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lgorithmic sketschbook part B
Design Studio AIR The Big Game Femke Lokhorst 2016
I A very usefull technique to make nice looking intensity maps is to make two maps that are only different in a slight change in boundary. When combined, the two create a hypnotising depth. I also prefer the non-inverted boundary, becuse when insides of circles are culled the insides can show cool paterns of the grid or of other maps.
ntensity mapping
Large boundary, low values culled Black dots on blue hexgrid.
Overlay of a small boundary and a large boundary map, culled differently. Black dots on square grid.
Inversed boundary, hexgrid, no cull.
Medium intensity on a square grid, low values culled. Black and white dots.
Two maps with different small inversed boundaries, culled on high values. Green and white dots on black.
Using the graph component to create waves of intensities. Pink and white dots on black.
Large and very large boundary maps combined on a hexgrid. Black outlines of circles on white canvas.
The same, using a blue colour for the outlines of circles.
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reating a map for a hidden system
3 ways to use our map in the game appearences - Cubes that look the same -Invisible cubes -Cubes that differ according to size.
To seperate the insides of the buildings from the rest of our map we used the InCurve component and a bool in order to choose if we want to use the insides, or the rest. The map is build on a hexagonal grid. After setting the MultipointAttractor to points where our cameras are on the map, we drew circles in accordance to intensity values by using the closest point component. We then
used boundary so that we only get values within our range of circle radiuses. The domain determines the circles relative size used for the ReMap component. We combined the map with the insides of the building map that has very low values to a single data map. The list of numbers in this map can be exported to CSV in order to be used in the Unity engine.
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The player appearance that gave the best result when tested by our criteria is the 4th variant. Pinkness and shinyness were not good for suspicion in the game. The black character was, however, he looked so much like the rest of the world that the game was very unrealistic and maybe even too challanging.
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Player appearance
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terations to our game
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camera position
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Although we really liked the look of the top view, we quickly concluded that it is not the game experience we are looking for as it does not suit our criteria. The close up made the game very suspicious, but also a bit too challanging. The third option performs the best.
performance measurement 1 = bad
S = Suspensefulness R = Realism C = Challange
2 = average 3 = good
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In the third image, the cubes differ according to size. Because of this, our system will be less hidden, while it is all about secrecy. Having no cubes at all doesn’t create any suspicion when playing. The invisible, same size cubes shown in image 1 and
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Pickup characteristics
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4 work really well. The cubes in the first image are more Ethans size. Because they rotate, the landscape seems show tunnels towards the horizon. Because the cubes limit Ethans sight, the game is challanging as well.
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Colours in the virtual world
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As suspensefull as the red colour of the sky may make the game look, it is very unrealistic, so we would rather go for a more neutral colour. The blue looks realistic, but not suspensefull. this also applies for the
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yellow. It makes the game look more happy then dark and exciting. The 4th outcome performs really well. The white sky adds to the realism while the dark colours enhance the suspicion.
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6. U
nity : coding disguises and fake ID
. Five intervals of camera exposure values determine how many points are added to your score per seconds.
You can’t win in this game. Either . “winning“ or “loosing“ will evoke the WinText to appear saying you’ve lost.
Added texts
Added texts
Determines what text will appear.
Determines what happens if objects collide
When the player touches a Disguise, the Disguise will dissapear and a text saying you are in disguise will appear for a certain amount of time. When the player touches the Good Agent, the Good Agent will dissapear, for a set amount of time a text will appear saying your false identification is obtained. Your score is reset to 0. The Good agent will reappear somewhere else in the game.
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resentation
Storyboard for the promovideo
Someone opening the game
Show title
Gameplay as on the phone
User experience
Someone running while playing
Gamelplay in computer
Shot of an agent
Picking up a disguise
Map changing
Game over from phone to screen
Show title
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