2014年5月29日星期四
2014年5月28日星期三
Our new page in Facebook
https://www.facebook.com/pages/Flying-Dragon/804356916243057?skip_nax_wizard=true
Go to click Like and you would get special rewards from us.
Go to click Like and you would get special rewards from us.
Flying Dragon
The game Flying Dragon is a single player casual game, the story is based on a dragon flying over a Chinese garden and tries to collect dragon ball within limit of time. The game provides aerial perspective for player and the objective for the game is trying to collect dragon balls and avoiding enemies. The target players are from 8-60 year old and everyone can play it without spending time to learn the instruction. The source of inspiration is from the film Avatar. The core game mechanism is to use W, A, S, D and mouse click to control the dragon to fly and shoot. The art style is Chinese traditional art with unrealistic elements. Each game play is around 2mins and player can enjoy the beauty of Chinese architecture and garden.
2014年5月25日星期日
Project Week 10
User interface design
For the user interface design, I have summarized following principles.
1 Consistency for style and design.
2 Navigation within a screen.
3 Navigation between user interface items.
4 World messages and label effectively.
5 Keep interface simple.
6 Keep moving forward.
I think no matter for game user interface or web browser interface, these rules could be applied to both of them. For the portfolio webpage of my game, I want to keep as simple as possible and try to provide users a whole perspective of my game by a few clicks.
I think it is the purpose of portfolio webpage.
Project Week 9
Final render
These are the final render of my scene. I think it is a valuable experience for game design. During the process for making game, I have learnt many skills and techniques. I think these skills are very useful to apply for game production.
I think there are still many things need to be improved, even though the game is not perfect, but it is a good start for my career.
Project Week 8
Game industry research
China's video game industry brought in $13 billion in revenue in
2013, a 34% increase over 2011's $9.7 billion figure.
Client-based PC games: 64.5% of revenue
totaling with approx. $8.7 billion
Browser game: $2 billion
Social game: less than $1 billion
Domestically developed games: 30%
year-on-year growth, with $7.8 billion
Console games: only generated $15 million
in total revenue, but China began to reconsider to end the ban on the sale of
game consoles
Online game market: represented more than
90 % of the $9.7 billion revenue, with $9.1 billion, while mobile gaming
brought in only $520 million.
The Chinese game market will grow to $21.7
billion by 2017 with a projected annual growth rate of 12.4 %.
China’s game industry is booming and has a large demand for game designers. I believe client-based PC online games would play a
significant role in next 5 years because despite largely being manufactured in
China, console games are not allowed to be sold. Even though mobile game is
fastest-growing part of the market, but it still has a long way to go to unseat
more traditional platforms in China. Social game’s market share is still low
but it has great potential to grow.
Project Week 7
I have summarized most common errors for UDK game design, to solve those errors, I have found solutions.
- Map lighting needs to be rebuilt!
- Paths need to be rebuilt
Rebuild the paths and/or lighting.
- Static Mesh component '[Some name of some pickup or teleporter]' not lightmapped...
Click once on the object, and hit F4 to bring up the properties window.
- Map should have KillZ set.
Set KillZ in the world properties.
- Nav '[Object]' has an invalid GUID.
Rebuild paths to solve this error.
- Terrain is currently unsupported on mobile platforms.
Not important.
- Node is on an invalid base.
Move the object back to an acceptable position and the error will resolve itself.
- Lighting is not "Production."
Rebuild lighting at production quality, but it's not necessary.
Project Week 6
For the play test section, there are 5 people who took the play test; the general feedback is positive and meaningful.
From the demographic aspect, most people are between 20-30 years old and half of them are female.
In terms of genre of game, most players have ever played flying game. For the game interface, most players think the interface is not bad, but it can be improved. For the level design and game environment, most players believe the environment is enjoyable but still needs to be improved. They have provided some suggestions about my game environments and art style. Most players have basic understanding about Chinese architecture style, most of Them like Chinese architecture style like watching document films about Chinese traditional architecture.
For the texture, most players expect a harmony for the color tone of the buildings, they suggest the wall should not be too colorful. For the texture of water, most people suggest the color could be darker. For the level design, some suggest the path could be diverge towards different directions. For the dragon design, they like an elongated dragon such as snake shape.
2014年5月24日星期六
Project Week 5
For the terrain design, representing the real world is not a priority; I want to add my fantasy elements to the scene. Since the scene reflects the natural environment in China, the town is on the edge of mountain and there is a river across the town.
UDK Landscape is compatible hardware tessellation and offers
a very different but much more powerful material editing system for terrain design.
In a nutshell, the Landscape material system is really just an extension
of the Material Editor.
To blend these two textures together, I need two nodes introduced with the Landscape system. These are TerrainLayerWeight and TerrainLayerCoords. Each texture layer needs to
have a unique name.
2014年5月23日星期五
Project Week 4
Hue/Saturation enables me to adjust the hue, saturation, and
lightness of a specific range of colors in an image or simultaneously adjust
all the colors in an image.
Besides the hue and saturation, there are other ways to adjust the overall
color tone, such as Brightness/Contrast, Levels and Color Balance. The Brightness/Contrast
command is easy to use and can be used to adjust the overall brightness and
contrast of my image. The Levels are a more sophisticated way of adjusting the
brightness and contrast, a histogram graph reflects the light and dark pixels
of my image, by moving around the sliders I can determine where the lightest
and darkest points of my image are.
Project Week 3
My game is First-person perspective shooter game. The player
experiences the action from the back of dragon. The dragon can shoot from a
wide range and fly all over the scene. However, I would like the player to
enjoy the game art meanwhile, therefore, I would give player a significantly
long reaction time and there would not be any enemies to fight back against the
player.
Despite my game is a combination of art game and shooting game
rather than a pure first person-shooting game, there are many shooting games
could be good inspiration for the style and level design such as Call on Duty and Battlefield. Even thought the art style of these games are different from mine, but they provide me good examples for the design of game terrain.
Project Week 2
Week 2
Hangzhou is the capital of Zhejiang province, the city have been
given the name Heaven on Earth for its natural beauty and abundant cultural
heritages.
The West Lake is the most natural beauty of the city. Solitary Hill,
the Tomb of General Yue Fei, the Six Harmonies Pagoda and the Ling Yin Temple
are most famous attractions of the West Lake. The broken bridge is the most elegant and romantic site in West Lake area.
Since my scene is based on Chinese architecture style in east part
of China, the reference of West Lake would be a very useful source of inspiration
for my terrain design.
2014年5月22日星期四
Project Week1
Importance
of color palette
Color palette is used widely across many game designs.
Traditional color palettes usually consist of five colors within a
specific scheme, but this is more of a guideline than a rule. In game design,
color palettes can consist of any number of colors as long as possible if they
follow my preset rules.
It's obvious that not all color schemes are going to look visually
appealing with every single game's theme. A color scheme should be used to
strengthen the mood I try to convey. All colors on a computer can be defined by
three numbers: hue, saturation and brightness.
As my game tries to mimic realistic world in China, I must apply
some dark colors to emulate the wall and river.
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