Tuesday, October 12, 2010

The Story of TVBoy! (1st Draft)

After weeks of reading Gamasutra (Gamasutra - The Art And Business of Making Games), trying to stay updated with the latest tech and trend of games and watching tons of mind-fuck movies, I've finally come up with a story idea for TVBoy!. I will vaguely list down where I get my inspiration from without giving away too much spoilers:

Games
Breath of Fire II

Final Fantasy 7

La Pucelle Tactics

BioShock


Castlevania: Symphony of the Night


Heavy Rain

Shadow of the Colossus

Movies
The Triangle
Time Crimes
Time Machine
Star Wars
Stranger Than Fiction
Romeo And Juliet
Back To The Future
I, Robot

That's roughly it. You probably guessed that I watched a lot of movies compared to playing games, because I don't have the luxury of time and console to play the games I love for instance long RPGs with heavy storyline. I'm using the 3 Act structure to tell a story, although it's impossible to follow the ratio. To give you, my audiences a taste of what the story is about, in point forms:
  1. Tragic love story
  2. Time travelling
  3. Parallel realities
  4. Multiple ending
  5. Breaking the fourth wall (Fourth Wall)
  6. Chaos theory (Chaos Theory)
With that in mind, I'm trying to create a rule/law for game characters similar to Isaac Asimov's Three Law (Three Laws of Robotics):

  1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
  2. A robot must obey any orders given to it by human beings, except where such orders would conflict with the First Law.
  3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.

Here's my original idea for the laws that govern TVBoy! the game:
  1. TVBoy must not deviate from his own predetermined storyline.
  2. TVBoy can break the fourth wall but must not be in conflict with the first law.
  3. TVBoy must not cause a butterfly effect (Butterfly Effect), because there is only 1 ending to the story, no matter what his actions are.
The idea here is that, if one of my laws were broken by the player playing TVBoy, it will cause a rippling effect on the story, therefore creating a whole new parallel dimension in television. The emotional impact that I'm trying to pass on is déjà vu (Deja Vu) and immersion (Immersion in Virtual Reality). More to come!

Lazy Girl Squad/Lesbian Group Sex






Were you expecting porn? Too bad you won't find any in this blog. But hey, here's something better. A group consisting the brightest minds from Limkokwing University of Creative Technology. Wait for our grand debut!

Sunday, October 10, 2010

Ultimate Story Telling

At least that was what the workshop organized by Mdec for IPCC winners was called. 22/9/2010.

The workshop is lead by Yasu Tanaka, a Japanese working as a scriptwriter in Hollywood. Surprisingly he's quite an American and he has a Malaysian wife if I'm not mistaken.






Well lets get straight to the point. The workshop is about how to tell a good story and if there were any forms or standards to follow. There isn't any specific rules, however there are certain guidelines to follow even when telling a story through an interactive game.

I will list down the important key points as well as the current Hollywood story forms that director and scriptwriter use.

  1. Story telling is about primal desire. What it means is that everyone understand the concept of money, power, lust, hunger, marriage, etc. Therefore don't be afraid to use these elements as a premise for your story.
  2. Hook in the beginning. If you can grab the attention of the audience in the first 5-10 minutes, you will successfully grab the rest of their attention for the entire experience. Use either visual or emotional hook for instance the starting battle scene in Star Wars IV (visual) or the a scene where William Wallace as a boy loses his father in the beginning of Braveheart (emotional).
  3. Have a strong and clear antagonist. There is no story without a conflict and antagonist is the one driving the conflict. The antagonist does not necessary be a person, it could anything that causes the conflict.
  4. Using stereotypes. For example Titanic, the movie is about a love story but everyone knows that the ship is going to sink eventually therefore the audience is anticipating and accepted the sink of Titanic even before watching the movie.
  5. Set the destination and goal for the main characters. In every story, there is always something the main characters want or desires therefore sets up for a journey, quest, training or adventure.
The basic format for any story telling is the three act structure in the ratio of 1:2:1.

Syd Field's Paradigm
Syd introduced the idea of plot points into screenwriting theory. Here's my interpretation of Field's paradigm in sequence:
  1. Act 1 - Setup. The daily life or ordinary world for the main protagonist.
  2. Plot point 1. The last scene in Act 1 and the beginning of Act 2. Turning Point 1 is a surprising development that radically changes the Protagonist's life, and forces him to confront the opponent. In Star Wars IV, this is when Luke's family is killed by the Empire. He has no home to go back to, so he joins the Rebels in opposing Darth Vader.
  3. Act 2 - Conflict. The extraordinary world for main character's transformation arc.
  4. Midpoint. In the middle of Act 2, often a reversal of fortune or revelation that changes the direction of the story. Field suggests that driving the story towards the midpoint keeps the second act from sagging.
  5. Plot point 2. The last scene of Act 2 and beginning of Act 3.The decision moment or the confrontation and resolution. This is the scene where the main character must decide whether to stay or escape from his/her extraordinary world back to the ordinary world to resolve the conflict.
  6. Act 3 - Solution. The main character has gain something, a certain set of skills, knowledge, companions, that can help him confront the conflict.
  7. Showdown. In the middle of Act 3, the protagonist will confront the conflict directly, either overcome it or come to a tragic end.
Some additional key points like rocket boosters after midpoint to keep the audience awake, using borderlines like doors, walls, bridge, tunnel, river, etc to go in/out of the extraordinary worlds, change the vector of story constantly to keep audience guessing, internal (emotional/psychological) and external (physical) goals, and writing good loglines.

The movie examples used in the workshop was
  1. Star Wars Episode IV: A New Hope
  2. American Beauty
  3. Titanic
  4. The Matrix
  5. Braveheart
  6. The Devil Wears Prada






Saturday, October 9, 2010

Plants Vs Zombies (iPhone Version)


I first played PvZ on the PC back in 2009 and I've finished the iPhone version too. Here's the changes made to the iPhone version:

  1. No zen garden, tree of wisdom, or endless survival mode
  2. Controls, no more mouse click, its now finger drags and taps
  3. In-game UI for plant selection has been moved from top to the left
  4. New achievements page






 Besides that everything else is the same. Without the endless survival mode, grinding for coins are a lot harder and there isn't much re-playability after you've purchase all plants from Crazy Dave and completed all achievements. But for an iPhone game itself, its really fun and addictive.






Highly recommended, if you're looking for an awesome iPhone game. PvZ is worth your money!

Halcyon Space Pirates Tactics

At the start of semester 5, we were given the opportunity to develop a game as our major project and we were free to choose what type of game to create. Buzz, our sifu told us specifically not to make:

  1. RPG
  2. Humanoid 3D characters
  3. 3D game
But I guess as a student, none of us were quite sane and we broke all the rules and made a 3D RPG game with tons of humanoid characters.











































The Team
Plentiful
  • Team lead
  • Lead programmer
  • Level designer
  • Engine programmer
  • Gameplay programmer
Muz
  • Gameplay programmer
  • AI programmer
  • Sound programmer
Nicholas
  • Lead artist
  • Lead character designer and concept
  • 3D modeler
  • Animator
  • Pretty much everything else
Biew
  • Artist
  • Character designer and concept
  • 3D modeler
  • Animator
Alex
  • Artist
  • UI designer
  • Character rigger
Neo
  • Artist
  • Environment designer and concept
  • 3D modeler

The Story
A rebel space pirates crew on board Halcyon sets off to defeat the evil galactic empire controlled by the mysterious god emperor.

The game is very buggy, with tons of missing fun tactics gameplay elements due to my own incompetency as a game programmer. This is one of the game that I want to fix in the future.

Here's the official Facebook page (Halcyon on Facebook) and download link (Download Zip).