Thursday, 22 November 2012

Isometric drawing


Isometric drawings are 3D drawings; they show three sides in dimensional proportion. Right angle corners are never drawn; all vertical lines are drawn vertically whereas horizontal lines are drawn at an angle of 30°. You always start with a base line this will be the line you measure the angles from.  












What is isometric drawing? (accessed 20th November 2012)

Isometric grid
Isometric grids/ paper is a tool used to aid in drawing isometric perspective drawings. Usually involving dots or lines as guidelines, or indication as to where you should be drawing. I will be using a grid when drawing examples of the environments for our game, to make things a little bit easier and to keep the perspective consistent. 

Isometric games


Final Fantasy Tactics (Square)(1997)
Tactics is a tactical role-play game, with 3D isometric environments that have rotatable camera. The characters are in a bitmap sprite format. The game is set in a medieval like world named Ivalice, and takes place during a war.

During game play the characters are placed in a 3D rotational environment and actions are taken in a grid-based format. The level and Job class determines the distance in squares a character can move. The grid will highlight how fare that character can move or how far his/ her attacks can reach.


Bastion (Supergiant Games)(2011)
Bastion is an isometric action role-play game, where you play as a boy trying to rebuild his homeland after a cataclysmic event. It was first released on Xbox Live Arcade (Microsoft corporation), then later through Steam (Valve corporation) and finally through the Apple App store (Apple Inc.).

The isometric world builds itself as you move through it, unlocking new areas. What makes this interesting is that you sometimes can’t tell where the next part of the path will appear.
The environment are colourful and are all hand painted Every section that appears adds more to the environment aesthetically leaving a rich and well designed level.











In Game sprites and characters.


Fire emblem
Fire emblem’s sprite are very well animated, each character has an extensive sheet with all different stages of their battle animations. For pixel art characters they are detailed so you can tell the difference between characters.

During battle when an attack is ordered the screen cuts to a one on one battle between your character and the one you are trying to hit. The character will then perform a dynamic animation to represent the attack. This is quite different in comparison to other games of its type at the time it was released. Most of them had the characters simply jump or wiggle a little bit to signify the attack. 

Below is a short video showing how the battle system works and shows how well animated the sprites are, especially the mounted combat. They have used an animation technique of over exaggerating movement to make it more obvious, not just a subtle movement. 


Blaz Blue
Blaz Blue I a more modern fighting game for the PS3 and PSP and later PS Vita, It is famous for its completely hand drawn battle sprites. Every single frame is drawn and nothing apart from some parts of the backgrounds is 3D. Like the animation for Fire emblem, it is each character has a set of animation sprites. 

This is an example of some of the still frames from one of the characters move set. The movement affects have been drawn in to give the affect of fast movement or speed blurring during the animation.



The above video is an example of the character in the picture in game.







Class Systems


Many game have “Class” systems, or “Job” systems, these allow you to pick what job role of specialism you want your character to focus on.  This feature is generally found in RPGs both Western and Eastern. 

In the Dragon Age 2 you are limited to playing as a certain character, so it fits with the plot of the game, however you can alter the appearance and specialism’s of the character. From the beginning you can choose what you want your character to do, you can choose to be a warrior, a rogue or a mage. This is quite a common trio of selections that is used in most of these types of games. 























Above shows both male and female default characters for each Class in Dragon Age 2.

However sometimes games have quite a vast selection of Jobs, some of the earlier instalments in the Final Fantasy series, and some spin offs more recently, have many different jobs to choose from.  You can swap what job you give a character at any point however this means that you will need to change all that characters equipment and train them up to be suited for that role. A game for the Nintendo DS called Final Fantasy: The 4 Heroes of Light, does this in a very interesting way. Throughout the game you progressively gain more Job options, by collecting hats or “Crowns”. Depending on what hat you give the character determines what Job they have.



























The example above shows a selection of the Jobs within the game.






Sunday, 18 November 2012

Skyrim


Skyrim (2011, Bathesda)

Skyrim is an example of a western RPG, it has a large open world to explore which has been made to be as realistic and believable as possible. In keeping with the Western RPG style it allows you to create your own character when starting the game. You have a selection of different races to choose from and customise.

High elves
They call themselves the “cultured people” and generally see themselves as above all of the other races. They mostly have golden hair and skin and are one of the longest living and intelligent races in the game world. They are best suited to being magic users.

Argonians
They are reptilian people but also have qualities of a fish or amphibian, such as gills behind the ears allowing them to breath under water. They have natural resistances to diseases and poisons. They are agile making them good at sneaking and stealing but also quite intelligent making them good at magic also.

Wood elves
They are very in tune with nature and generally avoid the height culture life of other elf species, to a more rural life in the forest. They are excellent archers and are nimble, fast and witty making them suited to a variety of role. They are carnivorous but do not harm vegetation.

Breton
They are slight of build and share ancestry with other human races within the world however when inspected closely you can see their Elvish heritage, such as high cheek bones and slanted eyebrows. They make very good mages and have high resistances to magic.

Dark elves
They are aloof, reserved and disdainful towards other races. They are known in battle to be good with a sword, the bow and destruction magic. They have dark ash coloured skin and red eyes, which makes them look quite intimidating making other races distrust them.

Imperial
They are well educated and well spoken, they are also known for their discipline and training of their armies. They are better at destruction magic and restoration magic; they also have perks in heavy armour and one handed swordsmanship.

Khajiit
They are race of feline like humanoids, known for the intelligence and agility. They make good thieves and acrobats but also make fearsome warriors; they are not known for their skills to harness magic but that does not mean they cannot use it. They can see in the dark and have natural clawed attacks when unarmed.

Nords
Nords are a tall fair-haired race native to Skyrim. They are excellent warriors and have a natural resistance to frost; They excel in many different types of warfare and make good soldiers, guards, mercenaries etc.

Orcs
They are courageous and steadfast, and know to be fearless. Renowned for there craftsmanship, their armour is regarded as some of the best in the world and is worn by a selection of armies. They are generally hated by the other nations but are slowing winning acceptance.

Redguard
They are dark skinned and wiry haired, and the most naturally talented warriors within the game world. Their pride makes them independent in spirit making them best suited to scout, and adventurer roles. They have a natural resistance to poisons.

The races in Skyrim (2011) while different in many ways, they are all still quite human like. The only races that stand out against the other are the Khajiit and the Argonians because of how different they look in comparison to the others, Much like the Charr and Asura from Guild Wars 2 (2012).

Another part of my research into skyrim links in with my environment research. As our game takes place in an underground civilisation, which has created this huge structure underground for people live in safety from the surface, I chose to look at the Dwemer, or Dwarven architecture in the game. The Dwemer no longer exist in Skyrim but all there underground cities and machines do. Even after hundreds of years the machines are able to still run self sufficiently with only the mechanical workers built by the Dwemer.

In one of the Dwemer dungeons you find yourself in this huge underground cavern filled with glowing plants and Dwarven architecture, hovering above all of it I a huge artificial sun, which still shines brightly, lighting up the cavern. It is encased in an intricate metal frame, when I first saw this place I was awestruck it has to be my favourite place in the game. This place is inspiration for the lowest level of the underground structure in our game, which is the place that keeps the whole place running. I want to include an artificial sun somewhere in the middle layers of the construct this is where all the cultivation happens and crops grown to supply the other levels with sufficient food.



In the lowest level of our construct there are machines working to look after the core and keep it functioning, I used the Dwarven machines as inspiration for this. The largest and most powerful being the Sentinels, created as a line of defence. 













Looking through the Skyrim art book that came with the special addition of the game, I found concepts for one of the towns, it’s only a pencil sketch but it depicted exactly how I wanted one of the top level towns to look like. It looks a lot like an old Victorian London street, with beamed building with contrasting white and dark brown wood on the walls. 


Sun ( screen shot from Skyrim)

Other images from the Official Artbook.




Bravely Default: Flying fairy


Bravely default is and upcoming 3DS JRPG by the makers of the Final fantasy series. The same artist who does the art for the Tactics games, including Tactics Ogre, which I talked about previously, does the artwork.
 Again the work includes the soft colours and lined shading like the example of the Tactics game. The artist, Akihiko Yoshida, has a very distinct style and can be easily recognised.

I found some examples of background art while researching this game, again fitting with the preferred style for our game idea. I particularly liked this design of a shopping district that is entirely made out of boats. The warm colouring and light in the background give the place a very welcoming feel, this could possibly be a town you visit a lot and is where you go to stock up on things for your journey.



 Another background example is this picture of the battlements of a castle, I chose this image because it is at an isometric view and fits perfectly with our chosen game idea.


Beatrix Potter



 Beatrix Potter is a famous Illustrator/ Author; know for her short children’s stories involving characters created from British animals. The most famous character being Peter Rabbit.

Since reading the books as a child I have been inspired by the beautiful Illustrations that bring the characters to life. As I am aiming our game idea to have quite an illustrative look, I realised that it was these illustrations that I had in my head, traditional, watercolour images with soft blended colours.

I am not concentrating on the characters themselves but the style of painting. Much like Tactics Ogre, line is used as shading aided with the colour to create dark areas. The line is also used to add texture to surfaces and clothing.





Journal Weeks 4 and 5



During the fourth week I continued to work on research for both the game and my research report, some of which crossed with each other. I have found this to be useful as I can tie in my research for the game design project with the research report. As major part of our project idea was to bring a western style to a Japanese RPG mechanic, I did research into RPGs as a genre. I gathered examples of both Western and Eastern RPGs and wrote about the differences between them. What makes the two genres of role-play games different from each other? I decided that I wanted to write my report on my progress in developing a westernised style to a JRPG as it would tie in with my studio work and also give me a chance to analyse my own work during the process.

At the beginning of week five, Sarah one of our team members dropped out of the group, as she wanted to take her story and focus on making it a interactive narrative. Being five weeks into the project, this was quite a large bump in the road for Jack and me, as we had to come up with an entire new narrative for our game in one night. We simply didn’t have any more time to spend on it other than that. We kept Jack’s mechanics and the art style research that I had done, so not everything was wasted. I then went back and altered my learning agreement accordingly and finished it ready to hand in.

The new narrative that we came up with was an idea of an underground civilisation that had lived in this giant country sized construct for thousands of years, to escape the ice age and constant snow storm that raged on the planets surface. There would be multiple races each having unique characteristic making them good at different things.  The lower down the construct you are the better off you are. If you have to money to be able to live lower down, where it was warmer and less under threat from surface creatures, then you are lucky. The people towards the top of the construct live in cold cramped conditions and don’t have access to all things the lower levels might. Our protagonist would come from the higher levels, but his fortunes change and him and his family are able to move down a level. There are still some things that need working out but, we managed to come up with a base to work with.