have in the field and how good your skills are, your salary may vary.
Bureau of Labor Statistics, U.S. Department of Labor, Occupational Outlook Handbook, 2014-15 Edition, Software Developers. Retrieved May 12, 2015, from
http://www.bls.gov/ooh/computer-and-information-technology/software-developers.htm
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| http://www.bls.gov/ooh/computer-and-information-technology/software-developers.htm#tab-5 |
Bureau of Labor Statistics, U.S. Department of Labor, Occupational Outlook Handbook, 2014-15 Edition, Software Developers. Retrieved May 12, 2015, from
http://www.bls.gov/ooh/computer-and-information-technology/software-developers.htm
Sunday, April 19, 2015
Presenting your project and the importance of a 15 second pitch
It is important to successfully complete your project in a timely fashion. However, it is equally important to be able to present your project as well as yourself as a part of the team that worked on the project and managed to make its clients' wishes come true. Once a project is complete, it is advisable to prepare a 15 second pitch. Usually every person from the group presenting the project should have a 15 second pitch prepared for the project presentation. The pitch should not last longer than 30 seconds, 15 of which serve you as your personal advertising saying who you are, what your major is, what skills you have, and etc. Generally speaking, for the first 15 seconds you advertise yourself as a "product" including, but not limited to information about your education, skills, experience, personal traits, and your goals. The second part of your pitch describes the product that you worked on. You advertise your project as a finished product - what was the purpose the project, what was achieved through the completion of the project, whom you worked for, and whether the project is transferable, scalable and sustainable.
The 15-second pitch, also known as an elevator pitch, can be applied in a variety of situations and for a variety of people. For example, if you have a product to offer, you would advertise it to a customer for the purpose of selling it. If you are a company representative, it is crucial to always have a pitch prepared because not only your future depends on the quality of your speech, but also your company's future and potential profits that you are partially responsible for. You might also present your business to one of your business partners. Katherine Arline (2015) states that "the key to an elevator pitch is length: the pitch should last as long as
a typical elevator ride, or about 30 seconds. A longer pitch risks
losing your audience's attention, while a shorter one may leave out
important details. Equally important is content. Your pitch should
include intriguing details about your business, paving the way for
questions and conversation."
Arline, K. (2015, January 26). What Is an Elevator Pitch? Retrieved April 19, 2015, from http://www.businessnewsdaily.com/3937-elevator-pitch.html
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| http://www.synergyworldwideblog.com/2014/01/craft-perfect-elevator-pitch.html |
Arline, K. (2015, January 26). What Is an Elevator Pitch? Retrieved April 19, 2015, from http://www.businessnewsdaily.com/3937-elevator-pitch.html
Sunday, April 12, 2015
Let Me Teach You Agile
Agile is a software development process which involves adaptive planning,
organized step-by-step development, well-communicated implementation process
(receiving feedback about deliverables, and making improvements based on the
feedback). Technically agile is an abstract methodology which can have
different forms depending on a scale of a project it is applied to, size of a
group/company doing such a project, and other factors which may affect a
development process. What's common in all agile-based development processes is
the concept of constant planning and improvement throughout the period of a
product's development.
Elezovic, E. (2012, December 21). Agile Methodology. Retrieved April 12, 2015, from http://www.adfkickstart.com/agile-methodology
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| http://www.adfkickstart.com/wp-content/uploads/2012/12/agile_methodology_overview.png |
Emina
Elezovic says that "agile development methodology is a conceptual
framework for undertaking any software engineering project". This is a
slightly different definition from the one that I wrote before, but it has the
same idea of interpreting agile as a "conceptual framework" for
projects. Elezovic also explains that there are a number of agile software
development methods but the most popular are Extreme Programming (XP) and
Scrum. In general, agile methods attempt to minimize risk and maximize
productivity by developing software in short iterations and by deemphasizing
work on interim work artifacts (Elezovic, 2012).
Elezovic, E. (2012, December 21). Agile Methodology. Retrieved April 12, 2015, from http://www.adfkickstart.com/agile-methodology
Sunday, March 22, 2015
How much of my work and what I create do I really own?
When a person creates his/her own original work, whether it's a piece of
art, a written story, software, hardware, etc., it automatically becomes that
person's intellectual property, who, by default, owns rights to its
reproduction and distribution. There are two types of intellectual property:
registered and unregistered.
- Registered intellectual property gives the owner rights over the monopoly of the concept. Examples include patents, trademarks, design rights, domain rights and plant breeder rights.
- Unregistered intellectual property only prevents others from copying the concept. Unregistered trademarks, copyright and database rights are all unregistered (Wilson, 2011).
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In
the sphere of software development it is very common for a person who writes a
program's code to transfer some or all rights to his/her client. The usual way
of handling the ownership of an intellectual property is through a contract or
any other written agreement between the developer and the client which is
supported by law. When making a contract, because you own your original work,
you can assign to the client as few or as many rights as you want. For example,
you can assign rights to use the software only in certain geographic regions
(U.S. only), or for specific periods of time. You can also control whether the
client is allowed to modify your work or license/sell your work to a
third-party without your approval (Kimbarovsky, 2009).
Kimbarovsky,
R. (2009). Contracts. Retrieved March 22, 2015, from
http://rosskimbarovsky.com/contracts-for-software-and-website-developers.pdf
Wilson,
K. (2011, June 3). What is the Difference between Registered and Non-Registered
Intellectual Property? Retrieved March 22, 2015, from
http://www.hawkip.com/advice/what-is-the-difference-between-registered-and-non-registered-intellectual-property
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