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About
I'm a 19 year old game design student trying to make my way into the gaming industry. My main focus is design, but I also program in java and C#. Animation isn't so far out of my range either, though I've never done it before I'm willing to sit down sometime and get a grasp on it.

I don't play too many video games anymore, but when I do it's mostly League of Legends or Gears of War on the xbox 360.

Where I want to go or what I want to get out of gaming is have a job making them any way I can. Whether I'm working for a AAA company like EA or Epic or be an indie developer, if I can make video games for a living I can die happy.
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Well it has certainly been awhile since my last update. The news is, Crux has been delayed and set aside as a future project. The scope of the project was apparently too much for the group to handle. With only a few short weeks left to go in the class, we would not have had anything substantial to show off for portfolio night. SO, we settled on a simpler project, a 2.5 Dementional arcade style hack & slash sidescroller! Yes, that's a genre. Anyway, it involves a young wolf pup, the son of the Big Bad Wolf from the Fairy Tale story, Little Red Riding Hood. This pup, Wolfie, is out to get Lil Red and Grandma, and must defend himself against angry villagers.

I've been working on Creating Scenes in unity for our win screen, main menu, and game over(lose) screen. It was more complicated than I initially thought but I got the hang of it pretty quickly. I was all finished within a class period. The part that really stumped me was getting the buttons in the right position of the screen based off the screen's width and height. That took the most time, with a lot of trial and error.




I was given the responsibility of creating the layout of the level in our game. I have done 2D level design once before when I was working with ObscureFish, but my skills are still under developed in that area, so the level is really basic. Of course, my original design wouldn't be fully implemented  because of the amount of time left before we need to present our project. Either way, I got in a bit of experience working on levels. I enjoyed it while it lasted, perhaps I'll continue working in that area on my own and for future projects. With the help of Dan, we got my drawing of the level in digital form on a google doc online for everyone to see in class. And Jon turned the flat images into the 3D world we now have in our build. One thing I learned while working on level design is to not forget to SCALE my designs. Scale is one of the most important things when it comes to levels, or a game in general..I'll never forget that, and of course, to electronically map out my designs, or at least use graphing paper :P


I took the responsibility to create the health bars for our main character, Wolfie, and the boss/bosses we'll have in our game, Lil Red(Red riding hood), and Grandma. I've worked with health before in small projects on my own before, so I didn't think linking that with a GUI healthbar would be that much different...It wouldn't, but having never done it before, it could be a real pain. It took me about 3 days, doing research, and playing around with numbers in unity to figure out how to get the healthbars to look right, and function correctly(go down when player gets hit). I come in to class that next week, showing off what I had accomplished, only to be showed up by, the only true programmer we have in the group. What took me 3 days and 8 lines of code to finish, he did in a matter of minutes using only 2 lines of code! -_- Not to mention, I made 4 different variations of the same script, until I finally got it right. I'm not tripping over it though, because I learned a more efficient way of scripting, which is why I'm in school, right? Anyway, I was glad it got done. Now I just need to figure out how to make lives, *sigh*...












Everyone loves respawning, and that's why I made a respawn script! My first respawn script was written so that there was only one respawn point half way through the level once you've reached that checkpoint. After you died, you would spawn there every time.  Given the simplicity of our game, it was sufficient in serving its purpose, but with the criticism of our lovely programmer, he brought to my attention that if we were to have multiple spawn points in our scene, my code would be incomplete. He then told me what a "master programmer" would do to combat this scenario. All I had to do was make it so when the player collides with a spawn point, it sets that point as the primary point to respawn at. Thus, making the script's function more dynamic, rather than just designating one specific gameObject to serve as a spawn point. It was simple enough to understand, and just as easy to code, minus a small "if statement" argument that I over-looked.




A lot of play testing was done this week, finding bugs, and getting a feeling for difficulty and game flow as a gamer. Except for a few scaling issues, enemy behavior problems, and being able to run to either side of the level and jump off into the abyss, the game seems pretty much finished. It could use some good arcade style music though. I'll be sure to bring that to the groups attention.
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Jared Ramone Burks
8:18 PM on 05.19.2013

I learned about D&D, how to play, what it's like to be apart of a CO-OP tabletop game. Playing and Modding the Forbidden Realms helped me see how to keep things interesting, how each game plays differently. Not just changing numbers for stats, but giving different effects and cost to such feats, like a stun or you having to sacrifice a turn to perform an ability. It was different for me, having so much freedom in a game, let alone a tabletop game, playing out a scenario where I had to come up with a way to scale a giant wall. It was a good thing I was a Ghost-like Shadow character, and it was as simple as projecting myself to the top.

In the last days of this class, our group has been given the task of play-testing the other group's modded levels, characters, and campaign. Minus a few missing essential components, like speed of a character and initiative, their mod played out pretty well.








Today in my D&D class, I continued to work on setting up the Default BattleChef class to level 15 with the Crustmen race. This is what we have so far:

Male Crustman BattleChef
Level 15
Neutral
Representing Jared B

Strength 16 (+3)+2+1
Constitution 14 (+2)+2
Dexterity 12 (+1)+1
Intelligence 13 (+1)
Wisdom 14 (+2)
Charisma 11 (+0)+1
Height: 5' 8"
Weight: 200lb
Skin: Red
Eyes: Sliver
Hair: Black Spikey; Peach fuzz
Maximum Hit Points: 131

Bloodied:
Surge Value: 8
Surges / Day: 10 [includes constitution modifier]      

Size: Medium
Speed: 5 squares, Swim 7, Burrow 6
Vision: Low-Light

Initiative: 1d20 +1 = + 1 [dexterity]
Base Strength Attack: 1d20 +3 = + 3 [strength]
Base Dexterity Attack: 1d20 +1 = + 1 [dexterity]
Base Constitution Attack: 1d20 +1 = + 1 [constitution]
Base Intelligence Attack: 1d20 +2 = + 4 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 2 [wisdom]
Base Charisma Attack: 1d20 +0 = + 0 [charisma]
Armor Class: 12 = 10 +  [2 Leather]
Fortitude Defense: 14 = 10 + 2 +2 [constitution]
Reflex Defense: 11 = 10 + 1 [Dex]
Will Defense: 12 = 10 + 2 [wisdom]

Skills:

Acrobatics: +6 =1+ 5 [class training]
Arcana: +6 = 1+ [intelligence] +5 [class training]
Athletics: +11 = 3+ [strength] +5 [class training]
Bluff: +6 = 0 [charisma]
Diplomacy: +1 = 0 [charisma]
Dungeoneering: +2 = 2 [wisdom]
Endurance: +9 = +2 [constitution] + 5[class training]
Heal: +7 = 2+5 [wisdom]
History: +2 = +2 [intelligence]
Insight: +7 = +2 [wisdom] +5 [class training]
Intimidate: +1 = 0 [charisma]
Nature: +7 = +2 [wisdom]
Perception: +2 = 2 [wisdom]
Religion: +7 = 2 [intelligence] +5 [class training]
Stealth: +2 = 1 [dexterity]
Streetwise: +1 = 0 [charisma]
Thievery: +2 = 1 [dexterity]

At-Will:

 Culinary Master: You can use a spot check and if you find any plants or meat you can use it to create food.  Food weighs 1 pound.
 Boomerang Axe:  if using a throwing axe,  you may throw it at one or multiple enemies in 4 squares.  The Boomerang will return to you to performing another attack.  Initial toss- 1d6 + (weapon Modifier). Return 1d4 + (weapon Modifier)
Scavenger- Can gain health when adajacent from dead bodies D6 +Intelligence
 Food Slinger- Can send food to a player from within 4 squares.  Player getting healed uses a healing surge (or however clerics healing mechanics work)



For the Abbysive team, I have completed a new script for playing animations for SLIDING doors. This script differs from the other door opener script in that it is proximity triggered, rather than pressing a button. The door will slide open when in range, and stays open so long as you're standing in the area.
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Finally! I've finished the ObjectViewer script! ^_^ Added it to the build, fixed a camera issue where the camera wasn't looking at the object and was just zooming in(field of view). The solution to the problem was parenting targets(the player) and the LookAt in the Update function. Also I disabled the 3rd person camera javascript file and 3rd person character controller so you can't move while interacting with objects. The object viewer will be used for viewing clue items that give info but you cannot take with you, like signs, doors that you can't unlock, pictures ect...Saved the rotation of the item in the script, so when you rotate it while interacting with it, it returns to its initial rotation after you're done interacting with it.  Here's an example:

Starting the game


First interaction with item(cube); Zoomed in camera...


Rotating the object with my mouse while holding left click


Now interacting with an adjacent item


End interaction, and item's rotation is back to its initial rotation



In VICOM 133 I came up with ideas for new classes for our Forgotten Realms mod. The Scavenger and Scholar classes. I have yet to come up with the attributes, but for the scavenger I was thinking it would be a class for, well scavenging, finding seemingly useless items and crafting them into utilities that can aid the party. As for the Scholar, perhaps it will be a jack of all trades class, with the ability to learn and develop just about any skill or feat.

During the 7th week of 133, I made a Crustmen(Crab People) Race while the team was discussing ideas for creating new D&D Races. I Also was helping develop the BattleChef class that Paul D. came up with, as that was be the default class for the crustmen race in the mod for testing. Here are the stats for the Crustmen:

Character Size: Medium
Average Height: 5’ ft 8” in -6’ ft 2” in
Average Weight: 180lbs-250 lbs
Vision: Low-Light
Speed: 5 Squares, Swim 7, Burrow 6
Languages: Common
Ability Score: +2 Strength +2 Constitution or Perception
-BattleChef class because why not? Crabs/Lobster is a fancy meal and chefs cook fancy things like caviar and such.
Racial Traits:
Focus:Either bonus to defenses like a shield(still in development), or when in an encounter with only one enemy, gain +1 initiative.
- Aren’t affected by crippling attacks(stuns) because crustaceans don’t have a nervous system, so they don’t feel pain.
- Vulnerable to Fire attacks and hammer weapons



Working with the Abbysive group this week, I have made a script to open doors, or play a door opening animation script. The animation will play, when the player in in range, and presses "E"
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For this week, in my D&D class, I've been working on creating my enemy NPC(non-player character) that I have named the SPECTER. As its name indicates, it is a ghost like character that takes on characteristics of a ghost or phantom. Here are the stats I've created for the Specter...

Size: Medium
Hit Dice: 2d10 + half of possessed host's HP
Initiative: 1d6
Speed: 5 squares
Armor Class: 7
Base Attack/Grapple: +4/+8
Attack: Melee 1d4 + (1d6 + host's strength)
Space/Reach: 2 squares
Special qualities: Melee attacks against specters deal 1/2 damage when its not possessing someone/something.
Abilities: Strength(4), Det13, Con19, Int15, Wis10
Environment: Any
Alignment:Evil/Neutral
Feats:
Possession:Being a spirit, spectors can possess either a player or NPC within range. Must succeed on a DC20(+dex) or player is possessed. This lasts the entire encounter and player suffers half the damage of specter's HP at the end of the encounter or specter's death.
Vanish:Specters can appear and reappear at will. DC14(-perception) is what you'll need to be ableto attack the specter or it is invisible to you for 1d6 rounds.
Fear:Specters are the essence of fear, and can manipulate your thoughts, causing panic to overcome you. Succeeding on a DC16(-constitution) will cause a player to deal 1/2 damage on attacks and cut movement speed in half for 2d4 rounds.




I also bumped my character to level 15 to play in our mod, because to play in the Forgotten Realms you must be lvl 15+.

In my classes working with Abbysive, I worked on the Object Viewer script more and added to Spencer's ItemNPC.cs and PlayerController.cs. The Object Viewer now zooms in on the item you are interacting with and you ca pick up the item and rotate it with the mouse.
Below are pics of what it the Object Viewer does.
This 1st one is just starting off in play

Pressed "E" to start interacting

Carrying the cube around; it is now attached to the player

Rotating the Item(cube)

Just showing the same interaction with a different game object
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Jared Ramone Burks
11:56 PM on 02.12.2013

Alright, so this week, I'm grieved to say I missed VICOM 133 and 129 :( I was very ill and couldn't make it to class on Monday. Given a summery on what went down, I guess for 133 my team played through another mission, where they barely made it out of a lair alive. Needless to say 2 out of the 6 fell in a trap hole, and 1 person got impaled but survived from the help of one of our elves, getting teleported out of the spikes. In 129 our class went over user stories, which are specific statements of what we want to be put into our game. Today in 130, which is the same class as 129 by the way...we continued to go over user stories and poker plan. Poker planning is a process by which our team votes on the complexity, doubt, and scope to determine the amount of effort that will be put into a certain feature in our game. It is then broken down into task for our meta teams(design, art, programming) to work on so we can start to build our product in the game engine Unity 3D. We finished up with that today and are now awaiting for tasks to be made by our team leads.

Our MATC mothership meeting was very short today, since all that needed to be discussed was campaigning for the leadership positions in the mothership organization. Voting will be held next week, then we can start to plan out our events and get that ball rolling this semester.

For the past week I've been working on the design for the HUD we will be implementing in our game. I have a mock up of what I think it will be like but this is only a sample. I need to discuss the design more with my lead and the product owner. As for 133, my job this week will be designing an enemy character for Dungeons and Dragons. Our team will vote on which enemy they think is the best between our teams' designs, and the winner will have the honor of making the boss enemy for our modded version of the game.