Monday, March 13, 2006

The House of Foster

The race to complete flash image files continues on ...

The following are some flash files I managed to complete/partially complete over break ...

The outside view of the house was completed and animated:














The main entrance room was completed although some animation issues need to be worked out ...








Also, the gallery room was completed, but art is yet to be hung on the walls ...








More Soon ....

Monday, February 27, 2006

Game Journal Entry: #1

1.) "Look Ahead and Reason Back" What is the dilemma and what would constitute winning?
You are stuck in a mad doctor's house who is obssessed with nursery rhymes in a sadistic sort of way. With the help of three blind mice, you must navigate your way through the house to reach mad Dr. Foster. Upon reaching Dr. Foster you must decide whether to trust him with getting you home or finding an "alternate way."


2.) What is your motivation and what is your leveraging element?
Initially, your motivation is to explore the environment you find yourself in. As the situation unfolds, you find yourself seeking Dr. Foster and ultimately a way home. Your leveraging element is the fact that you have a choice between trusting Dr. Foster to help you home or trusitng friends you've made along the way. You also have the leverage of gaining knowledge throughout the game and being able to utilize it as you make decisions.


3.)"If you have a dominant strategy, use it." So, what Game Theory strategies are you using in your game and why?
The Game Theory strategies most prominent in this game are "To Lead or Not to Lead" and "Get off the Curb and into Cab". You are given advice throughout the game that you can either choose to follow or use in consideration with your own insight and decisions. This shows the strategy "To Lead or Not to Lead." You also have the option of creating your own (limited)ending through your decisions. Also, after playing the game numerous times, you can take the wheel much easier and drive the game along yourself rather than sitting in the passenger seat allowing it to carry you off. This shows "Get off the Curb and into the Cab". The game also has instances of "Never Give a Sucker an Even Bet" and "Here I Stand" as you traverse through the various puzzles. Things aren't always what they seem, especially when it comes to macabre nursery rhymes. Puzzles may stump you along the way preventing progression of the game. It is here that you encounter the "Here I Stand" strategy as you have no other option but to complete the puzzle to be able to continue.


4.) How does the game play and the visual design (drawing, animation, effects) support your ideas?
The crooked little house that this demented man lives in seeks to symbolize his actual mental disposition. Throughout the game, you will notice simple and innocent nursery rhymes with a sinister twist that clearly state "something is not right here." The visualization of the game seeks to promote an atmosphere of disturbance and dementia.

Thursday, February 23, 2006

Vision to Sketch to Flash

So far I've been able to convert 2 of the sketches that Eric came up with into Flash documents with animation capability. Here they are:

The first Hallway:




Dr. Foster: