Friday, April 16, 2010

Visual associations

So while getting my cup of coffee this morning i ran into an old familiar situation. The caps for the to go cups are usually black; today they were white, I grabbed one and put it on as i sat down. Then i heard James the owner talking about how he almost couldn't find the tops because they were white and he had been looking for black ones.

I instantly though about the times i too was looking for a certain Lego, or a certain object that i knew for sure was say yellow and this certain shape. After searching and searching i finally found the object, but upon looking at it... it just "doesnt feel right". Sort of like a moment in the grocery store when you look for your favorite pasta and look for it, until you discover that the label had just changed. You question if its real, if the things inside the box has changed in anyway, instead of logically thinking "oh they have obviously changed their box". We get so comfortable with our surroundings that we look for things as if its the equivalent to muscle memory, we process the information without knowing, but know the moment when something is off.. we know instantly.

So i couldn't find a Lego, so what? I'm making this point because i can remember a couple games where i was suppose to find an object but because in my mind the object was different i wouldn't find it right away. Or because of the silhouette of the object wasn't clear enough for me and i didn't think to look in a certain place. I say silhouette because i want to say that my perception of the world is a bit different then others, i am slightly red-green color blind (so is about 8% of the male population). So i have over the years relied on looking for lighting, shape, form and movement more so than looking for that "slightly pink towel".

So how could this process be improved in games? How could you show the player what they need to do in a better way other then showing them a picture or giving them a description of it. Could this be portrayed better? Could you maybe flash a picture of a room and briefly show them where it was, as if the player is "thinking and remembering". What if you could remember at any time during the game. What if the remembering part was somehow initiated by the player? One of the coolest things about the newest "Alone in the Dark" game is that you had this "soul vision" (or something along those lines), and this soul vision was initiated by blinking with one of the analog stick 'clicks'. This vision did something amazing to this almost good game, it made the player close their eyes, and risk a potential attack by limiting what the player 'saw'. I say this, because when you closed your eyes, you had this soul vision, where you could see the enemies weak spot and understand what you need to do to kill them. So what if you could close your eyes and try to think about what you need to do, or just be reminded what the last 4 digits of that phone number was. What if remembering it was a sort of game where you had to steer your memory down the path you want. How could this influence a dramatic scene? They are waiting for you to remember what wires you need to cut in that land mine, how the hell are you going to figure it out if you the player don't remember it? Find a game FAQ?

So with all that being said; for the most part, games give you a pretty good description of what you may need to go find or collect. However, what would happen though if they didn't give you a good description? What if the character that told you to go find the big red pale remembered it wrong, and its a big blue one? Would the player not collect the blue pale and walk back to the character and try to figure it out? Would they pick it up anyways and not think about it?

What would you do if faced with a conflicting description to what you are experiencing? Would you give up? What if the game went on but just punished you by making you go get it again, or what if this was actually used to further the plot and prove to everyone that the person who asked you to get all of these things is crazy?


PS. i know i asked a lot of questions, but i would love it if you could provide any kind of answers. ;)

Tuesday, October 27, 2009

UnrealMaterials_01


So last week i had this scrolling through my head of creating a normal map from only a grey scaled texture. Here is my first pass. Click for larger image.


Wednesday, September 23, 2009

Monster in the closet.

So i have been kicking around this idea of a horror mechanism, a monster in the "closet" type of scenario. When we were kids, we some times would be scared of a dark area hallway or closet; but we for the most part would get over it and go to sleep. What if there was a monster in that closet? What if the only thing keeping you from being attacked by that grotesque looking thing was a 2.5 inch wood door with a knob?



I guess what I'm saying is, whats more scary in this instance, knowing that something IS there, or knowing that something MIGHT be there? Now, many games play off of the idea that a monster could pop out of the dark and get you, what if it played off the knowledge that something is there instead. For example, you trap a monster into a room and barricaded it in, now unlike many games this monster would "be there" for the remainder of the game.... locked in a room... What if every time you passed by, it was there starring at you, what if every time you walked by it was screaming and pounding on its enclosure, what if the next time you walk by the room the door to that room was wide open?



This also could lead to plot lines where someone accidentally opens the door, or even purposely opens the door to this room or a container of sorts. Heck, it could even lead to preventative strategies so that you have to monitor the room so someone wont/cant do this. Even having a small instance when two people walk by this room could have more tension then the original contact with the monster. I think that sound could also play a huge role in this, seeing as when you put the thing in its cage it would make one hell of a racket and be very angry from then on. Being able to turn off those sounds for certain times could make for some interesting moments when you are walking down a hall and just feel uneasy because something is "off".

Anyhow, just a though i had running through the head.

Tuesday, September 22, 2009

Tub

Man, im still not impressed with this stuff....



Sunday, September 6, 2009

More and more

So this one was a test of the grid settings.... still have no clue what it does...

This one is a high res water, with different Viscostiy settings. This one is less than "water"

This one is their "water"

Saturday, September 5, 2009

Audio

So audio in the game that i am brewing plays a huge role. Often i will talk about ideas i have about controlling audio and interesting sounds that i have heard.

Interesting sounds
1. Machines that are air driven, or compressors of some sort. I encountered a open fridge at the grocery store that was holding the mushrooms, peppers etc.. The fridge began to click on/off or the compressor was turning on or off. Anyhow, it sounded like the machine, was breathing. Personally my mind starts to picture this fridge as some kind of evil thing with eyes and teeth and little arms and legs. I had to laugh when i thought this.. its a fridge after all.

2. The same noise, coming from 4+ locations and all of them are delayed only so slightly. (5 firemen walk into the grocery store and all walk by me. It was their walky talky's going off) This was an odd effect, as i could "tell" where they all were, but then the sounds of them coming from different angles and distances made me feel a bit uneasy. On top... of the fact that it was a monotone woman listing off code names so none of it made sense anyhow.

It was sure an interesting feeling with both of these. Anyhow, wanted to note this and to share it.
~JeFX

Fountain 09 05 09

This one looks a alot better, tweaked a couple settings. The viscosity still feels a little high though.