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Showing posts from September, 2019

Titanfall deserves a Titanfall 3 BLG#3

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Titan User-Face The element of the titan user face I will be writing about is the lines that indicate to a pilot (player) that they are inside the titan. The black lines that "separate" the screen are there to add to the effect on the player that they are inside a three story mech of destruction. That element is diegetic, the character in the game world is able to see those lines just as the player is. What is non-diegetic though is all the elements boxed in red. Those aren't visible to the character in game but is visible to the player giving them information. Though much of what is on screen could be considers spatial and diegetic, the pilot (in game character) needs that information to tell them what is happening. Such information would be the mini map in the top left, the power core level which is the blue bar in the bottom left, much of what is in the Titan fall screen/user interface is diegetic and spatial. 

Game Prototype Blog

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Flow Diagram The flow diagram I made for my game prototype is very basic because overall the game itself is very basic in terms of screens and gameplay. The game and user interface is designed around the mechanics in the game. The player being able to click on blocks and break them causing things to fall. As of right now there is two playable levels that are available, more can be made just with increasing difficulty and or added features.   Wire Frame   I have numbered one through five detailing the components of the screen. Two through four are all "buttons" in a way where the player has to click to destroy the breakable objects to release the button to fall into the end zone labeled five. This is repeated in gameplay levels in which the players goal is to get the blocky character into the end zone to win/ go to the next level. 

Blog #2

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Ideas and Inspirations The idea I'm going for in this new/innovative screen for Space Invaders is inspired by two games I've played before : No Man's Sky and Elite Dangerous. New Space Invaders UI/Home In both games there is a component in which the player sits in the Ship and is able to look around "interact" with the different buttons and panels within the cockpit. I'm still debating whether or not this game would be a touch game (Phone game) or a game that is controlled with an external device. Though for this I will be going down the path of external device. The player will be able to look around the cockpit and access the panels via moving the camera to focus in on certain panels. So the player would be in first person view while in the cockpit and after starting the game the perspective would change to the classic Space Invaders view of top down/Third person. Animations I figured that when the player looked at a panel within the ship the anim...