Tuesday, August 7, 2012

Updates for fyp:


Drew this for the poster.

Drew the snake body for the digital game. Initially, only the head was illustrated when chasing the tribesmen in the game. 


Tuesday, June 19, 2012

One of the games my fyp team and i came up with! Snake O' Glutton. I drew the cute animations to explain the simple rules. 


Tap once to move in either direction, tap again to change direction

Knock into other snakes to "destroy" them

And feed on their body chunks to gain points!

Friday, January 13, 2012

Pacman II

Remember the pacman analog game my team was working on? Well, we've finally finished the final prototype and submitted it! Shall go through the new rules we implemented and how the game is played! :)

Introduction:


Numbers of Players:
-          2 Players
-          Age groups 10 - 13

Aim of the game:
The game is about collecting dots while avoiding the opponents with finesse and strategic navigating through the maze with the Pac-man avatars and positioning with the ghost avatars.
It is a game of collection and chasing and evading, sabotaging your opponents while gaining the advantage yourself. 



Preparation/Setup:


-          2 players minimum to play the game.
-          8 heart indicators


-          18 score dots.
o   Scatter the score dots around evenly as indicated by the black ‘X’s/crosses for a balanced distribution.

-          4 Power-up dots.
o   Distribute power-up dots around, far away from each other/ follow the placement as indicated by the blue ‘X’s/crosses.

-          2, 6-sided dice/ roll 1 6-sided die twice.
-          Place Pac-man avatar on spawn point as indicated by the smiley faces. Each player starts with 4 lives.
-          Place Ghost avatars on the shaded squares/grid which indicates the ghost spawn point.



Time to start the game! ^^

- Roll a die to determine which player goes first. Each Player starts out with 4 lives indicated by hearts.


The first player will take both dice (or roll 1 die twice) and roll it. The player can then use either dice’s result to move his/her Pac-man avatar and use the remaining to move any of the ghost avatars.





- The second player rolls and makes his/her moves.

- After both players have collected all score dots and power-up dots, the game ends and both players calculate their score and the highest wins. (If both players are still alive)

- If either player dies, the dead player automatically loses the game regardless of how many score/points he has.


Interactions and Objects:

WallsPac-man avatars and ghost avatars are not allowed to move over to the desired grid square if there is a wall in between.



TubesPac-man avatars and ghost avatars can travel to the tube on the opposite side of currently entered tube. These are indicated by the arrows at the middle of the maze. Going through the tube uses 1 movement.


Score dots – If the Pac-man avatar touches or walks past the score dot object, the player will obtain that score dot as 1 point.

When a player’s Pac-man avatar is captured by an opponent’s ghost avatar, the player must drop 1 score dot on where he was captured and give 1 to the opponent.

If the player only has 1 point left, the priority is to give 1 point to the opponent rather than drop on the ground. If the player does not have any point, he/she just loses a life.

Ghost avatars do not have any interaction with score dots.


Power-up dots – If the Pac-man avatar touches or walks past the power-up dot object, the player gains a powered up effect for 3 turns. When in powered up mode, the player’s Pac-man avatar can capture ghost avatars and ghost avatars cannot capture the Pac-man avatar. (ghost avatars can still touch Pac-man avatar, but they will be sent back to the spawning point instead of capturing the Pac-man avatar and forcing the opponent to lose 2 points)


Hearts – The hearts indicate how many lives the player currently has, when it is on the Red border side, it means the player has that life. Whenever a player loses a life, he/she flips it to the black side.



(eg: the heart on the extreme left is flipped to the black side)


Pac-man Avatar – The Pac-man avatar is the primary object that the player will use, when a ghost avatar touches it, the player loses a life and the Pac-man avatar is sent back to the player’s respective starting point.
Amount of moves per turn is determined by the dice roll, the player is able to choose either of 2 dice rolls/dice’s number to use for the Pac-man avatar.

*Pac-man avatars cannot walk over each other or land on the same square with another Pac-man avatar; they will always block each other.


Ghost Avatar – Ghost avatars are the secondary object that the player will use, it is used to capture the opponent’s Pac-man avatars. However, if the player uses the ghost avatar to walk over/touch his own Pac-man avatar, the penalty of dropping 1 score dot on where it is captured and losing a life still applies but the player does not lose the second point as it is the same as stealing his own point. 

Amount of moves per turn is determined by the dice roll, the player is able to choose either of 2 dice rolls/dice’s number to use for the Pac-man avatar.

Players may not move the same, exact ghost in the next turn! E.g. player may not move blue ghost if he moved it in the previous turn. Player can continue moving blue ghost on the alternate turn.

Ghost avatars are sent back to the ghost spawning point indicated by shaded squares when touching or walking past a Pac-man avatar in effect of the power-up.

*Similarly, ghost avatars cannot walk over each other or land on the same square with another ghost avatar.




Movement rule – All avatars are not allowed to move back and forth more than once. For example, if an avatar has 5 movements, it cannot go forward-back-forward-back-forward as that is moving back and forth 2 times. It has to go forward-back-forward-forward-side.
The player can move either Pac-man or the ghost first.

Roll of 6, ghost movement rule – If a player rolls a 6 on either dice and decides to use the 6 on the ghost avatar, he/she must split the 6 movements for any 2 ghost avatars in the game. For example, using 6 for ghost avatars you can move 1 of the ghosts for 4 movements and the other for 2 movements.
Both ghosts must move a minimum of at least 2 steps.
*Does not apply if you use the roll of 6 on Pac-man’s movement unless you have two rolls of 6.

Double 1s, 2 dice roll of 1s – When the player rolls the lowest possible number of 2 which is 2 dice rolls of 1, he/she is able to choose between using it as a normal movement or to use a special ability in which the player’s Pac-man can teleport back to the smiley face zone and choose 1 ghost on the maze to return to its spawn point.



Safe Zone – The smiley face spawn point for Pac-man is also a safe zone in which the ghost may not capture Pac-man if he resides on the same square as the smiley face.



Dont be fooled by the long rules which seem complicated. The game is actually really easy and fun to play! Shall come up with new games soon and update them here again!

Tuesday, January 10, 2012

Presenting my most recent works! Theme: Egyptian mythology.

Story Brief – The Princess of Bekhten

A Pharaoh (King of Egypt) was in the country of Nehern (thought to be in Western Syria near the Euphrates river), collecting his annual tribute, when the Prince of Bekhten came with the other chiefs to salute him and to present gifts. The other chiefs brought gold, lapis-lazuli, turquoise, and precious woods, but the Prince of Bekhten also offered his eldest daughter (who was very beautiful) as a wife. Pharaoh accepted, and took her back to Egypt, where he made her the chief royal wife and named her Ra-neferu ("the beauties of Ra").

After some time, during the fifteenth regnal year, the Prince of Bekhten visited Thebes and presented offerings to the king and paid homage to him. He explained that Queen Ra-neferu's younger sister Bent-Reshet was very ill and he implored Pharaoh to send one of his physicians. The king immediately summoned all of the learned men of his court and asked them to choose a skilled physician to travel to Bekhten and heal the Queen’s young sister. They chose the royal scribe Tehuti-em-beb and he set off to see the poor girl. When he examined her he realised that her illness was the work of an evil spirit, which could not exorcise. So the Prince of Bekhten asked Pharaoh to send a God to combat the spirit.

The envoy arrived in Egypt during the festival of Amun. When the Pharaoh heard the message he went straight to the temple of Khonsu Nefer-hetep, and said to the god, "0 my fair Lord, I have come once again into thy presence to petition you on behalf of the daughter of the Prince of Bekhten." Khonsu imbued a statue of him with power and this image was sent to Bekhten. After a journey of seventeen months, Khonsu confronted the demon, who left the girl immediately, and she was cured. Then the demon spoke to Khonsu, recognising his power as a god and asked for forgiveness. However, he also asked that a feast be held for himself and Khonsu before he left the mortal world for his own lands. A great feast was held across the land, after which the demon returned home as promised.

The Prince realised how powerful Khonsu was and decided to keep his image in Bekhten. But after three years, Khonsu decided to return to Egypt in the form of a golden hawk. When the Prince saw this he felt ashamed for trying to keep the god there, and sent back all of the belongings of the god together with numerous offerings and gifts. When the tribute arrived in Egypt the pharaoh placed it at the foot of the statue of Khonsu in the Great Temple.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

We were given the choice to choose one character to draw. I chose to draw the pharaoh because i am more interested in adding more details to royal characters. ^^

Here's my 3 thumbnails of the pharaoh



My reference pictures for pharaoh #1 (top from left)

I included the throne and the rod/staff for the pharaoh to bring out his authority and power. The royal throne is useful in showing the pharaoh's status and i am sure people would recognize my character with these add-ons.


Reference picture for pharaoh #2 (top right)

I made use of the head accessory for the pharaoh from this picture.


Reference pictures for pharaoh #3 (bottom)

As for the picture on the left, i used the patterns of the "robe" and i added in the serpent on the head accessory of the pharaoh. It is known that the serpent is a symbolism of power and immortality. 

For milestone 2, we were required to draw 3 environments and another character. I chose the queen for this time. :) Sadly, i lost the pictures of the 3 thumbnails of my character. Hence, i can only show my pictures of the environments i drew.


Environment #1


Environment #2


Environment #3

Lastly, we were required to draw a composition of the 2 characters in the environment. I chose the pharaoh #1 and the queen in environment #3. :) Unfortunately, i do not have the picture of my composition too. :( So that's all for now! 

Friday, January 6, 2012

The theme for today's drawing: Lush and windy valley where the population rely on power from sophisticated windmills and crop farming  to survive and trade. The character in this setting is a odd-ware trader/merchant.


My 3 thumbnails of the valley as described. :)

#1 (top): The final piece which i chose for the composition. I was trying to focus more on the "lush and windy" part of the environment, hence, i added printed leaves which seem like they are falling peacefully. 

#2 (bottom left): My windmill looks ridiculous. :( I guess i am still not that good at drawing it from a different perspective. It is supposed to be more of a front view and the windmill should look tall. Failed badly for this piece. Another thing i focused on was to emphasize on the crop farming in the valley. Added the crops neatly in straight lines to show this. 

#3 (bottom right): The first piece which i started on, so please pardon me for the very 2D windmills. Drew really thick crops to show how lush the valley is!


My colour composition!

I love this piece! Spent alot of effort on the clouds and crops/ grass. It was not easy at all to create realistic clouds. But i think i did pretty well and got the hang of using the tools such as opacity and flow. The opacity was really important in creating layers. 

Spot my tiny character beside the windmill! Had to fix it in proportion to the windmill, hence the size of it. Nevertheless, i spent alot of time in colouring my character before placing it in the composition! Had to choose the colours carefully in order for it to match the environment well. 

I used red colour for the character's weapon/ rod to symbolize the power of the weapon. Red tends to instill fear and means danger/ alert. Cyan blue for the cloth around the rod to add a contrast to the environment/ background of the lush valley. The bright blue would bring more life to the character/ whole combination. Different shades of grey and brown to add a tinge of ruggedness in the character and also to blend him into the "village" feel of the environment. His top is mustard so that the whole outfit would not be too loud for the environment and not too dull. 

What do you think of my final composition? :)

Monday, January 2, 2012

Pacman

Sneak peek of my team's analog game! We adapted the concept of the game "pac-man" and came up with an improvised version with more interesting features. :)

Our initial prototype:


Brief rules of the game. 

Detailed rules:

WallsPac-man avatars and ghost avatars are not allowed to move over to the desired grid square if there is a wall in between.

TubesPac-man avatars and ghost avatars can travel to the tube on the opposite side. These are indicated by the arrows at the middle of the maze. Going through the tube uses 1 movement.

Score dots – The Pac-man avatar can "eat" a score dot as 1 point if it touches or walks past it. 

Power-up dots – If the Pac-man avatar touches or walks past the power-up dot object, the player gains a powered up effect for 3 turns. When in powered up mode, the player’s Pac-man avatar can capture ghost avatars and ghost avatars cannot capture the Pac-man avatar. (ghost avatars can still touch Pac-man avatar, but they will be sent back to the spawning point instead of capturing the Pac-man avatar and forcing the opponent to lose 2 points)

When a Pac-man avatar is captured by an opponent’s ghost avatar, the player must drop 1 score dot on where he was captured and give 1 to the opponent.

If the player only has 1 point left, the priority is to give 1 point to the opponent rather than drop on the ground. If the player does not have any point, he/she just loses a life.

Ghost avatars do not have any interaction with score dots.

Pac-man Avatar – The Pac-man avatar is the primary object that the player will use, when a ghost avatar touches it, the player loses a life and the Pac-man avatar is sent back to the player’s respective starting point.
Amount of moves per turn is determined by the dice roll, the player is able to choose either of 2 dice rolls/dice’s number to use for the Pac-man avatar.

*Pac-man avatars cannot walk over each other or land on the same square with another Pac-man avatar; they will always block each other.

Ghost Avatar – Ghost avatars are the secondary object that the player will use, it is used to capture the opponent’s Pac-man avatars. However, if the player uses the ghost avatar to walk over/touch his own Pac-man avatar, the penalty of dropping 1 score dot on where it is captured and losing a life still applies but the player does not lose the second point as it is the same as stealing his own point. 

Amount of moves per turn is determined by the dice roll, the player is able to choose either of 2 dice rolls/dice’s number to use for the Pac-man avatar.

Ghost avatars are sent back to the ghost spawning point indicated by shaded squares when touching or walking past a Pac-man avatar in effect of the power-up.

*Similarly, ghost avatars cannot walk over each other or land on the same square with another ghost avatar.



The roulette!


To add more layers to the game and make the game life longer and more thrilling, we decided to add in a roulette that adds an unpredictable element into the game, making it more challenging and surprising. We also decided to reduce the number of dots in the maze planted at key locations. This reduces the amount of items needed to play the game.


Roulette and end bonuses in game board



The objects/ game elements in our game:

1)      - Wall
2)      - Score dots
3)     -  Power-up dots
4)      - Tubes
5)      - Pac-man avatar
6)      - Ghost avatar

Stay tuned to our finalized submission of our analog game!