Following 2 tutorials pitching the project concepts to the tutors, I have been developing the extensive proposal document. While in previous years we completed this at the end of the work, this time round we will have to produce it at the start to actully show what we propose to complete.
I have also had to consider how to present the storyline aspects of the project in a communicative and interactive way. My initial idea is to develop a couple of the storlyine missions as top-down interactive walkthroughs; showing the user how the written story would translate into action.
Monday, 12 October 2009
31.09.09: Minigames and New Code
As I will have a few weeks before the project briefs are handed out and the workload picks up I have made the decision to develop my programming knowledge. So far in the course, I have used a decent amount of code to move between locations in the file, control a characters movement and track stats. However I have approached animations in a simple way, using large numbers of frames on the timeline and a lot of content on the stage. I felt it would help my job prospects and potentially speed up my working process to design in a more professional way.
So far I have learnt from online tutorials and practicing with the code, to be able to load everything dynamically from the library, leaving the stage entirely empty. I have found the basic controls to be able to manipulate position, scale and alpha of objects which should make dynamic editing really easy.
I have also developed the Tween class of code which has dropped the many hundreds of frames I previously had in movie clips. I have refined a prototype game developed over this summer from a lot of timeline content back to a single frame with code on, which I now understand.
So far I have learnt from online tutorials and practicing with the code, to be able to load everything dynamically from the library, leaving the stage entirely empty. I have found the basic controls to be able to manipulate position, scale and alpha of objects which should make dynamic editing really easy.
I have also developed the Tween class of code which has dropped the many hundreds of frames I previously had in movie clips. I have refined a prototype game developed over this summer from a lot of timeline content back to a single frame with code on, which I now understand.
27-30.09.09: First Tutorial of the Year
After the first tutorial of the year, pitching the project to the tutors, my intended approach has been approved. The work so far has all be preparative; gaining a detailed understanding of the subject and collecting quality information to develop. One area to be developed is the storyline, considering a way to present it visually. One idea is to create a top down game, running through a storyline mission. This way the user could see the freeroam nature of the missions in action as well as the planning behind it.
19-25.09.09: Unlockables
I have refined the long list of unlockable equipment, bringing in animals, carts and boats. I decided to add a specific description for each of the now 80 weapons, to help explain my specifically chosen equipment. This section of work has been very intense, requiring me to find specific, detailed historical information, take notes from it then write them up. However the process has helped me to refine a few choices and understand the technology better.
09.09.09 - 11-18.09.09: Upgrades
I have begun developing the numerous weapons upgrades through extensive research into historical industrial practices. I have the 5 main gun mechanisms for the game and a wide range of accurate upgrades to be applied to them. In addition to this I have found 5 steel forging processes as well as combination weapons to upgrade the melee weapons with.
After a random power cut irrevocably corrupted my Unreal engine editing hard drive, I have managed to install a new one. Very fortunately, through my paranoid backing-up systems, I had a recent copy of the 3D project and a solid week’s work has been rescued. PHEW!
I developed the detailed upgrades systems and devised the inclusion of cannons. Now the 5 main upgradable weapons have a list of accurate technology to customise them with. I also devised a list of the specific weapons of the game and the order they would become available.
After a random power cut irrevocably corrupted my Unreal engine editing hard drive, I have managed to install a new one. Very fortunately, through my paranoid backing-up systems, I had a recent copy of the 3D project and a solid week’s work has been rescued. PHEW!
I developed the detailed upgrades systems and devised the inclusion of cannons. Now the 5 main upgradable weapons have a list of accurate technology to customise them with. I also devised a list of the specific weapons of the game and the order they would become available.
08.09.09: Map Development

I have added 2 hill ridges I have visited in Shropshire which have rare and interesting features, working from Ordinance Survey and Google maps. The county has been altered but shouldn’t appear ridiculously changed. I have decided to lose the coastline to add realism and kept many of the main features of the surrounding countryside. The coast will now be one of 5 smaller maps which will be accessible when the player moves to the corresponding map edge. These are Scotland (north), London (east), York (west), south coast (south) and the Isle of Wight (south from the south coast map).
07.09.09: Map Scaling
I developed the maps, calculating scales and referring to the sizes of other free roam experiences. I settled on a 50-60km2 map centring on the city of Oxford for the main location. This is due to its historical significance in the war and interesting river geography, breaking the map up very effectively. Each A4 tile would measure 1.5km x 2km and I think it could work really well in Flash, being able to zoom in on each tile.
06.09.09: World Map Concepts
I began drawing out maps after collecting from the storyline the key locations required. I chose to base it on Oxfordshire as I think it has an interesting shape and is relevant to the plot. I started by drawing out the county, and then adapted it roughly to the required geography – e.g. coast, hills etc. I planned a tile system to be easy to make on a4 paper and be widescreen-ratio friendly. I chose a portrait map instead of landscape to break away from the boxy feel, with benefits being space around it to decorate.
02.09.09 - 05.09.09: Story Development
Moving on from the visual side of the work, I have been developing the storyline characters to include found images and biographies. This can take a while, trawling the internet and looking through the several reference books which I have discovered.
I have continued extensive refinement of the storyline and its missions to ensure historical accuracy. I redeveloped the loading screens from 500 taken to have a final selection WITHOUT filters as many of them work as well if not better plain.
I have developed the story work further adding titles for each mission as well as the characters and locations where the work will be given.
I decided to experiment in flash with a figure and a revolving weapon animation for the menu systems. They are quite basic but spending this time helps work out a system and style. I developed the story, working from another book I have found by a local historian and Civil War expert.
I have continued extensive refinement of the storyline and its missions to ensure historical accuracy. I redeveloped the loading screens from 500 taken to have a final selection WITHOUT filters as many of them work as well if not better plain.
I have developed the story work further adding titles for each mission as well as the characters and locations where the work will be given.
I decided to experiment in flash with a figure and a revolving weapon animation for the menu systems. They are quite basic but spending this time helps work out a system and style. I developed the story, working from another book I have found by a local historian and Civil War expert.
28.08.09 – 01.09.09: Location Photography



While visiting the area, I took the opportunity to gather and edit over 500 photos in Shropshire. I have always felt that I want my work to be entirely original and so have worked from my own material for every project so far on this course. I could Google some of the images I have collected but I thinks it’s much more creative to find my own and I actually end up with better imagery. As well as sweeping landscape shots from the tops of hills, I visited specifically relevant locations to the project for research purposes.
25.08.09: Logo Development

After adding the stationary smoke to the logo, I was inspired to add a slight animation to the logo as it might act as a part of the games loading sequence and would add interest to the screen. I had noticed how Mercenaries 2 and Call of Duty 4 and 5 had used a smoke affect on their menu screens by having two solid 2D images moving across each other from opposite sides of the screen. I experimented with this overlapping design using advancing Photoshop imagery and ended up with what I feel it quite a striking screen. The smoke is subtle and elegant and works very well in grounding the dark image. I added two more layers of finer lines of smoke and animated them to float up and down to complete the image.
As I believed we would have early presentations in the year about our FMP, I decided to plan out roughly a power-point presentation. Using my recent imagery, I put together the basic skeleton of the slide show with points to talk about to the group.
24.08.09: Logo Concepts

I decided to develop the identity of the game slightly by adding text to the logo. From my research when working on the symbol earlier, I saw that the majority of games use text as a defining identity for the game rather than a symbol. Half-Life, Mercenaries 2 and the Unreal series have an actual symbol as well but the more recognisable game identities can be lone text such as with Grand Theft Auto and Call of Duty. As such I decided to locate a suitable font. Looking at imagery from the age, I had the choice to use either handwriting script or early printed type. I considered having words scratched into wood or metal or using type in dripping blood for example, but felt a period typeface would have more specific relevance to the game. I began by looking through websites around the civil war to see what fonts they might have used as found Monotype Corsiva was very popular. I also experimented drawing by hand a printed typeface, as I couldn’t find a fitting default one. In the end after experimentation with Mt Corsiva in Photoshop, I believe I developed an effective style and distinctive title. I scratched away at the letters in places to make them look worn and antique and separated each one individually, resizing slightly and changing their spacing to make them look of the style of early printing. The groundbreaking use of propaganda at this time meant that printing is a key feature of the war and so a sensible concept for the main logo.
After completing the layout I added it to the two larger more detailed logos I had and found it worked more effectively white on black, making the atmosphere darker and more grown-up. I then added a slight smoke effect to it, helping the pure-white areas of the letters appear almost glowing.
23.08.09: Storyline Research
Today I completed the 35 storyline missions with objective details for each side and historical reference to names, locations and events. This took a long time due to referencing and planning each quest as well as the overall body of the game. I feel it is now a good length and the content should be compelling to play through.
22.08.09: Storyline Planning
I began planning the storyline and the main missions along it. I decided to have two parallel storylines, one for each of the two game factions. They would show either side of each encounter as well as unique quests for both sides, giving the player the option to experience the storyline from two very different viewpoints.
I started with 45 missions, which I felt was a reasonable length for a freeroam games main story but refined them back slightly so the player wouldn’t be repeating themselves. I didn’t feel losing a few would impact on the game experience as the many side missions and similar aspects to a freeroam can make the storyline insignificant.
My constant thought is to make the story accessible and interesting but not preachy or compulsory. So I am frequently referring back to books and internet resources to make the game accurate, whilst trying to make it all as fun as possible and not a historians crusade to educate people. I feel accurate history can give games a powerful and compelling integrity such as the Age of Empires, Total War and World War series’. Age of empires especially has intricate details of each available upgrade with historical info, but doesn’t force you to wade through it. Assassins creed on the other hand, with its preachy and condescending ‘unskipable’ cutscenes makes the experience negative and boring.
I started with 45 missions, which I felt was a reasonable length for a freeroam games main story but refined them back slightly so the player wouldn’t be repeating themselves. I didn’t feel losing a few would impact on the game experience as the many side missions and similar aspects to a freeroam can make the storyline insignificant.
My constant thought is to make the story accessible and interesting but not preachy or compulsory. So I am frequently referring back to books and internet resources to make the game accurate, whilst trying to make it all as fun as possible and not a historians crusade to educate people. I feel accurate history can give games a powerful and compelling integrity such as the Age of Empires, Total War and World War series’. Age of empires especially has intricate details of each available upgrade with historical info, but doesn’t force you to wade through it. Assassins creed on the other hand, with its preachy and condescending ‘unskipable’ cutscenes makes the experience negative and boring.
21.08.09: Planning the Project Outline
I decided to plan out specific list of what I want to submit for the project. This should give me a clearer understanding of what I will need to complete and help me to manage my time. While this is just the summer and I have been experimenting, as the new semester approaches it may help to focus my work more. I lost marks on the Designing for the User project last year by spending huge amounts of time on unnecessary aspects of the game. The second Flash project was much more successful as I was much more conscious of the work I was doing.
28.07.09: Naval Game Visuals
27.07.09: Naval Game Coding
I have experimented with advanced code to make the canon fire from the centre of the screen from a fixed, pivoting ship. However I have settled upon using buttons to press and trigger movie clips of animations tweens. This may not be as professional as an entirely code based approach, but I don’t feel this approach has been an issue so far on the course and has had the same final results. After all, I am illustrating my ideas and making a prototype, not learning to be a dedicated programmer and am focussing on the design element of the work. I will still need to use a large amount of code, including numerous variables.
26.07.09: Naval Combat Game
Today I began a Flash game centred on the naval sections of the story after checking with Jay (James Field: Project Tutor and Course Leader) that more varied elements could be included in the FMP. Some of the stronger influences for the design of this demo come from the Playstation 1 ‘Overboard’ and sections of ‘The Pirates of the Caribbean’ original game. The player would ultimately be able to sail around a bay, fight with other ships and complete objectives. I next created a placeholder for the ship to pivot on in the centre of the screen upon certain button presses.
20.07.09 – 24.07.09: Location Photography and Editing


I have collected relevant photographs on location and from other sources and heavily edited them to suit an identified theme within the title. Using filters and other editing, I have developed them to appear as paintings. I have found this approach recurs throughout a few games, such as the oblivion loading screens and offer an intriguing image for the player from the game world as it loads. I also added a developed logo to images to unite them as loading screens, with a shape for a load-progress bar to be set.
17.07.09: Initial Logo Concepts

In order to give the game an identity I have generated a logo from my own photos and developed it to be appealing and fit the theme of the game. I chose an inverted sword for the centre of the design as the crucifix shape reflects the religious motivations for the Civil War while the violent nature of the object confers the violence of the era. A mixture of simple hilt and an ornate blade also represents the conflict between High and Low Church, which was the main difference of belief at the heart of the war. The crossed pistols make a powerful image in my opinion, similar to a coat of arms and are specifically relevant as they show the most advanced gun technology the player will acquire.
14.06.2009: Windmills!!



I have developed the intricate wooden cladding to the gatehouse and discovered the texture limits to a BSP-heavy map. While there is absolutely no performance drops throughout the entire level, no matter what the complexity of the BSP, the engine seems to be limited at texturing the same material onto more than a few hundred surfaces. This isn’t an issue but more of a consideration no to waste time but check more frequently. I am also being careful to ‘cook’ the map more frequently as check it can actually play.
I have developed an idea to include multiple maps displaying changing weather across the world. I could therefore design areas at night, morning, daylight and in different weather conditions. This would be an option possibility after all other world has been completed but to start with I have designed a windmill (based on Wheatley Windmill, Oxfordshire) as they will feature in the game landscape.
13.06.2009: North Tower and Lighting
12.06.2009: Great Hall Ceiling

Today I began extensive work of great hall rafters (based on St Peters Church, Wootton Wowen, Warwickshire: an example of fine roofing from the era), and further developed the Great Hall windows. The rafters add an impressive atmosphere to the room and add strategic points for the actual gameplay. I am keeping level design in mind with the build, as it isn’t just a test of my design skills but creating a playable environment. As such, certain aspects of the location may vary from real life in an effort to enhance its playable nature.
11.06.2009: Gatehouse and Great Hall Refinement
10.06.2009: Stairs and Roofs
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I began by lighting the spiral staircase as apart from main lights the map is generally dark. I designed the interesting buttresses for the Great Hall and South Tower, refined the South Tower roof to add the battlements and built a preliminary outdoor staircase. I also completed the 12 pitched roofs on great hall, a mighty undertaking however I feel they look really effective. To finish, I hollowed out the Great Hall roof as a start for the building’s interior.
09.06.2009: Awkward Great Hall Roof
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Today I began the large Great Hall and completed most of the roof. This was an immensely difficult process as it meant cutting and adding obscure angles into the original block. I also created a vast spiral staircase and full south tower interiors ending with aligning the hundreds of textures on the shapes of the walls.
08.06.2009: Perimeter Wall
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Today I completed the obscure shape of the castle perimeter, added the right-angled horizontal sloping roof to the gatehouse and built the shell of South Tower. I’m finding that I can accomplish a lot more of the build in a day than I had expected and while I am working in BSP rather than separate 3D programs, I feel I’m making quite detailed and accurate buildings.
07.06.2009: UT3 Gatehouse

Following a few teething problems I have converted to UT3!! So far I have constructed the Gatehouse shell as a starting point and refined the roof, spent time looking through all the many textures, added a skydome, began the perimeter and experimented with lighting. Having a sky as a background helped hugely with motivation as the environment I was designing felt more real. Additive level design suits me much better than subtractive, which always struck me as quite a hindrance.
06.06.2009: UT2004 Editor

I began experimentation and planning over the summer by working in the Unreal Tournament 2004 editor as I had used it for a project in semester 2 and knew my way around quite well. Working form a scale card model and architectural elevations I had made, I designed the perimeter, Gatehouse and South Tower outline and interiors and staircases. When I began work on the sky and lighting I came up against a number of frustrating issues and so decided to experiment with the far more recent Unreal Tournament 3 engine.
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