Wide Asleep – Research Essay

So this is a research essay for a game-for-change game, I had to design during my Game Design Course. I decided upon a sleeping app that added gamelike elements to promote better sleeping habits and alert users of potential health risks associated with poor sleep. This was done with a good friend who designed all the images. I don’t know if I still have all the files but it looked really good in my opinion.

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Build Your Way #5

I’ve begun rewriting the code for my game yet again. The way the graphics are laid out is completely different than it was before. Instead of there being three layers of objects, there’s now just two: the tiles and the attackers that need to be moved. The attackers aren’t actually interactable, they just sit on top of the tiles. So pretty much all the gameplay happens with the board tiles.

So far I have moving the hand tiles onto the board again, but I haven’t put any restrictions in where the players can place the tiles so currently you can put tiles everywhere. Also placing tiles doesn’t reduce the move counter which it should, so the current player doesn’t change. I’m currently working on allowing the attackers to be moved so I can make sure the basics are all in place.

Wow. Where to begin with my group game. The group fell to pieces, well. One person did. They ended up doing barely any work for the 12 weeks we had to work on the game. Most of their work I had to do and I wasn’t even meant to be designing shit.

I found it super stressful and I just had no time to even think about writing updates.  But looking on the bright side we got in a mostly finished game. It still had some bugs and needed a fair bit of fine tuning but considering how much fucking around there was where nobody knew what was going on, I’m pretty proud of what we accomplished. Plus I don’t ever have to work with them again.

This is going to be a long post so…
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There’s also more than just the art direction. I feel that the players don’t have a clear goal. Why do they want to keep building into the sky? Why do they want to work together with other players? I just don’t think playtesting will help. What we need is a design document but we currently don’t have that at the moment. What we have is a lot of questions and mixed thoughts but nothing concrete. We need direction. We need to know what we’re working towards, not just a date. I seriously doubt we’ll get anywhere unless this is fixed soon.

Playtesting should happen when we have our gameplay done and level done. Then we can make modifications to it. Sigh…

I need to work on adding numbers to the blocks so when they’re spawned they have a particular material attached according to what number they’re assigned. It kind of doesn’t help that the textures are all jpegs. JPEGs are awful. They really are. You lose so much quality with them its not funny.

Just bluh….

I’ve completely lost motivation for my group project… I don’t know if it’s because I’m really tired or I feel that the game wouldn’t be fun or that I just don’t like the art direction. I mean I’ve put a fair bit of thought into the game today. We for some reason decided that the overall aesthetic is Vincent van Gogh’s ‘The Starry Night’ and I don’t really understand why. It’s really restrictive. When you use something as a base especially a painting, you take on whatever the meaning of that painting is or what the artist intended to convey. So I looked up the painting to see if maybe it has some kind of context to the piece and I found:

“During Van Gogh’s younger years (1876-1880) he wanted to dedicate his life to evangelization of those in poverty. Many believe that this religious endeavor may be reflected in the eleven stars of the painting. In Genesis 37:9 the following statement is made:

“And he dreamed yet another dream, and told it his brethren, and said, Behold, I have dreamed a dream more; and, behold, the sun and the moon and the eleven stars made obeisance to me.”

“ -http://www.vangoghgallery.com/painting/starry-night.html

Now apparently the theme of our game is the destruction of society. I should probably write what the game is.

The World We Make is a first person multiplayer game where the players are working together to get as high in the sky as possible before the blocks that they’re standing on dissolve into nothing. The players use blocks to create pathways to spawners in order to generate more blocks in order to progress higher.

I just don’t think the aesthetics and meaning of the art that we’re basing our art design on match with our overall theme of the gameplay.

I just think we need to broaden the art design. I think we need to choose an art movement rather than a particular artist or artwork. But that’s just my opinion. I’m just doing the scripting so I guess what I say doesn’t matter much. It’s really up to the designers…

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I’m so terrible with typography XD But this here is what my game currently looks like and that’s the title for it. It has background sound now. I’m going to be working on the title and end screens tomorrow. Then I’ll work out bugs and put all my work together for the pdf I have to submit with this.

Maybe my piece and base tiles should have a glass-like texture. Or something reflective.