Monday, September 28, 2009

Preliminary Flash Game Concept

Going into this course, Gaming I, I really wanted to do a musical rhythm game like Super Crazy Guitar Maniac Deluxe 3 since I'm limited to just Adobe Flash. What I came up with was an educational concept where the player takes the role of the lead guitarist of a metal band during a battle of the bands competition and will, throughout the course of the game, learn the specific notes of the fretboard, as well as a small amount of music theory.

I have a lot more to do to complete this concept, but I believe this is a nice solid basis for a starting point...

Tuesday, September 22, 2009

My Favorite Game

My favorite game is... Varied. I can't choose just ONE game. But, I'll choose one of my old favorites I've recently picked up again...

Max Payne

Classic noir style with John Woo's signature over-the-top gunplay style all tied together with fast talking Gangsters and displayed across wonderfully detailed, gritty New York environment.
Max Payne is the story of a homicide detective, namely Max Payne, who comes home one sunny evening to the grizzly murder of his wife and child by drug junkies. Fast forward 3 years and Max is on the D.E.A. working undercover. One fateful night blows his cover, drops leads linking his current undercover work with the deaths of his family, and pits him in the middle of New York's worst recorded winter storm. What else would a man with nothing to lose do? He goes on the world's greatest criminal street sweeping spree.

The major appeal of this game, besides the magnifent, easy to learn yet hard to master gunplay mechanics, and deep story was the incorporation of "Bullet Time." More precisely, player controlled bullet time. Max Payne was one of the first major titles to bring Bullet Time to the gaming community as a gameplay component. The component worked wonderfully in creating multitudes of insane scenarios the players could work themselves into and then, consequently, shoot their way out of, in the animosity of a firefight. The feature was controlled by a single button, and was totally optional. If a player prefered a faster "Halo" style of combat, their was never any moment that forced bullet time on them. Though, personally, I think it made many parts easier without turning the game into joke, difficulty-wise.

The gritty backdrop, the deep story, the wonderful combat that never really gets old, the jaw-dropping (for that point in time) graphics, and the top-notch voice acting all strung together in classic noir fashion made for a great pulse-pounding shooting spree throughout three New York nights, spanning about 10 - 12 hours of gameplay.

Wednesday, September 16, 2009

Minigame Project

Was it hard to make my mini game?

Not overly... The Action Scripting was very much a new and foreign concept when I began, but its getting easier quite fast. I also didn't have to draw or obtain any graphics, so that area was pretty easy. The games concept was laid out by the professors, making that also very easy.

So... Not really hard at all, no.


What was the best part of this topic? The worst part?

I, personally, enjoyed it all. I may have been bored on the day we learned Collision detection, Keyboard Control, and Keeping Score, since I worked ahead, but I did enjoy my first significant success within Flash.


The worst part was probably fixing errors within Action Script's code, but it wasn't all the bad.


Do you play games in your free time? Which ones do you play and why are they your favorite?


Some... I'm really more of a developer than a gamer now. I constantly develop new maps and models for modding, more so than achievement grinding or playing the latest best sellers.


I liked the new game, Batman: Arkham Asylum pretty well. Other games I play, when I get around to playing are: The Elder Scrolls IV: Oblivion, Race Driver: GRID, and Gears of War 2.