Zachary Hardy
I am a Computer Science Game major at Southern Arkansas University preparing to become a game designer. This blog is mostly a collection of my thoughts as I play and design games, some of which will be digital and others non-digital. The rest of the blog will be a look into my creative endeavors and accomplishments. Any feedback or questions as you read this blog is appreciated.
Wednesday, March 29, 2017
Friday, March 24, 2017
Calculator
Documentation
·
Intent: Build a simple, stylized calculator
using Java that can perform arithmetic, conversions, and store the user’s
history. This program was meant to show basic understandings of Object Oriented
coding.
·
Scope: My job for this calculator was to program
the math, conversions, and history functions for this calculator.
·
Input: The user clicks a number to add it to the
text field, clicks arithmetic symbols to define which function to perform, and
conversion buttons to change a number into a metric like feet or liters. If the
history is clicked, a drop-down list appears showing all the past expressions
performed and their results.
·
Output: with the
exception of the “Del” and “C” button, all buttons and their symbols
appear in the text field or an error exception will appear in the text field.
Clicking the “ =” will give the result of two numbers and the conversion
buttons instantly gives the correct conversion of the number. “Del” removes one
character from the text field and “C” clears the entire text field and any
numbers previously in use.
Guideline
·
Open both the “Main” and “Calculate” files in an
IDE like Eclipse and copy and paste the code into two separate classes of the
same names. Run the program until ready to quit.
You can find my code here: http://pastebin.com/u/zhardyCode
You can find my code here: http://pastebin.com/u/zhardyCode
Illustration(s)
Game Development Studio: Battle Cars
This is a game currently in progress for my Game Development Studio class. I can not provide video at the moment, but you can see pictures of the game.
The purpose of the game is to run around and destroy other cars! I've been working on Speed Racer car and implementing functions like dash, guns, and the ability to slow down time. More about the game is on the way with the more we know!
Flappy Bird - Remake
Documentation:
·
Intent: This game was part of a workshop for students
with interest in game development, with the goal being to teach them how to
program simple games using Processing - a
flexible software
sketchbook and a language for learning how to code within the context of the
visual arts. I designed Flappy Bird with the intent that many people attending
the workshop may have little coding experienced, so I wanted the code to appear
accessible without too much terminology or advance concepts. My workshop was a
time limit of less than an hour, so the code was made with the idea that many
people may have questions while we programmed together.
·
Scope:
Create a functioning version of Flappy Bird with a jump mechanic, game over screen, a score system, and replay.
·
Input:
Left click to make the bird jump and left click again once the game is over to
restart.
·
Output:
when the player left clicks, the bird’s height increases.
Guidelines:
·
To play this game the user needs to download
Processing - https://processing.org/ and
follow the instructions for the download on the website. Once Processing is
running, copy and paste the code into a Processing file and click play.
·
The Code for the game can be found on my pastebin: http://pastebin.com/u/zhardyCode
Illustrations
Education Game Build
Documentation:
·
Intent- The purpose of this game is to educate
incoming college freshmen on the dangers and risks of contracting Sexually
Transmitted Disease (STD). Players are to walk around the four surrounding
areas, answer random questions, and participate in the locations while trying
to avoid increasing their Risk (the circular gauge) and actively increasing
their Esteem ( the yellow stars) and Satisfaction (the yellow bar) to not get a
STD.
·
Scope: My
role for this part of the game was for the user to rest at one of the four
locations for a few seconds, have a randomized question for that specific area
pop-up, and then have the player exit the question. During the time in which
the user is prompted with a question, the timer at the bottom of the screen
must stop. Regardless of which of the four locations the player stands in,
after a few seconds a randomized question for that specific location should
prompt the user for a response, with the questions being recycled for that
particular area so player’s learn which responses are dangerous.
·
Input: The developer can add questions and their
effects on the player through Unity’s Inspector. All the player has to do is
move into one of the grassy squares ( using WASD for movement) , stand in one
of the four quadrants (they are all grassy planes), wait for the question,
answer the question as many times as they want to and/or exit the question by
clicking on the red box with the X on it, and repeat this if they wish.
·
Output: Time stops, the player cannot move while
the question is active, and if the “X” button is clicked, time resumes and the
player can move again. If they player clicks yes or know, either the player’s
Esteem (if clicked twice), Satisfaction, or Risk changes.
Guideline:
·
Run the Build in the Educational Game folder.
When asked about the game’s settings, make sure the game is set to “Window”
mode so the user can quit the application when ready.
·
The four scripts are all involved with each
other through inheritance, with the Game Manager serving as the source for many
of the variables.
The code for this functionality can be found here: https://pastebin.com/u/zhardyCode
The code for this functionality can be found here: https://pastebin.com/u/zhardyCode
Illustrations:
Tuesday, March 14, 2017
Atlantis - Global Game Jam 2017
I was the only programmer for this game, and while we did not get all the functions we wanted, we did get the map, timer, animations, water (the incoming flood), counter, and cutscenes to work.
Illustrations
Block Breaker
Wednesday, May 20, 2015
A Description of my friend and I's educational board game
Click on the image for better quality!
GATE is a
strategic, social board game and was created for the purpose of educating
players ages 16 and up about the ancient civilizations of Greeks, Egyptians,
Chinese, and Vikings. To accomplish this goal, two areas were researched: the
history of those ancient civilizations and popular board games among older
players. Academic articles and books with a strong emphasis on ancient cultures
and militaries, such as Wars of the
Ancient Greeks and Everyday Life in
Ancient Egypt, were read to select which historical information would be
incorporated into GATE. Furthermore,
reading Challenges for Game Designers aided
in balancing the strategic play preferred by adult players with the
chance-of-luck preferred by social gamers. This research was accompanied by
analyzing two of the most popular board games aimed at older players, Small World and Settlers of Catan. The designers of Small World, a fantasy game where players acquire territories to
win, and Settlers of Catan, a
European styled game where players must interact to manage and collect the most
resources for victory, created games that invite accessibility and replay
ability . Combining the research and gameplay from those games culminated in a
colorful game board of territories and dynamic resources that facilitate the
social aspect of the game. The educational aspect of the game arrives not only
from managing a civilization’s resources, but from cards that effect gameplay
and offer historical information about each civilization’s culture and
military. GATE is significant because
it represents an opportunity to educate social and strategic gamers about past
civilizations beyond traditional classroom settings.
Saturday, November 22, 2014
Learning Photoshop
I'm currently attempting to learn Adobe Photoshop and so far I'm liking it. I'm far from being a professional, but I hope to update you guys as I learn and create.
Movie poster for Hansel and Gretel that I made.
Found a tutorial that took more than 20 steps and several days to finish.
Worth it.
Original image.
Avatar inspired image. This YouTube tutorial required a lot of time, but it came out nice.
Friday, November 21, 2014
The State of Video Games Perception Today and Why It's Changing
There seems to be an age gap for video game appreciation. I wish I could point people with such limited knowledge about video games to experiences like the Mass Effect series or Journey, but then I remember where they are coming from in terms of games. Their games had a low learning curve and story was insignificant if it existed at all. Most games today have more complicated controls with stories that explore emotional concepts (Walking Dead) to worlds that are bizarre and abstract (Octodad). For some adults it must be like watching Scooby Doo and then suddenly changing the channel to find Sherlock or Dr. Who. That's a huge jump in sophistication. Still, these new games should be examined more closely for their emotional and intellectual impact. When I watched Mordin sacrifice himself in Mass Effect 3 I searched so hard for way to bring him back or if there was a way I would not have to sacrifice Ashley or Kaidan in the original Mass Effect. Whenever I can care a lot about a fictional character, be it the Monster in Frankenstein or the creatures in Journey, I know that the medium is more than just some story.
Of course "video games" is an unfitting name for what the medium can mentally and emotionally accomplish for "players" anyway(even the description for participants isn't that great. It sounds like someone playing a sport for fun as oppose to someone experiencing a different world from their own). I read a lot about people in the industry saying "interactive medium" instead, but that sounds so dry and clinical to me. I think there needs to be a new name, but it may be too late for that.
Fortunately, the name will not matter soon. I think we're moving to a point where more games designers are focusing on building creative worlds with their own immersive story. There's a game called Gone Home that does this really well. I won't spoil it because I'm not sure if you've played it, but you play a young white girl in the 90's returning to an empty home after a study aboard to find that you're whole family is missing. A storm is booming outside and you explore the house to learn why your family is absent for your arrival. I personally have zero similarity with being a white female in the 90's, but my the ending of the game I cried and felt tremendous sympathy for the silent protagonist's family. While I've read plenty of books and watched plenty of shows, I've never forgot that I wasn't the main character. I think this is something that can only be accomplished in a first person interactive medium, which just so happens to be video games. Thankfully games are maturing with new developers and fans who understand the potential of the medium.
Elder Sign (Board Game)
What was the primary game play/type of game? The primary game play is rolling several die to defeat a card’s requirements and thus unlocking the cards rewards before the main boss is released.
This game had complex rules. How were they organized so they could be understood? The rules begin by giving the player a simple overview of objectives and items. Then it goes into more detail about the more nuance parts of the game, such as rolling dice and attaining cards. The rules also had reference pages that pointed the reader to a page with more information. For instance, if the player wants to know more about spells, he or she would read a number at the end of a sentence showing where spells are discussed in more detail.
What worked best in the way the rules were organized? What really made the rules comprehensive were the graphics that accompanied the literature. There would be numbers on the graphics that highlighted important information and which lead back to the rules.
After playing the game, do you have any ideas or suggestions for making the rules more clear? Honestly, no. The rules we’re perfectly clear. The only thing I could possibly recommend is that they provide a video showing the player how to set-up and play.
Was the game fun and briefly why/why not? Was this affected in any way by the way the rules were designed, explained or laid out? The game was fun once we began to play and linked it with the rules. Had the game rules been disorganized or without graphics our gameplay could had been seriously hampered.
What can you take from the way the rules were explained or designed to utilize in your game designs? It is extremely important to have graphics when giving players rules for a complex game.
Game Development Club is Moving Up
We have a new poster for 2014! Our Game Art member designed it herself.
We also hosted Southern Arkansas's University's first game tournament to bring in new gaming students from Arkansas. The event took place at Texarkana's Borderland Games and the winners won prizes that collectively were more than $500!
Finally, Game Development Club received a Game Lounge from the school. We're calling it "The Den" for now. All that's left is to decorate.
Thoughts on Gamergate and Media Involvement
Both my sources seem to take the position that anonymous, online bashers are unavoidable but they differ in how they should be treated. Gamesustra, a website used often by professional game developers, takes the stance that they and other gaming websites have fostered a culture of bigotry by writing articles that pit developers against each other and by shrugging off harassment in the comment section. While the writer understands that confronting this toxic gamer environment may result in them losing viewers or advertisers, which it has, the writer is also aware that gaming culture is changing as more diverse individuals and groups create and play video games. Nerdist, a website devoted to all things nerdy for consumer enjoyment, has a similar issue with retaining readers and also denounces these virtual bullies who send death threats.
However,
I find the Gamesustra article much more compelling than the Nerdist video
because the writer accounts for the shift in gaming culture. Nerdist seems to
take a more pacifist viewpoint, as if saying “ignore the bullies because there
are no other options”. The writer for Gamesustra understands that the online
rage is the product of mostly white male gamers having their exclusive solace
become something that no longer caters exclusively to them. In this way the
outrage surrounding Gamergate and women is similar to any group feeling
threatened by a minority, such as when women began to enter the workforce and
vote. Thankfully Gamergate is not quite as serious as those other issues, but the
death and rape threats that Gamesustra mentions prevents this controversy from
being undermined (And it most certainly should not be overlooked).
Currently
I am very informed about Gamergate and am surprised to see how this call for
justice has devolved. At first it was simply about journalist integrity in
video games, but now it is something that has mixed misogyny and terrorism.
While many may believe that I should be indifferent to this issue as a male, I find that excuse hard to swallow as I am also a human being capable of compassion and empathy. I find it very difficult
to not have a strong opinion about the industry I dream to work in, which is only strengthened when I consider some of my female friends who plan to enter the same industry. Hopefully this issue will resolve itself
before we enter the gaming industry, although it does not seem likely.
Stratego (Board Game)
Theme: War game of territorial acquisition.
Primary Mechanic: moving one space at a time and attacking the other player’s tiles so that his or her flag can be captured.
Supporting Mechanic(s): Each tile has a ranking with the higher rank being able to discard the lower ranking tile. The player also has a several bomb tiles which can never be moved once placed on the board. Finally, each player has a few Spy tiles that can take out the highest rank and a few troop tiles which can move as many spaces the player wants.
Dynamic: Arranging tiles to mislead the opponent from where the flag is located and finding his or her flag first.
Goal(s): Create a strategy of defense and outwit your opponent to obtain his or her flag.
Was it fun and briefly why/why not?: Not really, mostly because I was left waiting to make a move until my opponent attacked or moved. It quickly became a game of move and wait, but without the depth of strategy like Chess.
What is one thing you would change to increase the fun factor?: I would add a timer, that way the time to strategize would be managed and players would not feel bored until their next turn. There would be a rush to think of the best plan, a thrill to outwit your opponent before they got you. After all, timing is imperative in war.
Game Idea to Help those with High Functioning Autism
Each day we imply hundreds of emotions with our word choice, tone, body language, and facial expressions. Those physical aspects of our bodies combine in various degrees of happiness, surprise,sadness, fear, disgust, and anger to describe a person’s emotional state so that we know how to respond. Reading so many variations of emotions can be difficult, but with this mobile game anyone,especially those with mid to high functioning autism, can learn to read emotions so they can respond accordingly.
There will be six modes in the game: Facial Expressions, Word Choice, Tone, Body Language,Combination, and Creation. In Facial Expression and Body Language mode the player will be presented with an image and must select the correct emotion(s) being shown. In Tone mode the player hears various voices to guess the emotion(s), while Word Choice mode will test the player’s knowledge of written connotations and idioms. Combination Mode will mesh the previous modes together and Creation mode will allow the player to input pictures and recordings to test real world emotions.Players will be timed in all the modes except Creation, receive points based on quickness, and can share their creations and scores on a leader board.
Meet Fiona
In the magical world of Eden where nature is revered, there existed five villages individually specializing in the five senses: sight, smell, sound, taste, and touch. The six sense, intuition, has long been abandon after the destruction of its practitioners village. Cell, a fourteen year old orphan girl whit bright green hair, lives happily in the tropical village of Eyes with her sentient pet Fiona as she masters the power of sight. Acting as more than a home, Fiona is a magical Venus Flytrap that heals Cell by letting Cell sleep within her and protects Cell by warning off enemies with her glowing body and sharp teeth. Surviving on the planet's spiritual force alone, Fiona is Cell's best and only friend as they live happily together.
At least until the day the sky turned a dark gray. A terrible screeching sounded throughout the world and a portal of grayness ripped a hole through the moon. A tall woman draped in a black gown seeped through the portal and proclaimed herself as Mother Gray, " The god who would show all the bliss of emptiness". The strange and robotic creature sent a flash of gray across the villages, changing nearly everyone into metallic creatures. Mysteriously, Cell has lost her sight but is able to move around the world instinctively. Enraged at the atrocity Mother Gray has committed, Cell departs with Fiona to smite Mother Gray.
Fiona in her habit during the day.
Where Cell sleeps and where enemies are devoured
She glows at night (I used a black light and glow paint)
Monday, November 17, 2014
Scramble (Board game)
Theme: Word based game that uses letters as a scoring system.
Primary Mechanic: Arranging the letters in the player’s rack to place on the board for the largest sum of points possible. This can be done by placing letter tiles on spaces for Double Letters (DL), Triple Letters(TL), Double Words (DW), and Triple Words (TW).
Supporting Mechanic(s): Players can Challenge each other if they believe a word is not real, in which case the opponent does not receive points if the word does not exist. Also, in some games players use a clock to determine how long a player has to make a move.
Dynamic: Combining the previous player’s words to make a new word that will give a large sum of points while preventing the next player from making a new word that will give lots of points
Goal(s): Be the player with the most points when the game ends.
Was it fun and briefly why/why not?: The game was fun, mostly because I had the chance to look up words I never knew existed. My opponent would play a word and I was certain it was wrong until we used a dictionary. Even if I am wrong about the authenticity of a word, I still appreciate learning a new word.
What is one thing you would change to increase the fun factor?: Sometimes I had to make decisions whether to use a DW or TL, which was an interesting element of strategy. I think this should be expanded into subtractive points, in which players can place words on TL, TW, DL, and DW spots and cause other player’s to lose points. Subtractive tiles would function the same as regular tiles, but would add a new sense of strategy. For example, is it smarter to add points to your score or cause an opponent to lose 20 points if he is 60 points ahead of you? Depending on what letter tiles are left or what special tiles are near this decision could be crucial.