Showing posts with label Week Four. Show all posts
Showing posts with label Week Four. Show all posts
Thursday, 17 March 2016
Week 4 Textual Analysis Questions
Fahrenheit/Indigo Prophecy
Do the choices made in the game result in branching narrative paths? If so, how? If not, how are the choices meaningful?
This week I played Fahrenheit/Indigo Prophecy the murder mystery aspect of the game intrigued and frightened me at the same time because I’m not great with horror.
As I played through Fahrenheit/Indigo Prophecy I found that there were options for branching narrative paths like right at the beginning after I left the bathroom (after I had killed an old man TT-TT) I could either go out the backdoor and be seen by the hobo or leave through the front door and be caught by the waitress, these different paths would slightly change how the next part of my story plays out. While these do not feel like major game changing choices they make Fahrenheit/Indigo Prophecy feel more meaningful to each of the induvial players because they can act out/play through the game the way they feel would be best. Another aspect of Fahrenheit/Indigo Prophecy I like was that throughout the game there was four main characters that you got to play as, it was interesting to see how their paths through the story overlapped as well as that each characters personality means that the way they can interact with people and their surroundings is different and this also can create small branching narratives itself because some players would discover things that others would not, an example of this is that while I was searching the bathroom as Tyler who has a very laid-back kind of vibe to him . . . I may have made him use the urinal in the crime scene (which at the time was hilarious)
A quote that I feel works well with this is about type two choices:
"Type two choices are created by the desire to prevent the
state of the gameworld from becoming worse – to ensure the safety and continued
existence of the player character, and possibly to prevent the destruction of
the gameworld."
Storyplaying
Choice and Narrative in Video Games
Sebastian Domsch
The only choices in Fahrenheit/Indigo Prophecy I found that did not have many branching narrative quality’s was the quick time events that happened when you were talking to other characters, because in the end it didn’t really matter what you picked in most cases you would end up get all the information at the end of the conversation anyway, the only parts where I found this to be different was when the character you were playing as had an emotional investment in the character you were talking too, so of these choices could be meaningful to each player.
In the end I did really enjoy playing Fahrenheit/Indigo Prophecy while the choices that were presented to you throughout the game did not have huge story changing quality’s for the most part they felt meaningful to me because I could get invested in parts of my character and try and play out the story how I would if I was in their situation.
Wednesday, 16 March 2016
Bug Photo-shoot
Photo-shoot tests
I need to play round with changing the lighting colour, but the darker blue bug and the green bug fit the best in these pictures,
With the darker bug i need to change the eye colour so they stand out from the bug more because Dora has brought up that the eyes look closed because they are hard to see against the bug,
With the darker bug i need to change the eye colour so they stand out from the bug more because Dora has brought up that the eyes look closed because they are hard to see against the bug,
and when i play with lighting more the bug is going to end up looking more green anyway.
Bug Update
After taking the advice my team mates gave me last time over the colour and pattern, this is what I ended up with.
With the patterns the last two are defiantly out because the pattern on the back draws to much attention away from the bug itself, but most of the group enjoy the second and third pattern. But when I asked what pattern they like most out of the 2nd, 3rd and the original camo pattern, the favorite was the 2nd one but try to darken up the pattern itself so it stands out more but not to much.
Color study:
The main comment I got back from group members and the tutors was that if we are not going to use the orange eyes that do look the best (because of contrast) I need to make they eyes on these bugs now have that contrast i don;t need to change the color completely just darken and lighten them.
The 1st to 3rd bugs are the most liked i just need to play with saturation and contrast a bit more to get what my team wants.
Sunday, 13 March 2016
Bug Colour and Pattern Concepts
After Getting Ethan's final design (which was a variation of Sams) for the bug on Friday, I looked at what colour and pattern the bug could have without it being to hard to constantly re draw when we animate.
Here is the bug I worked off:
And here our the colour/pattern concepts that I made:
1)
2)
3)
When I showed these to my team mates Ethan and Lauren liked the third one on the third page but would like me to darken it up and change the eye to a blue but maybe have the orange eyes after it drinks , Sam likes the the first one on the second page and Dora like the same one as Ethan and Lauren but thinks it fine without changing it and also the second one on the first page.
I will be trying their suggestions tonight.
As well as changing the pattern on the 3rd bug.
After that Keat suggests that we try dropping the bug onto test shots of our background. Sam will be getting those test shots soon.
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