What I've Done:
In microscopic terms, alot. I've recorded a few more sound effects and gave them to Lawson, now I need to wait to see how they fit in the game.
Where We Met:
3050, infact I'm still here.
What I Need to do:
Straighten up and fly right!
Tuesday, November 27, 2007
Monday, November 19, 2007
Paper Prototyping Critiques
Aquila - Ah RISE my emporer..to your bloody emporer death!
"Go forward with your valour intact, dive down the depths under thy darkened sky and gaze upon your fate, for she lies awake awaiting your presence under the cold soil. Not any amount of bravado can or ever could save you in a moment similar to this one. For I SHALL critique your paper prototype with all of my good judgement cast aside!"
Hmm...yes I see you guys are trying different tactics and strategies to come up with feedback..interesting. Like not telling the users the controls, in the end with them finding it difficult and confusing, although I would normally expect a game like this to have complicated controls, so ofcourse it would be confusing. ... .... ..Ok sue me that was the only interesting tactic or strategy I saw. Good job on having your digital prototype up already, I'm sure that helped with the aethetics aspect of your prototyping. And don't you just love it when a bug becomes a fairy, that's what I call them(now) because at first they try to screw up your game, but then against all their puny efforts, all it does is amuse you and then you decide to take advantage of the bug, so it no longer stays a bug but emerges into a beautiful fairy.
Legend of Chopstick Chung:
Your presentation was short, I didn't realize. I remember your game, as simple as it is, its good that you guys had a digital prototype so you could test the aesthetics of your game, so now make it look as great as you can possibly ever make it! GO! WHY ARE YOU STILL READING THIS?!
shh~ ok now that they've left: "c'mon...c'mon!.....aww C'MON ALREADY! geez"
Deep[ly] [resisting the urge to joke about the name] Field:
I don't really understand the acting it out part, but I'm guessing that's not going to get you very far on testing the look and feel of the game. It's cause you guys switched your concepts so late isnt it..yea I bet it is. I also don't understand your game, all the throwing of balls and hitting targets. BUT I must admire your courage! Because you guys had the guts to stand up to your own judgements and test only a few playable objectives and for that I congratulate you. Take a bow.
dyNASTY:
Ok, in all seriousness folks, how did your paper prototype work? I critique that your presentation was too short! I critique that you guys should tell us how your paper prototype works. I critique that I'm using the word critique in the wrong context. But would've that been easier to figure out a new word or just explain to you readers so I don't look like I dont know what im doing but can get away with it.
(satire?)
i applaude those few who get it, but not you Matt cause I will most likely have to explain this to you word for word tomorrow..oh yes we'll see.
"Go forward with your valour intact, dive down the depths under thy darkened sky and gaze upon your fate, for she lies awake awaiting your presence under the cold soil. Not any amount of bravado can or ever could save you in a moment similar to this one. For I SHALL critique your paper prototype with all of my good judgement cast aside!"
Hmm...yes I see you guys are trying different tactics and strategies to come up with feedback..interesting. Like not telling the users the controls, in the end with them finding it difficult and confusing, although I would normally expect a game like this to have complicated controls, so ofcourse it would be confusing. ... .... ..Ok sue me that was the only interesting tactic or strategy I saw. Good job on having your digital prototype up already, I'm sure that helped with the aethetics aspect of your prototyping. And don't you just love it when a bug becomes a fairy, that's what I call them(now) because at first they try to screw up your game, but then against all their puny efforts, all it does is amuse you and then you decide to take advantage of the bug, so it no longer stays a bug but emerges into a beautiful fairy.
Legend of Chopstick Chung:
Your presentation was short, I didn't realize. I remember your game, as simple as it is, its good that you guys had a digital prototype so you could test the aesthetics of your game, so now make it look as great as you can possibly ever make it! GO! WHY ARE YOU STILL READING THIS?!
shh~ ok now that they've left: "c'mon...c'mon!.....aww C'MON ALREADY! geez"
Deep[ly] [resisting the urge to joke about the name] Field:
I don't really understand the acting it out part, but I'm guessing that's not going to get you very far on testing the look and feel of the game. It's cause you guys switched your concepts so late isnt it..yea I bet it is. I also don't understand your game, all the throwing of balls and hitting targets. BUT I must admire your courage! Because you guys had the guts to stand up to your own judgements and test only a few playable objectives and for that I congratulate you. Take a bow.
dyNASTY:
Ok, in all seriousness folks, how did your paper prototype work? I critique that your presentation was too short! I critique that you guys should tell us how your paper prototype works. I critique that I'm using the word critique in the wrong context. But would've that been easier to figure out a new word or just explain to you readers so I don't look like I dont know what im doing but can get away with it.
(satire?)
i applaude those few who get it, but not you Matt cause I will most likely have to explain this to you word for word tomorrow..oh yes we'll see.
Week 12 Assessment
What have I done!?
I've recorded a few sound effects, right now I'm waiting for any sign of Lawson so I could send him the sounds. I want to make sure that the first bit of the sound isnt cut off, if it is then I would have to leave more silence infront of the sfx. In adobe audition it sounds good, but in any other it sounds like the first bit is cut off. I've also recorded a few sample tracks from my sequencer on to my laptop, they are ready for post-editing I guess, but I think implementing the sfx might go first.
Where we're meetin':
Although I haven't heard from Cody yet, I'm guessing it's the same as every week....that's Tuesday around noonish. We also met up today to conduct prototype testing, although I was there for a short period of time and was only able to offer my assistance in the form of taking pictures of Lawson.
What I hope to accomplish:
Not this again..you are like a severed mouth with no stoumach to tell you that your full. YESYES I have to record more sfx and songs, whatever. Although this week I have an essay due on thursday, and I just switched my topic.
I've recorded a few sound effects, right now I'm waiting for any sign of Lawson so I could send him the sounds. I want to make sure that the first bit of the sound isnt cut off, if it is then I would have to leave more silence infront of the sfx. In adobe audition it sounds good, but in any other it sounds like the first bit is cut off. I've also recorded a few sample tracks from my sequencer on to my laptop, they are ready for post-editing I guess, but I think implementing the sfx might go first.
Where we're meetin':
Although I haven't heard from Cody yet, I'm guessing it's the same as every week....that's Tuesday around noonish. We also met up today to conduct prototype testing, although I was there for a short period of time and was only able to offer my assistance in the form of taking pictures of Lawson.
What I hope to accomplish:
Not this again..you are like a severed mouth with no stoumach to tell you that your full. YESYES I have to record more sfx and songs, whatever. Although this week I have an essay due on thursday, and I just switched my topic.
Monday, November 12, 2007
Paper Prototype Critiques
Stick Ninja:
I don't have any constructive feedback for your paper prototype, good job on successfully testing your main mechanic. If you could see me now I'd be shrugging and looking confused.
Zodiac War:
Same thing here, to be honest I forgot what the game was, good job on finding out you need to properly ramp the A.I..? That's all I got from your presentation.
Crack Quest:
Now this game I remember. From your feedback the users wanted to skip the text or any dialogue just to get to the game play which led you guys to the conclusion of making the dialogue "skippable." Why don't you just focus on making the dialogue or text integrated with the game play so users wouldn't have the urge to skip it in the first place.
I don't have any constructive feedback for your paper prototype, good job on successfully testing your main mechanic. If you could see me now I'd be shrugging and looking confused.
Zodiac War:
Same thing here, to be honest I forgot what the game was, good job on finding out you need to properly ramp the A.I..? That's all I got from your presentation.
Crack Quest:
Now this game I remember. From your feedback the users wanted to skip the text or any dialogue just to get to the game play which led you guys to the conclusion of making the dialogue "skippable." Why don't you just focus on making the dialogue or text integrated with the game play so users wouldn't have the urge to skip it in the first place.
Week 11 Assessment
Accomplished:
I haven't finished that much in the past week, just done some more work on the level songs, right now I'm waiting for our digital prototype so I could assign sounds to it easier.
Where we met and what time?:
Last week sometime in a room somewhere.
What I hope to accomplish:
More work! Just wait for next week.
I haven't finished that much in the past week, just done some more work on the level songs, right now I'm waiting for our digital prototype so I could assign sounds to it easier.
Where we met and what time?:
Last week sometime in a room somewhere.
What I hope to accomplish:
More work! Just wait for next week.
Tuesday, November 6, 2007
Paper Prototype Critiques
3rd Cloud:
What I liked about this team's paper prototype is that they had their users fill in how certain artifacts would react to the player when they interacted with the object. I think this is a good idea for increasing interactivity in the next prototype, if they were to use the users suggestions. Maybe have other users test the next prototype out to gain a different perspective on the game, it seems the users they had for this prototype were all fairly similar.
Food Fight:
There's only one thing to say about this group's paper prototype: next time chose something different from battleship that will test out your game mechanic, I wasnt totally sure how battleship compares to something like Gunbound, I understand at first theres some guessing involved (for the initial shot), but experts at Gunbound dont need to guess on the first shot, but experts at battleship don't really have anything but a guess for the first shot, and so forth, there are other examples but I won't go further. Also use more than one prototype so you can test out different aspects of the game.
Drive-thru Tycoon:
I didn't really have anything to critique this group on, I actually didn't really hear anything the presenter said because he was too quiet, even after I told him to speak up. And no, standing up straighter doesn't neccessarily mean your going to speak louder, you actually have to do more work than that. All I have to say is that since this is a pretty simple game to start off with, and I know this for a fact after watching a toddler (who couldn't speak english) play a game very similar to this one without any instruction (because it was written in english), you should focus on creating a more intuitive game rather than focussing on the introduction, or just enhance other aspects in the game to increase user enjoyment rather than revising the intro's. Because according to your presentation the users said that "the introduction was not clear," after you guys gave an introduction sheet. So what I'm saying here is that you probably dont even need an introduction sheet for a simple game like this, you might end up confusing the users, plus just the idea that they're playing a game that needs an introduction sheet will give them false hopes that this is a game that has some ingenuity and originality, no offense, but I've seen this game much too often.
What I liked about this team's paper prototype is that they had their users fill in how certain artifacts would react to the player when they interacted with the object. I think this is a good idea for increasing interactivity in the next prototype, if they were to use the users suggestions. Maybe have other users test the next prototype out to gain a different perspective on the game, it seems the users they had for this prototype were all fairly similar.
Food Fight:
There's only one thing to say about this group's paper prototype: next time chose something different from battleship that will test out your game mechanic, I wasnt totally sure how battleship compares to something like Gunbound, I understand at first theres some guessing involved (for the initial shot), but experts at Gunbound dont need to guess on the first shot, but experts at battleship don't really have anything but a guess for the first shot, and so forth, there are other examples but I won't go further. Also use more than one prototype so you can test out different aspects of the game.
Drive-thru Tycoon:
I didn't really have anything to critique this group on, I actually didn't really hear anything the presenter said because he was too quiet, even after I told him to speak up. And no, standing up straighter doesn't neccessarily mean your going to speak louder, you actually have to do more work than that. All I have to say is that since this is a pretty simple game to start off with, and I know this for a fact after watching a toddler (who couldn't speak english) play a game very similar to this one without any instruction (because it was written in english), you should focus on creating a more intuitive game rather than focussing on the introduction, or just enhance other aspects in the game to increase user enjoyment rather than revising the intro's. Because according to your presentation the users said that "the introduction was not clear," after you guys gave an introduction sheet. So what I'm saying here is that you probably dont even need an introduction sheet for a simple game like this, you might end up confusing the users, plus just the idea that they're playing a game that needs an introduction sheet will give them false hopes that this is a game that has some ingenuity and originality, no offense, but I've seen this game much too often.
Week 10 Assessment
Okay, I forgot to do my weekly assessment. So, sorry for the succintness of this post.
Accomplished:
A few more sample tracks, ranging from upbeat to "soaring" as per Cody's instruction.
When and where we met:
In a team room somewhere in galleria 3, last tuesday. It was a good day. There were tea and biscuits.
What I hope to accomplish in the next week:
Pretty much the same thing as last week, so refer below. Also I should really post my tentative sound outline on our wiki (it's hand written), I've been meaning to do that for the past few weeks. I hate using computers though, so I've unconsciously avoided it.
Accomplished:
A few more sample tracks, ranging from upbeat to "soaring" as per Cody's instruction.
When and where we met:
In a team room somewhere in galleria 3, last tuesday. It was a good day. There were tea and biscuits.
What I hope to accomplish in the next week:
Pretty much the same thing as last week, so refer below. Also I should really post my tentative sound outline on our wiki (it's hand written), I've been meaning to do that for the past few weeks. I hate using computers though, so I've unconsciously avoided it.
Monday, October 29, 2007
Paper Prototype Critiques
Time has arrived for the highly exhalted "Paper Prototype Critiques." And I just finally figured out what we were supposed to do (as in what to critique). But, I wasn't totally aware of this realization when I was watching the presentations, frankly I thought there wasn't enough information on the Paper Prototypes in the presentations to have any basis of what to critique. Ohwell throwing all that to the side, here we go!
Ant Lion:
First I'd like to say GOOD JOB! Really though..why didnt you use the one sided window?! its so freaking cool! Anyways I dont have any constructive critiques for your paper prototype, good job for keeping it simple with the token and dice strategy. Maybe next time choose students who havent taken this course before, and am I mistakened from the notes I took in class or has this class not even been offered before? Anyways, choose students or people ranging from different backgrounds or studies and see what results you get then. Please share the results.
Fins of Fury:
Let me see what I wrote about you in my notes. You didnt use the one sided window either? Geez people. FBI agents use this stuff...dont you want to be as cool as FBI agents?! Apparently not! I don't have too much written down for you guys, that must be a good thing. Except for this which I found a bit interesting, please forgive the possible grammatical mistakes(of my entire blog) "...suggestions were given from users, yet scope still has to be scaled down still, making them reach an almost useless conclusion that 'yes' they do have some suggestions to listen to, but they cant implement them due to time restrictions."
Mizu:
Can I ask a question? Why "Mizu."? Why not "Water"? "Shui"? or "AIR" (which is Indonesian for water, crazy eh?) I just don't get this obsession with everything spelt Japanese. Onto the critiques!
It's too bad you didn't get to test your main game mechanic, I can see how that would be counter-productive testing some other mechanic. Although atleast you guys were able to test other things like art. But seriously guys, how can you not be able to test a power guage in a paper prototype? Cause I certainly can't figure it out, that sucks that your mark (well the mark projected out for the rest of the class to hear) suffered because of it. Overall though I liked your presentation, it was more informative than the previous two.
Testing 1..2..3..
Good job on focussing just on the game mechanics in your testing. Also for having the users play the characters at the same time to increase user-interaction and communication. But one thing which I though was innovative was the fact that you guys changed the characters/mechanics part way through the user testing to get more results, I thought that shouldve earned you guys the big one-five.
Ant Lion:
First I'd like to say GOOD JOB! Really though..why didnt you use the one sided window?! its so freaking cool! Anyways I dont have any constructive critiques for your paper prototype, good job for keeping it simple with the token and dice strategy. Maybe next time choose students who havent taken this course before, and am I mistakened from the notes I took in class or has this class not even been offered before? Anyways, choose students or people ranging from different backgrounds or studies and see what results you get then. Please share the results.
Fins of Fury:
Let me see what I wrote about you in my notes. You didnt use the one sided window either? Geez people. FBI agents use this stuff...dont you want to be as cool as FBI agents?! Apparently not! I don't have too much written down for you guys, that must be a good thing. Except for this which I found a bit interesting, please forgive the possible grammatical mistakes(of my entire blog) "...suggestions were given from users, yet scope still has to be scaled down still, making them reach an almost useless conclusion that 'yes' they do have some suggestions to listen to, but they cant implement them due to time restrictions."
Mizu:
Can I ask a question? Why "Mizu."? Why not "Water"? "Shui"? or "AIR" (which is Indonesian for water, crazy eh?) I just don't get this obsession with everything spelt Japanese. Onto the critiques!
It's too bad you didn't get to test your main game mechanic, I can see how that would be counter-productive testing some other mechanic. Although atleast you guys were able to test other things like art. But seriously guys, how can you not be able to test a power guage in a paper prototype? Cause I certainly can't figure it out, that sucks that your mark (well the mark projected out for the rest of the class to hear) suffered because of it. Overall though I liked your presentation, it was more informative than the previous two.
Testing 1..2..3..
Good job on focussing just on the game mechanics in your testing. Also for having the users play the characters at the same time to increase user-interaction and communication. But one thing which I though was innovative was the fact that you guys changed the characters/mechanics part way through the user testing to get more results, I thought that shouldve earned you guys the big one-five.
Week 9 Assessment
In the spirit of HALLOWEEN, this weekly assessment is going to be HALLOWEEN themed (full of "muwahahahs," "ooooos~," and "BOO'S!"), just like everything else, except for everything that isn't taking part on this most sacred holiday which I hate due to the fact that when I was younger I wasn't allowed more than enough candy that healithy sastified my sugar fixes...ah~ what it's like to be 17 again.
so...HAPPY HALLOWEEN KIDS!
Muwahahaha..
Accomplished:
So far I have created a few sample tracks for either the levels or the main theme of the game, but I can't seem to create that "high as a kite(ohya halloween)..witch, cute as a kitten...frankenstein, as flaming as me(dressed like a vampire) watching 'Chobits'" theme song that will satisfy this video game's hunger for frankenstein kittens...I mean a happy theme. All I can come up with is my usual raving themed trance music(all of which are pretty pissed off most of the time), so unless this video game involves popping E and dancing around like nobody's watching, I could say without a doubt that I'm going to have to pull out all the stops and stop writing this weekly assessment so I can focus and create something more "uplifting"...(hm maybe I should watch Chobits to get me in that certain mood)...damnit I keep forgetting about the halloween theme, sorry.......ok done! I can't believe it but I've finally created something thats bleeding excessively with joy. Seriously though, I did actually create a happier sounding theme song, although pretty sad now, as in editing wise(could've I used a better word?) I'll see how everyone responds to it while closely monitoring their eye/hand stabbing movements and heart palpitations, and then beginning the highly intricate process of asking what they thought of it..
The Chobits DVD was a gift. SHUTUP!
When and Where (and Why does this matter?) we met:
"ooooo~" uhoh did you hear that coming from behind you too?
haha! tricked you. you only read that.
We met last Tuesday around noonish. I get this part, I mean we ARE supposed to meet up right, but seriously...where?...Okay we met in this small room by 3170, a cozy little chamber-casket fashioned with state-of-the-art furniture just screaming the fact that it too really wants to be there.
We're meeting up tomorrow, same time, same (but im not going to tell you where) place. Cause its a myyystterrryyyy ooohhh~...and...thats..the..game, DONE! (just kidding) BUT! (yes there's my but again) As in the words of Matt L. who usually doesnt have anything else better to say
"Why don't we create a board game."
What I hope to Accomplish:
BOOZE!
What I'm hoping to accomplish, although a bit far-fetched, is the main theme and then the level themes, excluding future post-editing ofcourse. Yet, creating a full song for the main theme might have to wait, but I'll atleast have a looping theme that I will transform into a fully functioning song that can do your blood soaked dishes, sing to your zombie cat, and everything, you'll see! And on my spare time I guess I can start finding some gd sound effects on my Alesis Micron, poor poor Micron, how many times must I use you for nothing more than sound effects, for both you and I know your better than that, I MEAN you have a freakin' knob that glows red when you push it for Godsakes!
Well thats all for now children, and as always remember to bring an extra pair of underwear when trick or treating this halloween, especially when you come by my ghoolish abode.
....
......
.........cause im going to scare the children ofcourse!
so...HAPPY HALLOWEEN KIDS!
Muwahahaha..
Accomplished:
So far I have created a few sample tracks for either the levels or the main theme of the game, but I can't seem to create that "high as a kite(ohya halloween)..witch, cute as a kitten...frankenstein, as flaming as me(dressed like a vampire) watching 'Chobits'" theme song that will satisfy this video game's hunger for frankenstein kittens...I mean a happy theme. All I can come up with is my usual raving themed trance music(all of which are pretty pissed off most of the time), so unless this video game involves popping E and dancing around like nobody's watching, I could say without a doubt that I'm going to have to pull out all the stops and stop writing this weekly assessment so I can focus and create something more "uplifting"...(hm maybe I should watch Chobits to get me in that certain mood)...damnit I keep forgetting about the halloween theme, sorry.......ok done! I can't believe it but I've finally created something thats bleeding excessively with joy. Seriously though, I did actually create a happier sounding theme song, although pretty sad now, as in editing wise(could've I used a better word?) I'll see how everyone responds to it while closely monitoring their eye/hand stabbing movements and heart palpitations, and then beginning the highly intricate process of asking what they thought of it..
The Chobits DVD was a gift. SHUTUP!
When and Where (and Why does this matter?) we met:
"ooooo~" uhoh did you hear that coming from behind you too?
haha! tricked you. you only read that.
We met last Tuesday around noonish. I get this part, I mean we ARE supposed to meet up right, but seriously...where?...Okay we met in this small room by 3170, a cozy little chamber-casket fashioned with state-of-the-art furniture just screaming the fact that it too really wants to be there.
We're meeting up tomorrow, same time, same (but im not going to tell you where) place. Cause its a myyystterrryyyy ooohhh~...and...thats..the..game, DONE! (just kidding) BUT! (yes there's my but again) As in the words of Matt L. who usually doesnt have anything else better to say
"Why don't we create a board game."
What I hope to Accomplish:
BOOZE!
What I'm hoping to accomplish, although a bit far-fetched, is the main theme and then the level themes, excluding future post-editing ofcourse. Yet, creating a full song for the main theme might have to wait, but I'll atleast have a looping theme that I will transform into a fully functioning song that can do your blood soaked dishes, sing to your zombie cat, and everything, you'll see! And on my spare time I guess I can start finding some gd sound effects on my Alesis Micron, poor poor Micron, how many times must I use you for nothing more than sound effects, for both you and I know your better than that, I MEAN you have a freakin' knob that glows red when you push it for Godsakes!
Well thats all for now children, and as always remember to bring an extra pair of underwear when trick or treating this halloween, especially when you come by my ghoolish abode.
....
......
.........cause im going to scare the children ofcourse!
Tuesday, October 23, 2007
Week 8 Assessment
Accomplished!!!:
Not all that much yet, although tomorrow (today) is going to be the day in which all audio production will begin to proliferate into the cumulative archive worthy to be utilized enhancing any gaming experience (especially if all gaming was to be done aurally - imagine that). Unfortunately, I've been relentlessly studying ALL week for another class' midterm which takes place tomorrow(all of you better give me your luck). BUT! (yes I did use "but" at the beginning of a sentence and yes it was a one word sentence) I've done some editing/appending/cutting/(...re-iterating...yea..whynot, how about another "re") and re-assigning the inherent sounds for the moods/atmosphere intrinsic to each of our levels which take place in mind-numbingly exciting different settings like the NIGHT, or the DAY. Ah, but I kid, last time we gathered as a team we discussed the physical settings(is it a orchard? or an ancient monolith resembling an archaic fusional power plant?) of each level, allowing me to further design the outline of each level's aural-signifiers (hm...ya, I'll call them aural-signifiers from now on.)
Okay, now for the exciting part:
Where we met and when:
We met up in our tutorial, although something unbelievable and utterly unexplainable occured, let me explain. WE WERE DISSALLOWED ANY PRODUCTIVE DISCOURSE WITH OUR TEAMMATES CONCERNING OUR GAME! Over the course of this week (mostly the last 5 minutes) I have come up with a few arguments as to why this took place. First one being: as if possesed, everyone but me took a keen interest in the lengthy tutorial "handout" noticing the reputable source from where it was found and copied. Secondly: a blockage formed in the section of our brains where we derive our individuality and ability to uncomform to the persistent "Yahs!" (and other sounds signifying whips and great depretiation in marks due to the incompletion of being able to READ and FOLLOW simple directions.) Rubbish! some of you others (all of whom are entranced) might say, and you might be correct, for I too was under the same trance or spell as the rest of you, so if I was me, which I am, I would say Rubbish! to myself too, but would that make me, like you, correct? Ofcourse not, the answer is no.
Okay now for the juicy and restricted part, children you might want to avert your eyes cause this ones going to be full of sheer explicit nature and....mere getting downness!:
WHAT I HOPE TO ACCOMPLISH...aww...for next week:
...ok so the topic wasn't as exciting as I thought...it seems like this is a recurring nightmare with this class, getting all hopped up on hopes of actually learning something constructive, ohwell.
Aside from my crest-fallen attitude, I'm quite excited for this week, especially tomorrow, because I will bring my fully hardware driven friend (his name is ELECTRIBE-MX) YES! you've guessed it, he's my sequencer. I hope all of you software/mouse-clicking technophiles will bow your heads in shame when EMX comes walking through the school doors with my legs, in my backpack. I hope to get some serious button pushing time with EMX tomorrow and create some usable tracks.
Till then and as always children: do not try to watch T.V. while driving, for it takes too much processing power in the brain to fill in all those blank dots on the screen for you to be able to focus on your driving skills, instead watch film, all it is is just screens projected at 24 frames per second, HARDLY any thought processing power going on there.
Not all that much yet, although tomorrow (today) is going to be the day in which all audio production will begin to proliferate into the cumulative archive worthy to be utilized enhancing any gaming experience (especially if all gaming was to be done aurally - imagine that). Unfortunately, I've been relentlessly studying ALL week for another class' midterm which takes place tomorrow(all of you better give me your luck). BUT! (yes I did use "but" at the beginning of a sentence and yes it was a one word sentence) I've done some editing/appending/cutting/(...re-iterating...yea..whynot, how about another "re") and re-assigning the inherent sounds for the moods/atmosphere intrinsic to each of our levels which take place in mind-numbingly exciting different settings like the NIGHT, or the DAY. Ah, but I kid, last time we gathered as a team we discussed the physical settings(is it a orchard? or an ancient monolith resembling an archaic fusional power plant?) of each level, allowing me to further design the outline of each level's aural-signifiers (hm...ya, I'll call them aural-signifiers from now on.)
Okay, now for the exciting part:
Where we met and when:
We met up in our tutorial, although something unbelievable and utterly unexplainable occured, let me explain. WE WERE DISSALLOWED ANY PRODUCTIVE DISCOURSE WITH OUR TEAMMATES CONCERNING OUR GAME! Over the course of this week (mostly the last 5 minutes) I have come up with a few arguments as to why this took place. First one being: as if possesed, everyone but me took a keen interest in the lengthy tutorial "handout" noticing the reputable source from where it was found and copied. Secondly: a blockage formed in the section of our brains where we derive our individuality and ability to uncomform to the persistent "Yahs!" (and other sounds signifying whips and great depretiation in marks due to the incompletion of being able to READ and FOLLOW simple directions.) Rubbish! some of you others (all of whom are entranced) might say, and you might be correct, for I too was under the same trance or spell as the rest of you, so if I was me, which I am, I would say Rubbish! to myself too, but would that make me, like you, correct? Ofcourse not, the answer is no.
Okay now for the juicy and restricted part, children you might want to avert your eyes cause this ones going to be full of sheer explicit nature and....mere getting downness!:
WHAT I HOPE TO ACCOMPLISH...aww...for next week:
...ok so the topic wasn't as exciting as I thought...it seems like this is a recurring nightmare with this class, getting all hopped up on hopes of actually learning something constructive, ohwell.
Aside from my crest-fallen attitude, I'm quite excited for this week, especially tomorrow, because I will bring my fully hardware driven friend (his name is ELECTRIBE-MX) YES! you've guessed it, he's my sequencer. I hope all of you software/mouse-clicking technophiles will bow your heads in shame when EMX comes walking through the school doors with my legs, in my backpack. I hope to get some serious button pushing time with EMX tomorrow and create some usable tracks.
Till then and as always children: do not try to watch T.V. while driving, for it takes too much processing power in the brain to fill in all those blank dots on the screen for you to be able to focus on your driving skills, instead watch film, all it is is just screens projected at 24 frames per second, HARDLY any thought processing power going on there.
Tuesday, October 16, 2007
Week 7 Individual Assessment
What I've accomplished:
Created a tentative outline for the audio set up for each of the game screens including sound effects and tracks, for example: "cursor movement," and "button select."
Outlined the sound and ambient effects needed for each of the levels in the game play, since every level will take place in a different setting (rainy, sunny, daytime, night etc.)
Where and when we met:
We met at 2pm in 3262 last week. This week we met up at 2pm in 3215.
What I hope to accomplish for next week:
While referring to my teammates I want to be able to decide on what type of sound effects are needed to establish the mood and atmosphere in the game while keeping the it consistent. I also want to start creating the raw sound files.
Created a tentative outline for the audio set up for each of the game screens including sound effects and tracks, for example: "cursor movement," and "button select."
Outlined the sound and ambient effects needed for each of the levels in the game play, since every level will take place in a different setting (rainy, sunny, daytime, night etc.)
Where and when we met:
We met at 2pm in 3262 last week. This week we met up at 2pm in 3215.
What I hope to accomplish for next week:
While referring to my teammates I want to be able to decide on what type of sound effects are needed to establish the mood and atmosphere in the game while keeping the it consistent. I also want to start creating the raw sound files.
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