Monday, 2 May 2016

Evaluation



The final project was a massive undertaking by two parties, requiring a fair amount of explaining and example giving from both parties. This became an incredible asset during development, as by  describing our ideas and providing examples, we could communicate and implement the mechanics more effectively, as well as track the evolution of such mechanics through research. While the story was provided by the other party, there was a lot of discussion regarding the basis of the plot, its inspiration and its continued use throughout literature. The theme of nature vs. machine has taken many forms over time, most prominently films such as Avatar [Cameron. 2009], Metropolis [Lang. 1927] and The Terminator [Cameron. 1984] to varying degree. "'Nature,' for the purposes of designing conflict and plot, can mean the natural AND the supernatural. In fact, 'Nature' is any kind of unstoppable force that is both primal and pervasive" [Oatley. 2012]. The re-appropriation of this story structure is a familiar subject for many audience members, but can be used in various settings. With most of these stories, including our Nimbus project, bearing a striking similarity to The Epic of Gilgamesh, often considered the earliest surviving piece of literature. "The first part of the Sumerian Epic of Gilgamesh, as we know it, tells of how the kingdom of Uruk has fallen under the terrible shadow of a great and mysterious evil. The source of the threat is traced to a monstrous figure, Humbaba, who lives half across the world, at the heart of a remote forest. The hero, Gilgamesh, goes to the armourers who equip him with special weapons." [Booker. 2004:21].

The mechanics of Nimbus draws heavily on the genre's early history. 2D Side Scrollers generally, particularly during its earliest incarnations in the 80s, focus primarily on platforming across the X axis. A prime example and source of inspiration on the project, was that of Super Mario Bros. [Nintendo. 1985], taking its battle mechanics, somewhat from early incarnations of Castlevania [Konami. 1986], art stance from the likes of Rayman [Ubisoft. 1995], and sense of depth and scope from Sonic the Hedgehog [Sega. 1991]. The ability to draw upon various influences, on both an stylistic and spiritual level, allows the project to more deeply connect with the culture that birthed it, giving it ties in a literal and pop culture basis, reflecting the culture that has developed and created it.

With two parties developing the project, multiple perspectives could be used to perfect storytelling aspects. Allowing for mechanics and the environment to portray as much of the story as the dialogue does. 

- Booker, C. (2004) The Seven Basic Plots: Why We Tell Stories. A&C Black. Edinburgh.  
- Cameron, J. (1984) The Terminator. [Blu-ray]. Pacific Western. Cinema 84. Orion Pictures. 20th Century Fox.
- Cameron, J. (2009) Avatar. [Blu-ray]. Twentieth Century Fox Film Corporation. Dune Entertainment.
- Dragas, A. (2016) The Return of the Storyteller in Contemporary Fiction. Bloomsbury Publishing. London.
- Konami. (1985) Castlevania. [Cartridge] Nintendo Entertainment System. Konami Holding Company. Minato.
- Lang, F. (1927) Metropolis. [Blu-ray]. Universum Film UFA. Paramount Pictures.
- Oatley, C. (2012) Man Vs. Nature: It's More About Dying Than Surviving. [Online] ChrisOatley.com. Available from: http://chrisoatley.com/man-vs-nature/ [Last Accessed: 02/05/2016]
- Nintendo (1985) Super Mario Bros. [Cartridge] Nintendo Entertainment System. Nintendo Co., Ltd.
- Sega. (1991) Sonic The Hedgehog. [Cartridge] Sega Mega Drive. Sega Co., Ltd. Tokyo.
- Ubisoft. (1995) Rayman. [Disc] PlayStation. Ubisoft Entertainment S.A. Rennes.

Tutorials Used



- https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/adding-music-to-your-game?playlist=17096

- http://answers.unity3d.com/questions/878382/audio-or-music-to-continue-playing-between-scene.html

- https://www.youtube.com/watch?v=xwPahXLpNh8

- https://www.youtube.com/watch?v=bMh4UDYVyGU

- https://www.youtube.com/watch?v=61e4ctomGyM

3rd Party Assets



Music:
- "Intrepid" Kevin MacLeod (incompletech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

- "Final Battle of the Dark Wizards" Kevin MacLeod (incompletech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

- "Enchanted Valley" Kevin MacLeod (incompletech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

- "Reawakening" Kevin MacLeod (incompletech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

Music Implementation



On previous projects, the implementation of music has resulted in a staggered opening as the game transitions between scenes. For multiple levels, this is passable as the music would change depending on the environment and situation. However with the cut scene method we are using for this game, given that the free edition of Unity is in use, we are having to use multiple scenes for one conversation. The constant switching of scenes would course a constant loop of just the first few seconds of the music, as appose to one continuous piece. In order to combat this limitation, the audio was attached to a game object that would be called for each scene, until a specific level was loaded. Given that the scene progression is structured in a linear fashion, calling a particular scene for each audio cue was relatively simple, compared to multiple if statements per audio file.

Parallax Scrolling



The notion of adding Parallax scrolling, was appealing from the projects inception. The practice of parallax scrolling adds a sense of depth to the world, as it allows for the background to move along at a separate rate from the character. While the practice has found its way into web design, parallax scrolling first came into use with 2D side scrollers, such as Sonic the Hedgehog, and Street Fight II: The World Warrior. Parallax scrolling is, essentially, an evolution of the scrolling technique found in classic animation from animators like Chuck Jones, Walt Disney and Tex Avery. "Before parallax scrolling, there was simply scrolling. Items in the background moved past at the same pace giving the illusion of motion but not the illusion of space or depth." [AboveTheFold. 2014]. Noticeable examples include The Flinstones and The Jetsons.

- Above The Fold. (2014) The Evolution of Parallax Scrolling. [Online]. Above the Fold. Available From: http://abovethefoldbook.com/the-evolution-of-parallax-scrolling/ [Last Accessed: 02/05/2016]
- Barbera, J & Hanna, W, (1960 - 1966). The Flintstones. Hanna-Barbera Productions. Warner Bros. Television.
- Barera, J & Hanna, W. (1962 - 1963 & 1985 - 1987). The Jetsons. Hanna-Barbera Productions. Warner Bros. Television.
- Brown, J. (2013) What is Parallax Web Design? - Definitions, Tips & Considerations. [Online] August 15th. The Unleashed Blog. Available From: https://www.unleashed-technologies.com/blog/2013/08/15/what-parallax-web-design-%E2%80%93-definitions-tips-considerations [Last Accessed: 02/05/2016]
- Capcom, (1991). Street Fighter II: The World Warrior. [Arcade Cabinet] CP System. Osaka: Capcom Co., Ltd.
- Sega (1991). Sonic The Hedgehog. [Cartridge] Sega Mega Drive. Ota: Sega Co., Ltd.