Showing posts with label weekly-summaries. Show all posts
Showing posts with label weekly-summaries. Show all posts

Friday, April 10, 2015



Hi all, this week GameDev had two talks about the game Threes and almost 10 design tools you can use in 30 minutes. Along with that, there is talk about an end of the semester event, so stay tuned!

Announcements:

  • Mark from Kihon games will be speaking next Monday 
  • Potential Laser tag or sports/esports tournament/fun-time by the end of the smester 
  • Officer elections for the 2015-2016 are coming up soon. If you'd like to be an officer sign up here by Friday, April 17th. 

Cool-stuff:

  • Twinyjam
  • Make a text based game. 
  • It's over now, but look at all the cool creations 


Threes: the Mobile Masterpiece

by Jeremy

Threes is what you might call an adorable game. The goal of the game is simple, make the numbers bigger, and to do that all that is required is swiping in any direction. As you progress farther in the game you are given the ultimate reward: more and more cuteness. Graphic designers made this game, and that makes sense, because the game is mechanically simple, but the visuals kick in to make the player feel rewarded in a relaxing sort of way. This helps counteract the maddeningly addictive number mechancis of the game.

Threes emphasizes the importance of paying attention to the small details. When you swipe it's fluid and the feedback and transitions/animations are immediate and smooth. Due to the natural progression of numbers, advancing in the game explains itself. If you want to see the development process of the game it's been published online.



Ten Game Design Tools That You Can Use in 30 Minutes

by Zuoming

This is an unapollegitically, "click-baity" title that you would see on LifeHacker, but lets roll with it. Below is Rory's summary of each Game Design Tool. Though it's very note esque (since it's his meeting notes), I think it fits the list layout. Thanks Rory!

1) Initiative

When you enter a new game, you want to learn something, but it's a taxing experience. Would you play a new game everyday? No. It's exhausting. Learning can be daunting. A player comes in with some level of initiative with a willingness to learn how to play your game.

As the player learns to play the game, they will lose initiative until they do something cool that engages them. Eventually, they may just give up on playing the game.

Can your game get the player past their sinking initiative?

The beginning initiative is dependant on context and various factors.
  • Assigned in a class 
  • Friends play the game 
  • Cultural phenomenon 

2) Mechanics

No debate on what mechanics are. We'll go with base definition.
"Construct of rules that allow you to interact with the game."-Wikipedia. 

Different mechanics give different mileages. Trivial when said aloud. "How in the space of possible mechanics can I find the most mileage?"

3) Tutorial

Tuorials hurt initiative unless its hidden within the game. Or you can "bite the nail" and put it all in the beginning of the game, and make it short. 

4) Affordance

Affordance is used in various design disciplines. "How can you use things that already exist in real life to make your design better?" An example given in the archetypical book on design the Design of Everyday Things: doors designed to know whether or not a door should be pushed or pulled.


Example of Affordance

Extra Credits example: low resolution game with cash register, green rectangle, and grey circle? That low-resolution stuff is obviously money! Affordances make it easier to add more things to your game.

Example: a button that will increase upwards velocity with downward acceleration. That's jumping. Constant upwards velocity? Elevator? Think of good affordances to make things intuitive. Eventually, though, things will get too complicated, so you'll have to just teach it in.

Another example that Zuoming loves: Braid affordances Mario (affordances is now a verb, deal with it). Real-life is not a necessary source of affordance. Gets into the concepts of genres (not on the list).

5) Conveyance

Choose how to limit the players to do what you expect them to do. The beginning of Mario is a good example. The game conveys to the player that the player must go right. Conveyance can reduce the need for tutorials.

6) Inherent Challenge

Made the terminology up, don't look it up online. Something that already exists that adds interesting properties to the game (related to affordance). Example: local multiplayer. It's hard to break local multiplayer into something not fun. Deck building (aka probability).

Question: definition of inherent challenge? Free packages of affordance.

Another example: gravity.

7) Elegance

Extra Credits talks about depth-vs-complexity. Zuoming thinks of it in terms of amount of initiative/intuitiveness required vs variety of the game. Elegance is important beyond beauty, good for design, because when there are few rules you can really play around with them and really make it adaptable and change it.

Jumping mechanic is intuitive, but orbits are complicated.
-------------------------------------------------------------------------
Don't worry, you're not crazy. There are only 7 tools so far.

Monday, March 23, 2015


Hey everyone, just a few more days until our 2015 spring semester Game Jam! If you haven't already RSVP'd then you can sign up right here.

As for other announcments...

  • Our next Game Night is Firday, April 3rd.
  • Officer elections for the next academic year will be held soon. Look for an email.

Tonight we had two well-known members give talks. 

The first was an HTML5 talk by Rory. Some of the main points to walk away from his cherry blossom filled talk are:
  • HTML5 is accessible everywhere.
  • It's a great for prototyping; enabling you to dive straight into 2d development.
  • Rory enjoys writing in Vim.
  • Crafty - a JS game engine. Their site has some nifty code to get started with.
  • JSFiddle - a browser IDE for javascript.
  • Check out construct and impress (javascript frameworks) as well.
Rory helped walk us through all of this by making a brand new game involving a player controlled turquoise rectangle colliding with a big fat square, and all in just a few minutes! 



Our second speaker was Greyson giving a talk on his platform of expertise, Roblox. If you don't know what Roblox is then head on over to the Roblox site and check it out, To summarize briefly, it's an online platform to develop and sell/share games as well as play them (with 5 million people) in a very cubeoid setting.

The platform's functionality comes from the scripting language Lua. If you haven't heard of it before that's alright, but if you've ever even touched World of Warcraft, you'll have probably been in contact with it through the game's extensive, community-made UI addon library. It's also used in the popular Source game Gary's Mod.

Overall, developing in Roblox functions similarly to a toned down version of Unreal Engine or Unity without all the fancy-smancy graphical stuff. Without even knowing tons about coding you can hop right in and use the engine itself to prototype games. The best part of Roblox is probably the ability to publish a multiplayer game without writing a single line of raw networking code.

Greyson showed off Bed Simulator 2015 (I wonder if it's better than Rock Simulator), and how a game like it could be started through importing meshes and the models made by other members of the community.

Thanks for the talks guys!





Tuesday, November 4, 2014





Just a few more days until our 4th biannual Game Jam!!! This week Cindy was kind enough to give us some few tips on how to get the most out of Game Jam.


  1. Talk to people who have participated before and try to find a group with them. Think of it as if it were a 42 hours apprenticeship.
  2. Make sure you don't try and create Starcraft 2. Focus on a game with a small enough scope that you can get it working. Then you can add onto that if you have time.
  3. Eat the free food.
  4. Make sure to pace yourself. Don't try to stay up 42 hours programming because you'll start making terrible mistakes.
In addition to that Cindy played some Papers, Please. She actually did really well, and though one of her children got sick and her family had to go cold and hungry some nights, they were still alive by the time the meeting ended. While on the job she was hit on by women going to diva shows, she conformed to peer pressure on whether to deny or admit, and had her character randomly threatened.

                                                                                                                                                                    

Below you'll find more information on the Game Jam written by our founder, Livio De La Cruz. The dates have been updated.

Once every semester, the GameDev Club holds an epic, multi-day, game-making marathon known as a game jam. During this event, students from all sorts of different backgrounds and majors come together to form teams and make an entire game in a single weekend. The game jam is definitely one of the most fun things you'll do all year, and it's a great excuse to broaden your skill set. Plus, there's free food all weekend.

Our next game jam will be on the weekend of April 4th, and this time the event will last for 42 hours so that you can have time on Sunday to get plenty of rest and catch up on any homework you might have.

  • Starts: Friday, Nov 7th at 5:00pm
  • Ends: Sunday, Nov 9th at 1:00pm
  • Location: Electrical and Computer Engineering building, room 105
  • As usual, it's a good idea to plan ahead so that you can minimize the amount of classwork that you'll have that weekend. For more information about the event, please read the rest of the post.

How does the Game Jam work?


Because the purpose of the game jam is to encourage students to improve and learn new skills, the game jam is open to anyone from any background and level of experience. For instance, the game jam is a great opportunity for artists and musicians to work on a game project and to see what it can be like to be part of a game development team.

In order to prevent people from starting their games early, every game has to be made around a theme, which is revealed at the start of the game jam. These themes are usually vague and open ended, so you'll have plenty of room to come up with something creative. Some examples of typical game jam themes are: evolution, color, artificial, etc.

If you want to get a much better idea of what the game jam is like, click here to read about how our previous game jam went.

Schedule


Friday, Nov 7th, from 4:00pm to 5:00pm: many people will be transporting their computers, monitors, musical instruments, drawing tablets, etc., into the room. If you want to bring anything earlier, please contact Jonathan at jonwrightcs@email.arizona.edu

Friday, Nov 7th, from 5:00pm to 6:00pm: we're going to have a "social hour." During this time, participants will get a chance to eat dinner, talk to other participants, and most importantly, form teams. People also use this time to prepare their workspace so that they can work more closely with their team.

Friday, Nov 7th, at 6:00pm: the theme is announced and everyone gets to work. This is when the 42-hour countdown begins, and then everyone's games will be due at 12:00pm on Sunday.

Sunday, Nov 9th from 12:00pm to 1:00pm: At this point, everyone's games will be due! We'll present everyone's games and then the community will vote on which game they think was the best. After this, everyone will be free to go home, unless they want to help us clean up. After cleaning up, many of us will be going to eat lunch together at some restaurant, so you're encouraged to join us!

Most people will go home during the first night so that they can get some sleep, and this is especially convenient for those who live on campus. Some participants, however, like to bring in sleeping bags and toothbrushes so that they can sleep in the room. We will have multiple officers on duty throughout the entire event so that we can keep an eye on everything and to make sure that nothing gets stolen or damaged.

Important Tips and Advice


Important: Please put the room's phone number into your phone contacts: (520) 626-7324. If you ever get locked out of the building during the event, you can then call this number and we will send someone to let you in. We will likely have poor cellphone reception throughout the event, since we will be in what is essentially the basement of the ECE building. This is why we insist that you call the room phone because that will be the most reliable. Also, the poor reception will eat away at your phone's battery, so you might want to bring your charger.

You should be able to get free parking in the parking lot next to the ECE building starting at 5:00pm on Friday. Parking on campus is usually free during the weekends, unless there's a big event such as a home football game.

Also, please plan to take a lot of breaks. It's not healthy to sit in front of a computer for more than a few hours at a time, so use this as an excuse to get up, go outside, and get some sun. Having your entire team take breaks together can make for some great team-bonding moments since you typically spend that time having fun.

And finally, don't get discouraged if you don't have a lot of experience! Usually half of our participants are new to making games, and the game jam is actually a great environment to learn how to build your first game. The constraints of the event will teach you how to focus on the most important parts of your game, and you'll get to more clearly see how your work gets translated into the final product.


Questions


If you have any more questions, please ask Cindy at cindytrieu@email.arizona.edu

Wednesday, October 15, 2014




Hey all,

This week we went more in depth on our future trip to GDC in San Francisco. There are a few things to note about this...

If you would like to go on the trip then please sign up here. We will try to get funding from ASUA and the computer science department, but to qualify for this funding you need to fill out a CA application. Being a CA (Conference Associate) enable you to get a free all-access pass, significantly lowering the cost of the trip. We will also be trying out some fundraising ideas.


For the other half of the meeting Patrick gave a talk on balancing competitive games - Halo. He focused on a multiplayer game because he found that the ideas translated more easily to single player games than they would the other way around...


Tuning Knobs: These are areas that are easily to change technically and can have relatively easy to identify affects on gameplay. Crank them high when starting the balancing process.

Game Mechanics: With your tuning knobs turned up see which of the mechanics you actually consider fun and focus on those. Also, identify which mechanics are not fun or are overly complex.

Feedback: Player feedback is nice near the end, but remember that you can't please everyone and everyone is looking out for what makes the game most fun to them.

See you all next week!





Tuesday, October 7, 2014





This Monday evening our beloved ex-president (now vice) gave a talk on rapid prototyping. Pulling from his past experiences and especially his ongoing student IGF project, he went through the process and benefits of this development process.

Some of the things to take away from his presentation...


  1. Prototypes are a great way to get an idea of how your brainstormed ideas will work as games.
  2. They save a lot of time due to not requiring a lot of coding.
  3. Set a deadline on each prototype.
  4. Before starting, make sure to ask yourself, "what do I want to learn from this prototype?"

Next week Patrick will be giving a talk on gameplay balance. We'll also be talking about GDC, so if you plan on coming, or are interested in how the largest Game Developers Conference operates come join us!

Thursday, April 4, 2013




Engineer: Hey, look buddy. I'm an engineer. That means I solve problems. Not problems like, "What is 
                beauty?," because that would fall within the purview of your conundrums of 'philosophy'. I solve 
                practical problems.


Game Developers Conference

After missing last weeks meeting due to GDC, Tyler returned to tell us all about this year's experience. This is a summary of what he talked about...

The Game Developers Conference is a collection of talks and showcases technology and concepts that are innovating the video game industry. Attending is not cheap, and so perhaps the best way to attend the event is to volunteer as a Conference Associate. Associate's get a (mostly) full-access pass just for working about 20 hours during the event. It is a superb way to meet other like-minded individuals, see new technologies and games, as well as networking with company owners, potentially for internships or jobs. 

There were numerous talks about everything from Intel's perceptual computing technology to Blizzard technical artist's explaining inventive ways to texture particle effects. Unfortunately, Valve did not announce Half-Life 3. -_-

Team Fortress 2 Discussion

As a club, we finally managed to get around to our first "game-talk", Team Fortress 2. To drive our conversation Patrick took the front of the room with our esteemed leader, Livio. Since most people enjoy TF2 Patrick ranted focused on what he disliked about the game.

The fact that TF2 is a class based first person shooter really separates it from the mainstream fps's commonly found on consoles. The nature of a multi-player, class oriented game that receives updates from the developers causes "the meta" to change around. In this case if you take a break from playing it and come back you may be just as lost on how to play most effectively as a player new to the game. In addition to the unusual (or at least was) class system it also incorporates a % chance to crit. Personally, with guns, in a straight up first person shooter this doesn't make sense to me, but there's no reason they can't have it if they want it.

That all being said, Gabe Newell is quite the man. <3 Steam (and it's now on Linux). The source engine is very versatile and goofy nudging people towards a positive mood even when they lose.

If you haven't played Team Fortress 2 yet, then play it!!!!!!

Wednesday, March 27, 2013


2013 - 2014 Outreach Officer!

After barely falling short in the race for president Cindy's name once again appeared on the ballot. This time for outreach officer. Her competition was a self-taught and talented designer, William, who also wished to bring more variety to our club as well as more people. Both candidates have contributed much to the club already. Cindy has started crafting the club logo and William is working to spruce up our website. Thanks to both of them!

In the end Cindy received the majority and became the new Outreach Officer, but both were/are highly qualified.

Now that elections are over we can focus on getting some talks and projects going.

Virtual 1920s Harlem

After the elections, our special guest, Dr. Bryan Carter, from the Africana Studies Department pitched an idea to the club. His goal was to enlist some interested members in working on improving a 1920s virtual rendition of Harlem, New York.

The project has been in motion for years, but after expensive "cave" units his focus is on bringing Harlem to the desktop. The first manifestation of the game was built on second life and then on the open-source version, open sim. Now, developers at Unity are porting over the game into their engine which will may allow for an increase in the graphical capability if there are no other bottlenecks. 

He pictures a collaboration of the humanities and the sciences to create a historical world full of games to drive the interest of students. Hopefully incorporating a "game" atmosphere with a  foundation of history will lead students to roam the virtual world and discover things about the time period, however big or small.

After Dr. Carter departed some ideas were tossed around on how the virtual world should be molded. Not making it like Assassin's Creed was an easy consensus for the group to come to, but we did decide that would needed to be more immersive and come alive for the players. 

If you are interested in improving 1920s virtual harlem while getting some academic credit (summer availability also) and perhaps something to add to your portfolio then contact Dr. Bryan Carter. In addition, next semester he will be teaching a colloquium on education and mobile Apps, so look for that.

Email: bryancarter@email.arizona.edu

For information and a tour of the project visit his blog and twitter.
 - Visit his Twitter for a link to 13 minute video showcasing the environment.
 - Visit his blog to read about the development, create an avatar, download the client, and explore.

Sunday, March 17, 2013

Elections are tomorrow and after hopefully a relaxing/exciting/adventurous Spring Break I thought it might be a good idea to refresh everyone's memory.




1. Club Elections!

For the elections tomorrow the voting procedure is quite simple; Anyone running for an office can only run for one office. This rule applies to current officers as well. The Game-server officer position is being turned into a pseudo-officer position and isn't part of these elections.

Also, remember to vote for me (Jonathan, A.K.A. "Save Point") for treasurer!


2. Future Meetings!

We had some discussions on what to do for future meetings since the last few have been mainly logistical because of the game jam and officer elections. There is a long list of talks that people want to do, and so hopefully we can get a schedule crafted as soon as people prepare their presentations. The talks range from 3D graphics and programming to "What is being Indie" and modding. The veteran members plan on sharing with us the legend of Project Sponge too.

3. Another Family Club

Our club is very programming based it seems, and so the idea has been tossed around to add a Digital Art extension to our club. Depending on the amount of interest it may break off and become it's own club, but regardless look towards more news on this during future meetings. In the meanwhile we are hoping to have more diverse talks about graphics, animation, sound, etc.

- Save Point

Saturday, March 2, 2013

1. Club Elections!

Elections are just around the corner during the meeting after Spring Break. If you would like to run for one of the offices then email Livio. The officers are still working out the logistics of the event, but be prepared to vote!

2. Game Jam Winner!

The Game Jam has come and gone. For it being the first one hosted by the club it was quite successful! At the meeting we decided on the winner of the jam. Congratulations to "Cntrl + F + U" and their DNA defense themed space invader [ish] game. Unfortunately they didn't receive a prize, but hopefully next time that will be possible.

3. Game Server

As some people might know, the game server has been "dead" for quite a while now. We've gotten some requests to put up a server with half-life source/Gary's Mod, so that is now on the way!

4. "Juciness" in Games

We were shown a video showing the wide array of positive effects that "juciness" can bring to a video game. It really does up even the simplest of games to the next level.

 

Saturday, September 15, 2012

In order to cut down on the number of emails we send out, we decided to try making a weekly digest email that should summarize everything that's happened with the club during the past week. I spent a good amount of time designing these emails to have really nice formatting and an easy-to-follow structure, but then I realized that we really should be posting these summaries onto the website so that incoming members can get a better picture of what's going on in the club as well. Coincidentally, the formatting of this message is also way better now that it's on a website as opposed to in an email.

Table of Contents

  1. Club News
    1. Next Meeting on Monday
    2. Next Game Night on Sept 28
    3. What Talks would you Like to See?
    4. Are you on the Club's New Mailing List?
    5. New Resources Page
    6. We Might Become an Official ECE Club
  2. Project News and Opportunities
    1. IEEE Mortal Kombat Arcade Cabinets
    2. New Club Gaming Server,  Admins Wanted
    3. Microsoft Windows 8 App Challenge
    4. ACM-ICPC, Next Saturday
  3. Facebook Summary
    1. To the Moon, now on Steam
    2. Game Studies - Research Journal
    3. Tough times on the road to Starcraft
    4. Avoiding game crashes related to linked lists
    5. The Six Most Infamous Puzzles In Adventure Game History
    6. Steam Big Picture
    7. 5 Graphic Adventure Game Goofs (and How To Fix Them)
    8. A Call to Arms for Decent Men
    9. Escape From Mount Stupid: Point and Click Adventures
    10. Super Crate Box
    11. Wii U Release Information
    12. Game Development Bibliography
    13. 35 Years of Console Launch Prices
    14. Zynga counters EA's copyright suit with a claim of its own
    15. Learning Games Initiative Research Archive (LGIRA)
    16. Tales from the Video Game Archive
    17. Closure, now on Steam
    18. Microsoft's UofA Page

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