Thursday 25 February 2016

Script Ideas

My initial log lines
- Toy car chase scene around a mundane office
- Human and a dog fight over changing the radio station.
- new 2D to 3D Virtual reality glasses that can switch the animated character between 2D and 3D.
- Humanised TV switches clothing based on genre of channel being watched.Box TV is 3D animated, and character TV is 2D. Personaility think humanised TARDIS.
- Skype call with an animated character that escapes the screen.
- Load page destroyer app. Destroys all Error 404s. Character is the app mascot.

Favourite ideas

- Humanised TV switches clothing based on genre of channel being watched.Box TV is 3D animated, and character TV is 2D. Personaility: think humanised TARDIS. Live action uses remote to switch clothing, Animation is trying to take remote away. Jokes such as change into an animal for Discovery Channel, princess get up, etc.
- Load page destroyer app. Destroys all Error 404s. Character is the app mascot.

Even though my favourite idea is the changing channel costume idea, this could provide difficult since changing the model so often and coming up with so many different costumes, and turning the character into an animal could be difficult. I could simply texture some static over a blank character model to shift from shape to shape, but that is probably more difficult than simply creating a single character with a single costume.

Rough script ideqas
Load page destroyer app. Destroys all Error 404s. Character is the app mascot.
Spoof of dumb commercials.


Cellphone app zap guns, swipe forward to fire a laser to destory the 404 error message which is like a 3D brick wall projected from the computer screen.



INT. an office with a computer in an office cubicle. Or just a bedroom.


LA Character loads up a page, Error 404 page not found/no internet connection screen pops up.


LA Character: Oh no! I just wanted to load up my favourite social media website, but now I can’t. And to check the internet connection, I have to go all the way to the next room. Whatever will I do now?


Phone has an alert with a swipe forward command, LA Character checks Alert


LA Character: Oh? What’s this?


LA Character swipes the icon, and out pops Animation!


Animation: Hey there frazzled human! You look like you’re facing some web page trouble there! Why restart your modem when you can BLAST THROUGH THE SCREEN


LA Character: What?


Animation: BLAST THROUGH THE SCREEN


Animation summons the 3D page block projection from the computer


Then using phones as laser guns they blast the error messages away, ad ends with a slew of messages like 'batteries not included each feature sold separately'.




Rough 2

INT. an office with a computer in an office cubicle.


LA Character loads up a page, Error 404 page not found/no internet connection screen pops up.


LA Character: Oh no! I just wanted to load up my favourite social media website, and to check the internet connection, I have to go all the way to the next room. Whatever will I do now?


Phone has an alert with a swipe forward command, LA Character checks Alert


LA Character: Oh? What’s this?


LA Character swipes the icon, and out pops Animation!


Animation: Hey there! You look like you’re facing some web page trouble there! Why restart your modem when you can BLAST THROUGH THE SCREEN!


LA Character: What?


Animation summons the 3D page block projection from the computer

Animation: Now swipe!


Then using phones as laser guns they blast the error message to smithereens.

LA Character: Whoa! This app is such a marvel! Page Block Be Gone is my best friend!


Animation: Remember, Page Block Be Gone is only a download away, no more loading screens


blast through a youtube loading wheel

Animation: no more page not available

blast through this message

Animation: no more no internet connection found!
blast through it, the tiny dinosaur burns slowly to death.

Animation: why call tech support to solve all your digital problems? JUST BLAST THROUGH THEM WITH PAGE BLOCK BE GONE.



UPDATED

Changing channels idea


LA Character: I wonder what’s on tonight?


LA Character flips about 3-5 channels, underneath a couple news reports and boring infomercials, MTV etc it gets stuck on a witchcraft channel, and the remote cannot change the channel until the witch has cast a spell that causes the TV to glow and spit out a humanisation of the TV, because the occult channel is still on, she comes out as a witch.


LA Character is in brief awe, drops the remote. It lands buttons down and changes channel to an epic quest. The animated character changes into Game of Thrones get up, and is in shock.


LA Character is feeling giddy and changes the channel in quick succession to Childrens Cartoon, to News Report, to Cooking show, and in her frustration she knocks the remote out of LA Characters hand, and shakes her head, like “No no no, stop”


Both characters look at the remote on the floor and both scramble to grab it. LA Character grabs it first and runs around the room and onto the couch occasionally changing the channel to MTV, a live in show comedy, the Amazing Race, Discovery Channel, History Channel, with music cues. During the chase the LA Character falls behind the couch to better hide the transitions as they commence a cartoony wrestle behind the couch. Finally in a scramble to get the remote the LA Character breaks the remote, a flash happens resulting in the Animated Character wearing an amalgamation of all the previous channels in a disgusting mess.

The Animated character is now sad, that she has such a faceted appearance, but LA character comforts her by saying they represent each facet of her personality, and she doesn’t have to be one thing or the other,

Monday 22 February 2016

LEGEND OF ZELDA FIRST IMPRESSIONS and a comparison to Castlevania

I grew up with siblings who emulated Ocarina of time and A Link to the Past. However I had never played the original, so I was looking forward to this.

First off, again the clunky controls. I didn't figure out you had to use the 'select' command to move the selection tool, having been used to joystick commands moving the selection tool. I mean it worked that way in Castlevania. Again, this was an era where standard controls were still in the making, there was no universal A, B action button mapping. This game is from a time where sometimes A was jump and sometimes the up command was jump.

I get into the game and instantly find the classic old man cave where you learn 'caves have treasure! Go exploring in them!' and that the world you're in will require you to be equipped with a weapon, as the old man says 'It's dangerous to go alone take this!'


This seems a little more in game explanations orientated than Castlevania, since you're put in an environment where there is only one differing patch of pixels, so of course you go looking at it to find out what it is. The old man explicitly tells you that you have received something to fight off danger, and now to face the danger ahea- wait a moment there are lasers?


Old man you didn't tell me anything about lasers! I knew from previous game knowledge that you can only fire them when you have full health but I didn't know you got sword lasers right off the bat! Previously in games like Majora's Mask and Minish Cap they were a final upgrade to your weapon. But no you immediately have sword lasers, best of luck to your adventuring young sir, and may you zap your enemies with mystical cave-sword powers!

And, as is classic with Zelda games, we have a menu screen!


Now in Castlevania when I pushed the Start button it paused the game, pretty handy. But in Zelda you have an inventory, a record of your keys, rupees and a map. This also pauses game play, but doesn't really pause the 'game' itself. With a menu you suddenly have a lot more diversity in your game than in Castlevania. You have the option for multiple weapons, rather than just the one picked up secondary item of holy water or throwing knife like in Castlevania but I'm getting ahead of myself. Where can I find some explosives to go bomb some dodongos? Oh wait wrong installment.
As you can probably tell I really love Zelda.
Back to game play features. So here we have 'Life' labeled out for us, which is pretty neat in case you weren't familiar with game life, or hit points. In Castlevania and a lot of fighting games like Street Fighter, you just got a health bar next to your name. When you get hit and you see the bar deplete, then you understand that it represents how many hits you can take before your 'life' depletes and it's game over. I guess it's interesting to have a 'score' on Castlevania, but I don't see much point in it beyond bragging rights and a new personal best 'score' Zelda also lacks a time limit, making the journey, and not the destination the key appeal to the stages, or levels. I feel like with a time pressure in Castlevania it was more important you reached the end in time than explored every secret or random drop available.


Additionally it was never really explained what 'hearts' were. They certainly don't replenish 'life.' It wasn't until the end of the stage that I found out they were score bonuses. instead health replenishing comes in the form of what the Game Grumps have influenced me to to call 'Wall Meat'.
Yay ... ?

But back to the Zelda menu. Boy that was a tangent and a half. Zelda is even more explanatory with the 'Use B Button for this' description. You could read the manual like a responsible Castlevania player would, or you could be so giddy you got a new game and completely forget about and hop right into the game and learn game mechanics on the fly until you beat the game and then read  the manual to find out more. 
Zelda even hints at the end goal objective with the empty 'Triforce' slot. Remember that big yellow flashing triangle thing on the game title screen? You'd think 'Yeah I wanna get that, looks like I'll have to look for it first though.' and now you have an end goal. Castevania you just kind of, go through places to find new things to kill until you find a really hard monster. Maybe if you had prior knowledge to the story of Dracula and read the novel you'd think the character might be Jonathan Harker with an Indiana Jones whip and armour about to rescue his Mina from being turned into Dracula's Stockholme Syndrome wife and ruin her 'purity' with his evil Transylvanian ways as xenophobic Victorian London was so gosh dang paranoid of. God protect the good Christian people from those impulsive foreigners ruled by lust and instinct. But no this is Simon Belmont, a guy you've never heard about in the novels, and Castlevania is not a game adaptation of Dracula it just reuses the setting and main antagonist of the original to create an interesting and new narrative with a familiar evil. However if you read the manual apparently Simon has a blood feud with Dracula, and wants to kill him to restore peace to Transylvania. I'd never have guessed. I mean you can just see the look of vengeance in Simon's dead, blank, pixelated non-eyes 
That wall meat was delicious.
But maybe i'm being a bit unfair, there probably wasn't enough sophisticated programming yet to tell the story Castlevania wanted to tell, so they had to print all the backstory in the all important manual. 

ANYWAY AGAIN WITH THE SIDE TRACKING FROM ZELDA


What I find interesting from Zelda is the near instantaneous reaction to pushing the A button Link would swing, and the swing would be over in about the same frame, and if not the very next frame at least. This gives the player more finely tuned controls as they can instantly react to an obstacle with little to no recovery time to react instantly to the death, or lack thereof of an enemy in succession. Swing once, instant hit, is the obstacle cleared? Instantly hit again. There is no waiting recovery period to remain exposed and vulnerable to enemy attacks. Zelda allows you to live in the moment without the need to plan ahead like Castlevania.

One thing I noticed, was the abundance of health


Understandably with a life count of three 'hearts' with a minimum damage of half a heat leading up to a max hit count of a whopping 6 is a bit unforgiving, so there is plenty of opportunity to heal up. From hearts, to fairies, to great fairies, Zelda wants you to live. It's a little misleading in Castlevania that the hearts are extra score points when we associate hearts with 'life' while the food actually heals you, but here in Zelda you see a line of symbols labeled 'life' so you know to get more life you have to get more of those symbols. The rules of the world of Zelda is a lot more intuitive and self explanatory. However there is a bit of lack in direction for Zelda, and it's clear why when you know the backstory of Miyamoto. Miyamoto wanted to create an open world to explore, hence the lack of direction. In Castlevania the stages had a clear direction. go away from where you started and eventually you end up somewhere important.In Zelda all four directions are open. In fact you start at the very bottom-center of the map. You can go to the four corners of the map to find adventure. Where you go and how far you travel is all up to you. The most direction I got was from an old hag in a cave once telling me to talk to the old man at the graveyard. Where is the graveyard in this huge place? What's with this world and old folks living in caves? Is there a hermit convention I'm not aware of? 

Anyway I gave up trying to locate the graveyard when all I could find were deserts, rocks, beaches, and more cave people trying to sell me things I couldn't afford. The game pretty much tells you go look in caves to meet nice people and find neat things. Caves; Probability of finding loot and/or friendly old folks and dungeons: Weirdly High. 

I do have to say the shield mechanic is weird though, because it's totally intuitive to face towards the danger you're running away from. 
CASTLEVANIA FIRST IMPRESSIONS

Admittedly I couldn't get a single SNES emulator to work, they just kept crashing when I tried to load up a game. So I just used fan ports of SNES games into a Gameboy Emulator because that's what works for me.

Castlevania doesn't have much of an introduction, just throwing you in to test buttons to see what they do.

Welcome to the game "Player." You don't even get a name. Just ambiguous male character equipped with a whip to vanquish evil. Actually your character's name is Simon Belmont, but you only learn that from the instruction manual you were supposed to read and receive with the psychical copy of the game. No in game 'guide' like in most modern video games to tell you that "hey, this is who you are, this is your objective, and you have a weapon!" No, you don't get that. You were supposed to sit down, and read the manual like you'd read one to construct your Lego masterpieces.

Okay, so I get that early on video game controls were still getting their footing, should the up joystick command be for jumping, up screen movement or jumping? Like how in Megaman it was for jumping, but for some games with  top overhead views like Legend of Zelda up would be upscreen motion

but WHY would you dedicate the up joystick command to solely going up stairs?

I know in later games they gave you the option for an upwards whip motion, but in this game as far as I have played, the up command is solely for going up stairs. At least the down joystick command lets you crouch as well as descend stairs, but otherwise a whole 1/2 of your joystick movement is dedicated to up and down stair traversing. How strange.

Pitfalls leave no room for error, pretty unforgiving game. You also auto-lose all your whip upgrades and secondary items upon death. Your attack also has a few frames of delay, resulting in some mildly frustrating game play and forces you to plan out your movements more carefully beyond 'if you see the thing push the hurt-y button' because you have to approach with caution so you can see and prepare for an enemy attack long before it gets into hurting range, I played only up to the second stage, by which time I was getting tired of the pitfall precision jumping. So I loaded up Legend of Zelda instead, feeling that I had sufficiently experienced the basics of Castlevania's game play design.