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Game Idea: Knights vs Ninjas (RE-BLOG) - Part 1 of 2

3/16/2016

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​Note: This was originally posted October 30th 2011. I decided to reblog it and update some aspects, including adding some ideas that didn't make the initial cut. 

Feudal Warfare

​   Here is an idea I had for a game called Knights vs Ninjas! The game has a very simple premise, you pick your character (Knight or Ninja) and embark on a journey through Arthurian legends and medieval Japan to find a mysterious treasures and do battle with your rivals! The plot is just something that gets our characters fighting, no real story here, just something along the lines of "Ninjas/Knights are invading! Fight them!". 
 
   Visually the game is a mix of Castle Crashers and Super Smash Bros, it would be a very stylized 3D. The characters and background would be rendered in 3D but with cel shaded texture. The gameplay is also very similar. Players do battle in arenas that are set in Medieval England and Japan. The player who can defeat enough opponents by either depleting their hit points or knocking them out of bounds of the arena is the winner.

​   Most game modes would allow for anywhere between 4-8 players.  Game modes would be the standard affair such as Free For All to Team Versus, Keep Away and more. The game would feature a single player where players pick a faction and wage war against their rivals across all the stages in the game.  

Factions and Characters Classes

   As of right now each faction has four character classes. Each character can either be male or female.  Players will be able to select their gender and customize their appearance (Different armor pieces, colors, emblems, weapons etc). All changes to the characters will be solely for aesthetic purposes and would not affect gameplay.

   Each class comes with their own weapons, strengths and weakness. Each class has their own unique weapon upgrade that they can unlock through the weapon upgrade power up that appears randomly during gameplay. 

Knights Of The High Chair

​   Chivalrous knights that fight for honor and respect. They are adorned with armor and royal crests. Generally the knights are a bit slower but have higher defensive ratings compared to their Ninja counterparts.​
​
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​Sword and Shield Knight - The most well rounded character on the Knight's team. Easy for a beginner to pick up and learn. Sword and shield knight has good offensive and defensive capabilities.
   weapon upgrade: Claymore sword. Speed is reduced but deals more damage and increased range. His defense also increase slightly while blocking.

Stats
Defense: 7/10
Attack: 7.5 /10
Speed: 7/10

​Mace Knight - This night is clad is heavy armor and is the slowest of the knights. Equipped with mace deals a lot of damage and shatters defenses. Mace Knight swings at a slower rate when compared to the other knights.

weapon upgrade: Giant mace that has a wide arc when swung. The giant mace can shatter a player's defense in a single swing. These attacks deal massive damage when they connect but can be easily dodged. 

Stats
Defense: 8.5/10
Attack: 9 /10
Speed: 6/10 
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​Archer -  The archer specializes in ranged attacks and speed. The archer also has the highest jump of all the knights and can double jump.

   weapon upgrade: Crossbow that fires powerful arrows. The crossbow has a slower rate of fire but it deals more damage against defense.
Stats
Defense: 7/10
Attack: 7.5/10
Speed: 9/10

​Spear Knight - The spear knight has a good combination of quick ranged attacks and speed at a cost of armor. He can charge his attacks for more damage but these attacks will leave the knight vulnerable.

   weapon upgrade: A lance that has increased range allowing him to reach enemies that would normally be out of reach. The lance isn't much stronger than his spear but it does slightly boosts defensive properties. 

Stats
Defense: 6.5/10
Attack: 8/10
Speed: 8.5/10 
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​Ninjas of The Unagi Clan

   The ninjas fight for the Unagi clan. They wear light clothing that allows for a greater level of agility. They can also strike much quicker then their knight counterparts.
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​Sword Ninja - The sword ninja is the most well rounded ninja. Quick  with good defensive capabilities.

   weapon upgrade:  Short sword.  With the second sword, this ninja is now capable of attacking faster with not speed or jumping penalty.
​​
Stats
Defense: 7/10
Attack: 7.5/10
Speed: 8/10 

​Sickle Ninja - The sickle ninja specializes in quick close ranged attacks. However their ranged attacks are fairly weak. They have good overall speed and in a skilled players hands can be very powerful. 
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​weapon upgrade:  A chain is attached in between the sickles allowing for more range and faster swings. The charge attack becomes a long range grapple that can drag an opponent or items toward the player.

Stats
Defense: 6.5/10
Attack: 8/10
Speed: 8.5/10 
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​Longbow Ninja Monk - This ninja specializes in long range attacks. The longbow takes more time to charge but can deal significant damage and can shatter an enemies defense with a fully charged attack.

   weapon upgrade: Hankyu (a short bow). This allows for faster movement around the map and allows this ninja to fire multiple arrows at once.

Stats
Defense: 7.5/10
Attack: 8.5/10
Speed: 7.5/10 

​Staff Ninja - The staff ninja does not have a lot of defense points but he can strike quickly and precisely. This ninja's power is limited, but specializes in great combinations of speed and range with a decent defense.

   weapon upgrade:  Naginata that deals a good amount of damage and has a slightly longer reach when compared to the staff, however the Naginata's defense is lower.

Stats
Defense: 6/10
Attack: 7/10
Speed: 8.5/10  
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Heads Up Display (HUD)

​   The Heads up display is simple and easy to read. Information such as the player's health, the number of lives they have remaining are all in display. 
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​Power-ups and Pickups 

   These are items that can give the player temporary advantage in combat or restore their health. Each pickup is found inside a small treasure chest that spawns onto the stage at random intervals.

​   Depending on the chest, it may take one strike to open or a few to open. The larger the chest the harder it will be to open. Larger chests have a better chance of holding a rare item, such as a weapon upgrade or Golden Chalice.

Power-ups

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​Weapon upgrade -  This power-up upgrades the players character with a more powerful version of their weapon. For example the sword and shield knight will receive a claymore and the staff ninja receives a naginata. This power ends after thirty seconds.
​Speed Boost - This power up doubles the speed of any character that uses it. The Speed boost ends after thirty seconds. 
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​Invincibility - This power up makes the player completely invincible to all and any attacks for 30 seconds. The player that picks up this power-up loses the ability to double jump as long as it is active. This power-up is immediately turned off if the player falls off the stage or goes out of bounds. Invincibility ends after thirty seconds.

Pick ups

​Healing Elixir - Healing Elixir will restore the health of whomever manages to pick it up. The Elixir can come in a variety of sizes. A small glass bottle will restore 15% of health, the medium will restore 30% and the large bottle will restore 50%.   
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​Golden Chalice - This Golden Chalic is filled with healing elixir that can be consumed continuously for up to 30 seconds before it runs out. While drinking this elixir the player can't attack, but they will restore 3% of their health with every second of elixir they drink.

  If a player is hit while drinking from the chalice, they will drop it. This gives other players the chance to attempt to steal it from their opponent. 

  Once the chalice is empty, it can be used as a weak bludgeoning device or tossed as an ineffective projectile to damage your opponents.
​Caltrops - These are a projectilele object that once thrown will automatically take root wherever they land. Players that walk over them will be slowed down and take some minor damage. They will remain planted in the ground for 20 seconds. Players can destroy them with a few simple strikes from their weapons.

  It is advised to destroy them using ranged attacks to avoid coming in contact with them.
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​Magic Wand - The magic wand is a weapon that with every swing will launch a explosive sparkling projectile. The projectiles lose accuracy the further they fly.

  Each swing will drain the magical power of the wand. Once the wand is drained of power the player will toss it aside. 
​Smoke Pellets - The player can toss these at enemies or the ground to cause a temporary burst of smoke that will conceal the affected area. The player that tossed the smoke pellet can see themselves highlighted in the smoke, giving themselves an opportunity to strike or flee.

  If a player is hit directly with a smoke pellet their character will be momentarily stunned for a couple of seconds. The smoke pellet pick up gives the player three smoke pellets.  
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​Oar - The oar is a medium damage weapon with great range. It can also strike multiple enemies at once. The standard attacks are slow but it can be charged up to deal more damage. 

 However, the oar will eventually snap with use, and charged up hits will snap it even quicker. 
​War Kite - This item allows the player to hover above the stage. The player that pilots the Kite can swoop down to attack their opponents or drop small bombs that take a while to detonate but have a decent sized blast radius. 

 The kite lasts until it is destroyed. If an opponent lands a charge attack, the player on the kite will be knocked off and the kite will be free for anyone to take.

 When the kite spawns on the map, it will drift around. If No one picks it up, it will simply fly away. 
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Abilities and Attacks

Defend

​   Defend - Players can defend themselves from any attack using the defense button. The amount of time and damage they can negate while defending is based off of their denseness rating. The player can only defend for so long before their defense is broken. ​
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   If their defense is broken, they will be stunned for a few seconds, allowing an opponent to capitalize. Certain attacks and items are great at breaking defense. Charged attacks can shatter an opponent's defense in as little as one attack.

  The amount of damage a player can deal to an opponents defense is based on their attack stat. Higher attack means they can deal more damage and destroy their opponents defense quicker. 
Dodge - Players can quickly dodge forward or back while on the ground or in the air. This is meant to be used as a way to quickly move around the map or to avoid incoming enemy attacks as well as cross level hazards. The speed and amount of times a player can dodge is not affected by any stats except for the speed boost power up. 

​Jump/Double Jump - Players can jump and while in the air jump again for a double jump. The height of the players jump and double jump is based off of their speed stat.  

​Melee Attacks - Every character in the game has melee based attacks. Certain classes specialize in melee fighting. Melee attacks can be utilized in combination of one another to unleash devastating combos. Melee attacks are the primary way players will deal damage to their opponents. 
 
  Different characters have different melee attack speeds. Some characters can attack quickly and in great succession where others have a longer wind up time but deliver more damage. This is based off of their speed stat and character class. 
​Ranged Attacks - Every character has a ranged attack. Ranged attacks are attacks that can be done from a safe distance to attack an opponent. Certain character classes specialize in ranged attacks. 

​Charged Attacks - Every character can charge their attacks, whether they are ranged or melee attacks. Charged attacks do more damage, shatter defense quicker and knock opponents back.

 To charge an attack, the player must hold their attack button (or attack combination) until their weapon glows (this usually takes a few seconds. Charge up speed is not affected by any stats or power ups). Once the weapons is charged the player must release the button to unleash their attack. 
   ​Charged attacks may be charged while standing or in the air (while the player drifts down after a double jump). Charge attacks can be interrupted if the player is struck while charging. Certain weapon pickups can also be charged up as well and can deal more damage or add an additional effect to the pick up. 

More to come in part 2

​Thanks for taking a trip down memory lane with me. There is a bit more to Knights vs Ninjas, in fact so much more that I am going to have to cover the rest of it in a second blog post. Part 2 will go over terrain and a bunch of  stages I designed for the game. Including a stage that didn't make the initial blog post. 

 Part 2 will be up at a later date. Follow me on twitter to keep up to date with my blog, twitch, podcast and more. Thanks for reading! 

   Do you have questions, comments or concerns? Email us at deepdigitaldesign@gmail.com
Follow us on Tumblr, IndieDB, Twitter, Mixcloud,Soundcloud,clowdy, instagram and Youtube

- Danny Q
@Dannylv100
​

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How To Make Warzone More Accessible

1/29/2016

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More Accessibility ​

   Warzone is one of my favorite modes in Halo 5. It is the kind of game mode I always wanted. Taking on a large team of enemies and Ai combatants. When it all comes together, it is just awesome!

  Unfortunately, I haven't had much luck converting my friends to Warzone enthusiasts. Warzone can be a very frustrating and crushingly difficult mode for newcomers. The size of the map, the high player count, the Ai bosses that can kill you in an instant. The sheer chaos of the entire experience can be extremely overwhelming to a new player.

   As a veteran of over two hundred Warzone matches and after analyzing common complaints from my friends, I have come up with a few game design solutions that in my opinion would improve this game mode. 

Improved Killcam

​  Warzone is a huge game mode featuring a gigantic map and twenty four players and Ai enemies that attack either team. One issue I encountered with this set up is, well this mode can become chaotic very quickly. Players will oftentimes find themselves caught in the crossfire on a regular basis.
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​    I know, some of you out there might be saying "But Danny, it is supposed to emulate the chaos of war!" True. The issue here is that this combination of giant maps and high player count can lead to a quick and confusing death. A death with little or no information to how or why you died. 
​
   Oftentimes, I find myself dying and having no clue where the shots came from.  When I die, the camera might point in the general direction of where my attacker was but Often times it might just float around in no particular direction.
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An example of the unhelpful Halo 5 kill cam. Notice how it points straight to the ground.
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The Battlefield 4 kill cam gives the player useful information.
​   How do we mitigate this issue? We add a kill cam. And to be very specific, we add one that functions identical to the one from the Battlefield series (pictured above).  

Pros of adding a Kill Cam similar to Battlefield 4

​- Will show you where the shots came from and how much health/shield the enemy had remaining.
- What kind of weapon/vehicle, booster the enemy was using. 
- Will highlight a players position. If any player is using an exploit, they will be exposed.
- Help lower a player's frustration level and allow them to avoid making the same mistake twice. 

Add A Map 

   When playing with some of my friends, I had a hard time explaining the map layout to them, especially in the middle of the game. At the bottom left of the HUD is text that tells you where on the map you are located. This can help players identify their current location, but with no map to reference it is kind of pointless to a new player. 
​In Gears of War 3, before every multiplayer game the player are shown a top down view of the map. On the map, all of the landmarks are clearly labeled. 

  Whenever the player dies, they have the option to look at the map. During the match the player can easily access it and depending on the game mode it will even display objectives, weapon locations and etc. 
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The map from Gears of War 3.
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Give the player the option to look at the map during this intro before the game begins.
​Warzone begins with a short video that introduces us to the map. This intro video is unskippable, so why not allow the player to hit a button and view a map that will tell inform them of bases and key landmarks?

   However this shouldn't be the only time the map is accessible. During gameplay and in between spawns, players should be able to press a button that will quickly display the map with everything clearly visible. 
​  The ideal Warzone map would display all of the main bases, the location of enemy bosses once they have spawned into the map, the health and status of each team's respective core and who controls each base. 
​   The map could also possibly display where your allies are on the map as well as enemies, well this would have to be tested out as displaying the position of enemies on the map might be a game breaker.Perhaps the map will temporarily display enemies that have been spotted by your allies or enemies that are currently engaging a boss. 

Semi Related - Possible  Announcer Bug

​   This is an issue I noticed while playing. Sometimes when I am killed and spawn back into the map I will miss the in game announcer declaring that an enemy boss has appeared on the map. With the map, the player would  would simply check the map during gameplay and the player would know when and where an enemy boss has spawned on the map. 

  I would also like to say that this is a bug that I have personally encountered on a numerous occasions, and it is most likely a obscure glitch. As mentioned before, adding a map with the whereabouts of enemy bosses would mitigate this issue entirely. 

Adjust Victory Point Distribution

 One of the most crucial things in warzone is earning Victory Points (VP) by eliminating enemy bosses. Each boss is worth a hefty sum of points. Eliminating these bosses can help the player's team get a strong lead or close the gap.

​   One of the issues I have with the bosses in Warzone is how points are distributed. On several occasions my team and I have lost the game because the other team stole the kill.   
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From Left to Right: Legendary Boss (150 VP), Normal Boss (50 VP) and Enemy Player (1 VP).
​   To clarify, the way the points are distributed is not dependent on how much damage was done by either team, but simply by whomever lands the final hit.

   Nothing is more frustrating then making a huge comeback only to have the other team pull ahead with a massive lead after they land the final hit on one of the final boss that you and your team were in the process of eliminating.

​   I have experienced on a few occasions the enemy team stealing the boss points just get a huge lead in points, which at this point means we lost and there is no more coming back.

​   This is especially frustrating when the final boss has already spawned and been taken out. The only way to win at this point is to capture all three bases and destroy the enemy core. The chances of this happening is extremely low. I have never been on a team that has at this point captured all three bases and destroyed the enemy core to win. 

Damage Perentage System

​   My suggestion to fix this issue is to change how points are distributed. This is what I suggest, if the Blue team lands majority damage, they would earn majority points. If a boss is worth 150 VP, and Blue team deals 75% of damage they would receive 112 points, where as the Red Team dealt only 25% of damage would only receive 38 points.
​   If 100% of points is 150, then half of that is 75. If both teams did equal damage to the boss, they should receive equal points. As the system currently stands, it leaves a bit of room for chance. In my opinion we should reward teams and players that use team work to coordinate an assault on a boss, not reward players that sit back and take potshots. 

Back to Battle

​   These are my suggestion on how to make Warzone more accessible to new players and to the players that stick solely to the arena section of Halo 5's multiplayer.

   Warzone is one of my favorite game modes and I do feel that these suggestions would improve Warzone overall and make it more accessible to more players. If you are someone who is currently playing Halo 5 and has not tried Warzone, you should definitely give it a chance. I mean, what else are you going to do with all those Req cards? 

  Do you have questions, comments or concerns? Email us at deepdigitaldesign@gmail.com
Follow us on Tumblr, IndieDB, Twitter, Mixcloud,Soundcloud,clowdy, instagram and Youtube

 - Danny Q
@Dannylv100​​
​
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Redesigning Requisition Cards -  UI Design (Halo 5)

11/27/2015

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NOTE: I do not work at 343. I do not claim to work for this game studio, this blog post is just me talking about my thoughts on design and UI.

  After hours and hours of hard fought matches on the Warzone and in the Arena, I finally got my highly sought after DMR card. Now, if you are not a fan of Halo, the DMR or Designated Marksman Rifle is an excellent semi automatic rifle that hammers down covenant and online opponents like no other.
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​  I hopped into Warzone mode ready to unleash the fury that is a virtual bullet, only to discover that the DMR is a level 8 Requisition. If you are not familiar with Halo 5's Warzone mode, that meant I would have to put in a lot of work per game to even get to use that card, or that it wouldn't become available until late in the game, you know like in the final 4-5 mins before warzone is over. ​

​   This isn't a post to complain or whine, it is to talk about something I didn't realize until I got this coveted unlock. I am here to talk about the UI and layout of the Requisition cards. I have a few suggestions that might spruce things up a bit, and make the cards more informative.

  To the left, you will see what the DMR card looks like. Overall, there is no indication that it is intended for the Warzone mode, but even more blatant is the fact that you can't even tell what level the card is. You don't know until you are in the game. 
​  I also want to mention the layout of the weapon requisition screen in warzone. I have a few suggestions that I think, in my opinion, might just make this system a bit more intuitive. 

Weapon Select (Req Station) UI

​ When you start up a game of Warzone you will find yourself at the requisitions window. From here you can select which weapons, vehicles, armor mods etc you would like to spawn with. All weapon, vehicle and power up cards are one time use, and go away if you are eliminated in battle, or when the game ends.

   The issue I have with this, is when you go to one of these tabs, all the weapons are lumped together. They do become highlighted once the required requisition level is achieved, but in my opinion, it would be better if we had the weapons catergorized in rows based off of their level.  
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Current Layout in Halo 5.
​ To the left, you will see what the weapons tab currently looks like. All the weapons are on screen with the currently available weapons be highlighted.

 The issues that I have here is that we do not know what level any of these weapons are. We can assume that all of these weapons are level 3 or less.
​  In the layout I came up with, we have weapons organized in a row. Level two and three are currently highlighted because as we can see in the top left, we have access to level 3 items.

​   You can also clearly see that the level 4 items are inaccessible as the Level 4 box is empty. With this setup you can see immediately what weapons are available to you and what their cost is. 
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My Version of the layout.

Requisition Card Layout

​Weapon Cards

​  Majority of weapon cards you unlock in these booster packs are "power weapons", weapons that can not be equipped as your default loadout. Weapons such as the rocket launcher can be equipped once you achieve the appropriate level and if you are willing to spend a rocket launcher card. You can not spawn with the rocket launcher if you do not have any cards to spend.

​    Weapons such as the Assault Rifle, Magnum, Battle Rifle, SMG and DMR are loadout weapons. The player just need to unlock the card to make them available as part of their loadout, however some of these cards still need to be unlocked by reaching he appropriate level. The default SMG is a level 4, after that level is achieved the player can spawn into the game with the SMG equipped at no loss of cards or points.  
   Here we have a variant of the standard SMG. This variant has a suppressor attachment and unlike the default SMG is a level 5 weapon. The only issue is, you wouldn't know this until you hop into a game.

   The changes I made add a clear level in the top left corner. I also added some text at the bottom, informing the player that it is a variant loadout weapon and at the bottom of the card I made sure to make it very clear that this card is intended for the warzone game mode.
   Now, I know some might say that adding the "Warzone" text at the bottom of the card might be pointless, but while playing in the arena, I occasionally overheard people opening up booster packs and some of these people have said things such as "What do I do with this weapon/vehicle?" and "What are half of these cards for?".

    It made me realize that some players that predominately play Arena have possibly never played Warzone as they had no idea what some of these cards were intended for. And I am honestly not surprised, as players that only player in the Arena, only a few cards would be used by them (Assassination animations, Armor/Helmets, Weapon Skins, Req Points, XP/RP boosters). I was still honestly surprised, Warzone was a mode that I had been anticipating for quite some time.  

​Vehicle Cards

   Just like the weapon card, vehicle cards suffer from the same issues. To the left you see the card as it currently is in game. The only information give to you is that is is an uncommon card and it is called "Wraith". The card currently in the game doesn't do much in terms of conveying information to the player and that is where the current design falters in my opinion.
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Left: Current Weapon Card. Right: Card with my changes.
   With my update we once again see that this card requires the player to reach level 5, it is a single use card and it is for the Warzone game mode. 

Requisitions

​  To summarize my thoughts, I would just like these cards to convey more information (level, use, type, game mode). I also believe the benefit of letting players know what game mode these cards are intended for might get more players to try Warzone, which is one of my favorite game types in recent memory.

   To hear more about my thoughts on Halo 5, check out Divercast Ep. 20 (coming soon) and be sure to follow me on twitter, as I plan on streaming the creation of a custom map once Forge mode is made available. Thanks so much for your support and I hope you enjoyed this article.

 Do you have questions, comments or concerns? Email us at deepdigitaldesign@gmail.com
Follow us on Tumblr, IndieDB, Twitter, Mixcloud,Soundcloud,clowdy, instagram and Youtube

- Danny Q
@Dannylv100
​

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The Wanderer : A New Infected for The Last of Us

7/10/2013

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Disclaimer: I do not work for Naughty Dog and this blog post may contain SPOILERS for anyone who hasn't completed The Last of US. The Wander silhouettes are based off of official Naughty Dog concept art that I do not claim as my own.

   One of the things I loved about the game was the Infected. They were believable, interesting, grounded and fierce. The Last of Us did something that almost no other video game has done before. They made each enemy feel unique, that each enemy was a human being unlucky enough to slowly lose their humanity and become one of the infected.
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  The Last of Us is a fantastic game, a tour de force. It is one of the most mechanically sound games I have ever played. Everything about the game is finely tuned and perfectly executed. I think of this game a masterpiece. If you haven't played it yet, go out and try it now!

​   One thing I loved about them was that they followed a very  interesting life cycle. Every infected starts off as a fungal spore. This spore reaches a human target and infects them. The first stage of infection is the Runner. A few weeks after infection the fungus inside the brain of the Runner begins to sprout into these fungus stalks and creates a Stalker. A few more weeks later and the fungus growing out of the brain hardens, the stalker loses it's eyesight. This stage is what we know as the Clicker.  
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​   The only thing I didn't like about the Infected was the Bloater. Bloaters didn't seem to fit quite right into the infected life cycle. What purpose do they serve? How did they come to be? Are you telling me that a Bloater is a Clicker that for some reason survived for years and mutated to become an armored titan? I felt that the Bloater didn't truly flow into the life cycle of the Cordyceps virus.

   I am not saying that Bloaters are not possible, but they were the only infected that felt "Gamey". I did like the fact that the Bloaters we not just generic bullet sponges, I just felt that there could have been another type of infected that was a better fit in the universe. If I were to be asked to design a new infected type for a sequel for The Last of Us (or DLC) I would pitch a new less aggressive infected, The Wanderer.

​The Wanderer

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The Wander's back is full of stalks that release spores as it walks. These spores create a deadly trail that can obstruct pathways and lines of sight.
   The Wanderer is the next step after the Clickers in the infected life cycle. The Wanderer is sprouting spores all over it's back and head. A Wanderer is created when a the host body of a Clicker can no longer sustain the Cordyceps host.

  The virus knows that their host body is near death. The Wanderer searches for a dark, claustrophobic area so that they may drop down, die and release their spores to continue the life cycle.

   As they walk around they leave behind a trail of deadly spores(just like a moth) and on occasion they have a seizure which causes them to "sneeze" and release a cloud of spores all around them.

   Wanderer's can still kill with a single bite, but will only attack when provoked. They are attracted to sounds and use echolocation just like a Clicker. They are however the slowest of the infected (Due to their body falling apart or previous injury), they oftentimes stagger about croaking in pain.
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A Wanderer leaves a deadly trail of spores in Joel's path.
​   Wanderers can complicate things for Joel and Ellie. While trying to sneak by Clickers/Runners a Wanderer can linger into a room and with it's spore trail temporarily obstruct a path or escape route. Players are forced to rethink their approach.
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​   Because they have large spore stalks on their back they can not be killed from behind with a shiv or strangled. The only way to remove their spore stalks is with the flamethrower or sustained gunfire (A shotgun blast will sometimes remove the stalks).

   A Wanderer might stumble over to where Joel and Ellie are hiding and "sneeze" sending a small radius of spores all around, forcing Joel and Ellie to find another safe piece of cover.

   The role of the Wanderer is to force the player to alter their tactics on the fly. It also makes players even more wary of their surroundings. A player can't just rush when their is a wanderer nearby else they risk stumbling into it or a cloud of spores.
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Wanderers have a distinct cry. It is similar to that of the Clicker but it is more strained and raspy.

  I felel that the Wanderer fits into the established life cycle nicely. It challenges the player and keeps encounters dynamic. It is also a natural opposite of the Runner. Instead of being fast and frantic it is slow and staggers about.
There is a sad beauty in the Wanderer, finally it's tragic journey from human to infected ends. The human host body can finally pass and the cycle continues.

  Do you have questions, comments or concerns? Email us at deepdigitaldesign@gmail.com
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- Danny Q
@Dannylv100
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Freeze-E Frosty's: Designing the Soundtrack

10/30/2012

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​A Chill Soundtrack

​  When it came to making Freeze-E Frosty's we knew we needed to have a vibrant soundtrack that will capture the feeling of the game. At the beginning we didn't know how we were even going to start on a soundtrack. Luckily for us the very talented Mike Coons joined the team.
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There are 2 hidden tracks in the main menu.
​   Mike Coons brought along with him over 25 years of composing experience. He however had never worked on a game before. Mike is an extremely talented guy. He composes all of his music and he plays just about every instrument I can imagine.
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​   Over the period of a few months I shared with Mike some of the best soundtracks in gaming. I wanted the game to have a soundtrack that was retro with possibly some chiptune sounds. I sent him links to just about every game I could imagine. Bomberman, Mario, Contra, Crash Bandicoot were just a few games I sent him as reference. Mike came by weekly to demo his latest tracks. Below is a breakdown of the songs in the game.

Cold as Ice Jazz

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That baseline is as smooth as Frosty.
​   The first level is where we introduce the player to the world of Freeze-E Frosty's and the character of Frosty. When I described the character of Frosty to Mike we decided on a cool baseline that would emphasize Frosty's "too cool for school" attitude.

   The first thing Mike came up with was just the baseline. It was a very mellow line that sauntered through your ears. We talked about adding a bit more to it and what he came up with was great.
​   For reference I told Mike that we were kind of going for a very 1950's malt shop kind of vibe. I described it as something that would be played through a jukebox. When it came to the tone and the vibe he certainly matched what we as a team was looking for.  

Cold as Ice Jazz - Indie DB
   He filled in the track with some light piano and guitar that came together to form a very relaxed Jazz sound that perfectly reflected Frosty as a character. The piano to me fits well with the feel of the game, the song sounds relaxed but the piano is something of a warning that things might get a bit tense.

Meltdown

   The factory is Freeze-E Frosty's eventually goes haywire leading to a chaotic meltdown. For this track we wanted to capture the sense of urgency and panic.

   The first track Mike gave us was a bit dark. The second track was a mostly piano track. It felt right but it was missing the urgency. It wasn't until he combined the two he came up with something that fit the bill.
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The factory is going haywire!
​   The track that he came up with captured the mood exactly. He kept the piano but added in some horns and gave it a pulsing rhythm. It is one of my favorite songs he composed for us. It has a very moody feel to it without being overbearing. 

Meltdown - Indie DB

Forklift Funk

​   For the second level of FF I knew exactly what I wanted the music to sound like. As a huge Mario fan I just had to share with Mike the music from Super Mario Bros from the NEs. World 1-2 is the underground level and since I was a kid that iconic music has stuck with me.

  I sent Mike a clip of that music and told him that I wanted our second level to pay an homage to it without being overtly noticeable. I knew it was going to be a challenge but Mike was an expert and so far he hadn't let me down yet.
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Moody and atmospheric. Capturing the level perfectly.
   Mike really knocked this one right out of the park. He really made a track that not only paid homage to one of the classics but it stands on it's own. I remember running play tests of the level and having people come up to me asking if they can get a copy of this song. It was pretty much at this point I knew Mike was capable of working with the guidelines I gave him and excel.

Forklift Funk - Indie DB

Royal Ice Palace and Jurassic Flavor

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​   We knew that our hero Frosty was going to do battle with a T-Rex for a long time coming. What came to my mind as memorable song we could use as a baseline was the Jurassic Park theme.

   I sent over a clip of the Jurassic Park theme over to Mike and he got to work. He was able to replicate the sound really well. I dropped it into the boss fight level but it didn't fit the mood of the boss fight.
​   The track below is what he came up with. It had the Jurassic Park influence but it lacked the magic of previous tracks. I am not saying that it wasn't good, because it was good. It just didn't fit the mood of the boss battle. We ended up using this track for another area in the game known as the "Trophy Room". We scrapped the Jurassic Park idea and decided to go in another direction with it.

Royal Ice Palace (trophy room) - Indie DB
  ​Mike headed back to the mixing board and came up with two different songs. The first was a very slow and grim. The second was a much more fast paced song. We originally were going to go with the faster paced track but we realized that before the boss fight is a short intro/tutorial and in between phases of the boss fights we had lulls in the combat so we needed something, we couldn't simply have no music for that part. Mike mixed both tracks together to make what became the track below. It builds up slowly and turns into a much more fast paced song. We looped the first half of the song for the start of the level and for the parts in between the rounds.

Jurassic Flavor (boss theme) - Indie DB

Ice Cream Adventure and 8-bit Boogey

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   Mike produced a lot of content for us, so much in fact that a few tracks didn't make it into the main game. Everything he came up with was fantastic. He took whatever mix of ideas we had in our heads and turned it into music. Below are two tracks that are not in the main game but were added as Easter eggs in the games main menu.

Ice Cream Adventure - Indie DB
​  Ice Cream adventure was going to be the song for the first level but it was taken out in favor of "Cold as Ice Jazz". We liked the song, it reminded us of Crash Bandicoot. We instead planned on using it for a level that would come after the boss battle. Early on we thought we might want to continue the project.

8-bit Boogey - Indie DB
​  8-Bit boogie was a great song that was also a contender for the first level song. I personally love the chip tune sound it has. This song is really upbeat, it properly reflects the tone of the game but we wanted a song that would suit Frosty's character.

Implementing the music into Kismet

​  When it came to implementing the music into the levels I found that using the matinees in Kismet allowed me the perfect level of control over the music in game. I was able to link it to switches and actions in a way to accommodate for just about any situation.
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The kismet for the main menu was very easy to pull off.
​   The music was easily implemented into all of the levels. The only level that really had some problems was the boss fight. I had to make sure that the first half of the boss fight music played at the start of the level and to transition into the speedier battler music once the boss showed up. 
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Music was broken up into phases for the boss fight.
   Things in the boss fight became pretty complex. I had to break the music into three music phases, one for each phase in the boss fight. I also had to have phases for each transition from round to round. In the end I was able to get the matinees to play the appropriate music when necessary. The whole thing came out spectacular, the music in the boss fight was flawless.

Play us Out

​   Freeze-E Frosty's went on to win Game Wizards Game of the Year at Art Institutes of Santa Monica that year. Mike didn't have any experience working with games but he didn't let that stop him from taking the challenge. I was happy to work closely with him to perfect the soundtrack and in the end his weekly visits was something the entire team rallied around. If it wasn't for him Freeze-E Frosty's would have been a much different game. The soundtrack stands as the best soundtrack Game Wizards has ever heard.

   Do you have questions, comments or concerns? Email us at deepdigitaldesign@gmail.com
Follow us on Tumblr, IndieDB, Twitter, Mixcloud,Soundcloud,Twine, instagram and Youtube

- Danny Q
@Dannylv100​
​

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