Sunday, May 9, 2010

Second mockup!

My second mockup is done and is waiting to be rendered.

Like the previous one, it's a movie of game footage with music based on parameters observed from the footage. In this case, I used my brother's recording of a World of Warcraft arena game (2v2). I've edited music based on the level of immediate danger to your life (or your team mate's).

- ....Whát?
During these arena matches and most other competitive formats in games for that matter, you generally do a bunch of stuff to ultimately defeat the other team(s). In some games, like Street Fighter or Super Smash Bros, you are constantly seconds away from victory or defeat. However, this is not true in all games. Strategy games have a period of resource collecting and basebuilding that last anywhere from minutes to hours or even days (curse you, Civilization!). During this time, noone is really in any real danger. Several other games also have built-in "rest" periods where nothing really happens, because players are moving to different positions, regenerating health/mana/tentacles or whatever. Conflict is not constant in all games, but instead has ups and downs (just like the tide, maaann)

- ....Whý?
First of, I think "level of danger" can be a valuable parameter to show a player, like health can be. Level of danger is not a direct parameter in the sense that health is - you don't gain 4 level-of-dangers if someone attacks you - though it cán provide some information that is harder to read from a game.
Giving out this information can definitely be useful in giving some sort of overview on what the bleep is going on (I imagine new players especially would benefit). It can also be useful in games that require you to process a lot of information at the same time, where maintaining an overview is half the game.

When it is done rendering, watch this space :)
It's rendered!

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