Wednesday 11 October 2017

My Justification Of My Game Idea

Rhys Williams Justification

The idea that we want to use is the game idea 1 for our main project as we have actually been thinking about the horror ( Old Rain ) for about a year and we all like the idea of making a horror game as we want to be a open world game and one of the gods from the film will walk around the area looking for jack while the player will try and run and hide from him and try to find fuel to get to his truck to escape. Another reason why we want to make this idea is because there are endless ideas coming to us on how the characters are going to look and we can focus on the environment a lot more and the movement of the game and how to really scare the player. Our targets for this game is to get this project finished by June and we considered the other three options but it was the horror game that we wanted to make and the potential that we can have is unlimited.The second idea of a action game tempted me cause we could make it a third person fighting game because we are being taught about third person more than first but to be honest we wanted a challenge because as a group we believe that we are very capable of making a game with the first person element to it and we really like the idea of a horror game so we can make the game more immersive for the player and just make a good quality game. The third idea of a 2D game would've just been a bit of a pain to do so all in all the first game seemed like the best option for me and for the rest of the group

Links   


Google Doc For Group Work / Padlet Links

https://docs.google.com/document/d/1dbvthJNJMwZzKB8NVl_I2BoGRxZkzi7ZdZaONML-Ukk/edit?usp=sharing


Monday 30 January 2017

Unit 73 for Computer Games Understanding Sound Theory

Unit 73 for Computer Games
Understanding Sound Theory
By Rhys Williams 




In the newly released game Friday The 13th which is based around the film Friday The 13th it uses in general a all around creepy background music with the iconic creepy piano playing ad the violins playing when the killer catches a player and kills him. the game uses iconography and also uses symbolic sound/ music in the game and they are very noticeable when you listen to the game. First of all the game uses symbolic music quite a few times in the game for example when the main bad guy Jason follows a player who is running away the music intensifies and the tone and pitch rises as the player realises from this music that the killer is close or even behind them. also the game uses iconography by using a heart beat when you are hiding from the killer. if the killer is close to you then the heartbeat gets louder if the killer is far away then it starts to get quite. this is iconic because it was also originated from the old horror films including Friday The 13th.



In the game Metal Gear Solid the game uses symbolic sounds to indicate what is happening. the main one is when you are snake sneaking around the level and you see a body guard and he sees you then a big explanation mark comes up above his head and plays a high pitched retro violin to tell the player that you have been spotted by a guard also in the game when the player hasn't moved in a while maybe not knowing where to go the character in the game will give a hint to the player of what to do giving information about how to carry on with the game. 



Sonic The Hedgehog      https://www.youtube.com/watch?v=w4LnygjLhvc     

Sonic The Hedgehog is a game that is all about the symbolic sound effects that are used multiple times in the game. when sonic jumps the game makes a jumping noise and the when sonic rolls it makes a kind off saw noise but more retro sounding and the main sound of the game is when sonic gets points by collecting gold rings which is used throughout the game and is the most iconic sound when it comes to sonic the hedgehog so it is using iconography as after sonic most games starting using more of these noises/sounds. tho Mario had started the journey with the iconic coin sounds it was sonic the hedgehog and SEGA to make 










Unit 73: sound for computer games Aims/: To Understand Sound Design Theory

Unit 73: sound for computer games
Aims/: To Understand Sound Design Theory
P1
A: listen to 5 songs/ music that have been used I games

1: The Mario theme tune/ super Mario bros
The Mario theme tune has been used for years starting with the first game of Mario in September 13th 1985 and the mood of the music is generally happy and adventures to try and get the player into the right mood for the game as it is for the whole family. The music is usually all happy and joyful and creates a happy and joyful atmosphere but when you get to a boss level of into bowsers castle the music changes to give the player an intense atmosphere and an evil mood as bowser is the bad guy. At the end of the levels Mario climbs a flag pole and enters a castle. When he does it the music lightens up and is a triumphs victory music.


2: Call of Duty Zombies Map Moon Soundtrack
The soundtrack of the call of duty zombie’s map moon is a game where four characters teleport to the moon which has been infected by zombies in a space centre based on the moon. This soundtrack made by avenged seven hold called nightmare is perfect for the game because it starts of quite spooky which is what you want when you are playing a zombie game as it adds a horror atmosphere to the game. Then the soundtrack intensifies the game by adding a rock effect to it which is also perfect for the game as what you do in the game is find loads of weapons and your main objective is to survive from the wave of zombies which since the soundtrack is rock it gives the player adrenaline to carry on and play the game.



3: Pac-Man Main Tune  
The game Pac-Man was released in October in 1980 and is an iconic game not only for the game but also for the iconic theme tune of the game as it makes the game a lot more fun to play even though it is a three second loop of the same repetitive tune on repeat till you die. The objective of this game is to be Pac-Man and you are to collect all the tokens without getting court by four ghosts who circle around the map to try and get you. The music makes just a joyful mood to the game but as you progress the same tune just gives you momentum to complete the game. It is aimed for all family’s and at the time that is was made it is now considered retro style of music.




4: The Last of Us soundtrack
 The last of us is a game that was released by naughty dog and was released in 2013 and it is an incredible game now, of course, there is music in The Last of Us, but the music in the game is really just the sprinkles on top. The soundtrack uses just enough to invoke an atmosphere. The music works so well that sometimes, that you’ll find your pulse quickening without even realizing that a song has started playing. For example Joel’s “Focused Hearing” technique brings sound to the forefront in the game. As the player, you use sound as a sword and a shield, hiding from threatening noises, tossing bottles to divert guards’ attention to another direction and identifying positions of enemies you can’t see yet. It’s implemented into the gameplay smoothly and it works really, really well. There’s an eeriness about the game that just couldn’t be realized fully without the incredible sound design that Naughty Dog put into this game.



5: Turok   
The soundtrack to the game Turok is more of a tribal atmosphere to the game as you are in a rain forest with dinosaurs and enemies as well so the music has to be intense and try to get the player to feel the games atmosphere and the music does quite well with it. As you get closer to danger the music starts getting faster and louder and intensifies the game for the player like one level you have to get through a gate and then a raptor shows up and blocks the door so you have to fight it, and the music turns in tribal music with the drums getting faster and louder which really notches up the intensity.

Subject Terminology

Waveform
A curve showing the shape of a wave at a given time. It is how we read the sound that is being made
Wavelength
The wavelength of a wave is the distance between a point on one wave and the same point on the next wave. It is often easiest to measure this from the crest of one wave to the crest of the next wave, but it doesn't matter where as long as it is the same point in each wave.
Amplitude
As waves travel, they set up patterns of disturbance. The amplitude of a wave is its maximum disturbance from its undisturbed position. Take care, the amplitude is not the distance between the top and bottom of a wave
Frequency
The frequency of a wave is the number of waves produced by a source each second. It is also the number of waves that pass a certain point each second.
Pitch
The pitch of a sound is the ear and brain interpreting the frequency of the sound. When there is a high frequency, the ear interprets the sound as a higher pitch, and when the frequency is low, the ear hears a low pitch.
Hertz
The hertz is the unit of frequency in the International System of Units and is defined as one cycle per second. It is named for Heinrich Rudolf Hertz, the first person to provide conclusive proof of the existence of electromagnetic waves.