Tuesday 8 December 2015

BTEC Extended Diploma in Video Games Assignment: Shapeman Development

BTEC Extended Diploma in Games Design
Assignment 2: Shape Man
Unit1/Unit72/Unit22 Computer Games Design

Developing Shapeman

Task 1
1.1(Game sketch)

This is my game sketch, it shows what my game is supposed to look like, it shows the room, enemy placement and collectables, below that is a screenshot of the final game.




1.2(Sprites/animations)




spr_circle




I made this sprite using the circle tool, I used a dark blue for the outside and I used the fill tool to fill the inside with a lighter blue. The sprite is 32x32 and has 7 frames of animation, the animation is of the circle "squashing" itself with the top and bottom of the circle collapsing in then going back out





















spr_Cross




 I made this 32x32 sprite using the line tool, I used a dark cyan for the outline and a brighter cyan for the inside parts which were also made with the line tool. The animation is of the Cross pulsating in and out constantly, it has 12 frames.























spr_triangle

This sprite was made using the line tool, I made a black triangle then filled it in with different shades of black to create a gradual transition into the white middle section. The animation is 11 frames long and consists of the triangle growing and shrinking rapidly




spr_Square


I made this sprite using the square tool to make a dark green square with a gradual transition to white in the middle. The animation is 10 frames long and consists of the square being squashed from the sides.






spr_pentagon

I used the line tool to make this sprite, I made it dark yellow with a gradual transition to white in the centre of the shape. The animation is of the shape growing and shrinking rapidly, it has 11 frames.

















Task 1.3 (Objects)

In order to make my character change shape I had to drag the "change sprite into" box into the collision area between obj_me and the shape objects( obj_circle2, obj_cross2, obj_triangle2, obj_square2 and obj_pentagon2) This can be in either the shape objects or the player object.


Controller is where some of the most important code is such as the variables and the components that show the score



This code is focused on the countdown and making it work correctly and change the enemy shapes when the countdown is finished whilst also saying what to do when there are no enemies left






























1.4 (Room)





This is the room in which the game takes place, I put the transformation shapes in the corners of the room so that they are away from the more dangerous middle area. I placed the collectables around the outside so that they are easy to get with the middle ones being more of a risky move to collect.









In this screenshot you can see the effect that occurs when you die, it was originally a red explosion but I changed it to a firework since it looks like the shape has shattered into pieces and I made it blue so that it fits the overall colour scheme of my game.









2.1(testing the game)


2.2(bugs/glitches)
The main bug that occurs within my game is when I collide with a shape that is the same as mine, sometimes it works as intended but most of the time it kills me anyway. My next bug is the fact that once I win the room doesn't change. These bugs are shown in the videos above

3(player Feedback)
Feedback from Kori: "The game worked well and had cool effects, yet had some problems when the collision was involved, however the game worked the second time I played it".

4(Improvements/Suggestions)
Feedback from Kori:"fix the collision if possible, and make some other sprites to make the game more interesting."

5(Game Manual)


This is the game manual, it tells the player what to do and how to do it








Tuesday 10 November 2015

Unit 78 Assignment 2


Unit 78: Digital Graphics for Computer Games

Assignment 2: Creating Concept Art for Computer Game Graphics

Client Brief: 
"Come up with your own design brief, it should have at least 5 levels or rooms and one main character and several monsters to avoid."

Own Brief:
To give the protagonist a double jump and wall jump, it should also have at least one power-up and checkpoints. The art style would be Pixel Art and will be aimed at more experienced gamers (which would mainly include teenagers and adults) as I intend to make the game very challenging. The game should appeal to both genders 


Concept Art

Protagonist:
The main character is a cube. The characters animations are of it wobbling around and hopping up and down. It will have a double jump and wall jump. I purposely made it genderless so that anyone can see him as how they want. The headphones are to make it stand out but other pieces of headgear and colours for the cube would be unlockable to customize the character.

Enemy:

The enemy is a red cube, I chose red as it represents danger. The enemy would move forward until it hits a wall, hitting a wall would make it change direction.They would be defeated by being jumped on. The character looks similar to meat boy from "Super Meat Boy" due to the colouring and the shape so the colour may change if this is a problem






Mood Board
I chose these pictures as they represent my game well as the game is a high speed platformer using shapes as characters



Tuesday 27 October 2015

Unit 78: Digital Graphics for Computer Games


Stimulus

What is a brief?

Client Brief: A list of requirements for the game from your client, an example of this could be "A platform game with five levels".

Own Brief: When you can choose what is put in the game yourself. This is usually just what wasn't mentioned in the client brief for example you might only be given a genre and a number of levels, you would be able to pick things such as characters or weapons.

Market Research: Going out and getting info on games similar to what you're making so you have more ideas on what will and won't work.


Ideas Generation

What would you do next?

Brainstorming: Brainstorming is storing info from your sources such as films, games or books

Mood Boards: A page full of pictures and info about what you are researching

Thumbnail sketches: Thumbnail sketches are sketches of objects as they develop which allows you to see the progress made.

Concept Drawings: These are original sketches of what will be included in the game such as characters, backgrounds, weapons, vehicles and environments.


Legal and Ethical Consideration

Copyright law: A law which gives the creator of a piece of work such as a character design or a logo exclusive access to use that work and the ability to claim compensation from anyone who uses it.

Libel: You aren't allowed to ridicule someone through your work.

How are women portrayed in Games? Despite the increase in the amount of games that portray women in a positive way, most games still seem to use women as a way to add sex appeal to the game.

Intellectual property:An idea(Game in this case) that is protected by law in order to gain recognition and/or financial benefit from its creation.







Thursday 15 October 2015

Pre-Production and Planning for a Computer Game

BTEC Extended Diploma in Computer Games Design
Unit 1: Pre-Production Techniques for the Creative Media Industries
James Bentley
Pre-Production and Planning for a Computer Game




Types of Production

Hardware

Computer- You will need a computer that can run the software that you will be using and it needs to be able to run the game itself which may be very high spec depending on what game you will be making. You may also need a bigger hard drive if your game takes up lots of memory, this will generally be very expensive. For my game a low end computer could easily run the game as it is very simple and easy to run





Peripherals- If you were developing a game for a Kinect or any other peripheral in mind you would need the peripheral itself first





Dev kits- Dev kits are used to test games on the platform you are making it for since you can’t test on retail versions of consoles due to their security. The game I'm making wouldn't need a dev kits



Software
UDK-“For developing with UE4, we recommend a desktop PC with Windows 7 64-bit or a Mac with Mac OS X 10.9.2 or later, 8 GB RAM and a quad-core Intel or AMD processor, and a DX11 compatible video card. UE4 will run on desktops and laptops below these recommendations, but performance may be limited.”





Unity- Unity Pro costs $1500 or $75 per month, you can get IOS and Android add-ons which cost the same price for each one





Game Maker- GameMaker costs $149.99 for the Professional version but the standard version is free, the master collection is $799.99. You can get certain addons from $199.99 - $299.99 such as android and IOS modules




Maya-£145 every month subscribtion fee



Publishing

Steam Greenlight- this allows people to submit their games and for the community to vote for it to be released there is a one –time fee of £70






 ID@Xbox- Once you apply you will have to pay a one-time fee if you are making a universal windows game(Xbox One is free) at which point you simply make the game and send it off for cert testing, it can be for windows, Xbox One or both




PSN- Once you register your company and agree to be a PlayStation partner you can start publishing



IOS- similar to android but an altogether shorter process with less checks needed and arguably worse quality control




Android- The android publishing process is long but free, it involves going through many security and quality checks before publishing.




Funding games
Self-financing- use your own savings to completely or partially fund your project, difficult and time consuming but avoids debts

Crowd funding- kickstarter and indiegogo are good ways of getting money to publish a game

Loans- They are much easier but makes big debts


Time Constraints
It is important to get a game out in time as it can affect sales and can be used to motivate the team to work harder. getting a game out just before Christmas is a way to get more sales on a game which has previously led to games being rushed and ending up as terrible games. When making my game I have a short deadline to finish the game but due to the simplicity of my game it should be easy to finish in time


Personnel 

Depending on the size and budget of the game you may need a bigger team, this would consist of :

Animators(they are responsible for the movement in the game) 
Assistant producers,( Work with production staff to ensure a timely delivery of the game)
Audio engineers(making music and SFX)
Creative directors(responsible for the look and feel of the game) 
External producer(ensure a successful delivery of the game while working externally from the game development team) 
Game Designers(Design the core elements of the game)
Game Programmers (Design and write the code that runs and controls the game)
Games Artists (Creates the visual elements of the game)
Lead Artists (responsible for the overall look of the game)
Lead Programmers (Lead the programmers that create the games code
Level Editors (Create the landscape and architecture of the levels)
Marketing Executives (Promote and raise awareness of the game )
Marketing Managers  (Responsible for promoting the product to boost sales)
Product Managers (Help create and implement marketing campaigns to maximize sales)
Project Managers/ Producer (Ensure the successful delivery of the game
Public Relations Officers(Look after the reputation and image of the organization) 
QA Testers (Test and debug the game to try and get rid of as many flaws as they can before the game is released)
Technical Artists(Technical Artists act as a bridge between the Artists and the Programmers working on a game)

Teams or crew CVs
The team that is hired for the game must have good qualifications in order to make a good quality game. people with more experience would be higher up in the company as they could lead the other employees to work harder. My game wouldn't need experts to make it as it is fairly simple so anyone with experience will do

Facilities
Within a games company there would be many facilities to help the team in  making the game. Sometimes they are optional but there may be some required facilities to make a game.My game wouldn't require many facilities, just a computer and gamemaker is enough for my game

Materials
The materials needed for a game would include concept art(to demonstrate new ideas), a storyboard/animatic(to present the story to the team) or things such as the assets(sprites,backgrounds,music), audio(examples of the games music and SFX), graphics(what the game looks like). My game needs these materials too as I have created concept art and assets for the game.

Contributors
To help make your game seem more authentic most people will hire professional voice actors or have experts on a certain topic to help recreate things from a certain time period such as using guns from the time the game is set.

Codes of Practice
The codes of practice in the gaming industry are enforced by the Video Standards Council. They are in charge of PEGI ratings which are a way of rating games so that they are played by the right age rating. They are also in charge of how games are supplied. My game would have to be completely my own and if I was to use someone else's work I would need to give them credit and ask for permission to use it.






Tuesday 13 October 2015

Concept Art

Unit 78 Digital Graphics for Computer Games
P2 Creating Concept art for Computer Games

Concept Art is a way of showing an idea through pictures, this could be for games, films, comics or animations. It is sometimes referred to as visual development

Types of Digital Graphics

Unit 78 Digital Graphics in Computer Games Design 
Lecturer: Josh Rai


Raster Images (bmp, gif, tiff, jpeg) Raster Images are images made up of Pixels which each contain a percentage of the colours blue, green and red which combine to make the actual colour seen. Raster images are sometimes called bitmaps as they contain info that is mapped to the display grid
Vector Images (psd, wmf, fla, ai)
Vector images don't use a grid of pixels and instead use vectors, sometimes referred to as paths,


File Extensions- Bmp, Png, Gif, Tiff, Jpg, PSD
file extensions are used to show the operating system what to use to open the documents
eg Jpg- mainly used to store  photos http://fileinfo.com/extension/jpg
docx means that the file must be opened in word


Compression- Lossy or Lossless
Lossy means that the image has been compressed which will mean it loses some quality, this is used to make the file take up less space, lossless means that nothing is lost, this can be used in big budget games to save money.


Image Capture- Scanner, Digital Camera, Tablet
Image capture is when you take a photograph and use it in the game generally as a background


Optimising-Target Image output, Image bit depth, Image resolution, Image dimensions, Compression
Editing the image to make it better and make it work on a wider range of computers. as some may not be able to 


Storage of Image Assets- File size, File naming conventions, Asset management
Storage of image assets is a way of storing textures, graphics or text styles so that they can be easily accessed by others, this is especially helpful as most games will need teams to make it and this will allow them to share the files

Thursday 1 October 2015

Assignment 1: Researching Games

BTEC Extended Diploma in Computer Games Design
Assignment 1: Researching Games



Genres in Computer Games(task 1)
A genre is a type or category of Computer game.


  • RPG(Role Playing Game)
An RPG is a game in which the player will take the role of a character or party of characters all with unique abilities, leveling them up as you go to make them stronger and better prepared for higher level enemies.


Example: Xenoblade Chronicles

Xenoblade Chronicles follows a boy named Shulk as he sets out with his best friend Reyn to avenge the death of Fiora, Shulk's childhood friend, who was seemingly killed right in front of him by a Mechon, A species of living Machines who terrorize and kill Homs (Shulk's species). During Shulk's adventure aquires the Monado, a sword that can peirce Mechon armour and see visions of the future, usually warning him of a tragic event or death of a friend such as Fiora, he also meets many other people who have also had their lives changed by tragic events such as this who help him to get revenge on the Mechon usually after he saves their life due to the Monado's power.   

This RPG in particular is unique as it is a JRPG (Japanese Role Playing Game) that uses a more western battle system that occurs in real time and has the player auto attacking when in range of an enemy and being able to use "arts" which are special moves that have unique traits such as dealing more damage from behind or inflicting status effects.


In Xenoblade Chronicles the story and characters are the best thing about the game, especially considering its enormous length which allows you to get to know the characters (who are all very likable) and their backstories. The unique battle system is also a lot more exiting as turn based combat as you have to create new strategies on the fly and react to visions so that you can avoid a devastating attack or at least make it hit another character to tank the damage for the weaker ones.



Example #2: Pokemon Omega Ruby and Alpha Sapphire

Pokemon is an RPG that is easy to learn, difficult to master, These games remaster the original Ruby, Sapphire and Emerald versions, letting you relive a nostalgic adventure or if you're a younger player, experience the classic games in full 3D with many of the problems removed.



  • Platformer
Platformers are simple games about getting from point A to point B whilst navigating around many different obstacles, these can be in 2D or 3D (or a mix of both) environments, there usually isn't much story or character development as it's generally all about the gameplay.

Example: Sonic 3 and Knuckles

The classic 2D Sonic games have almost no story other than the mad Scientist Dr Robotnik (Now more commonly referred to as Dr Eggman) trapping Sonic's animal friends in robots and trying to take over the world however this installment in the Sonic series has more of a story than most other Sonic games, the first part I just mentioned still applies to this game except now Dr Robotnik has built the "Death Egg"(Essentially the death Star but with eyes and a mustache) which is powered by Chaos Emeralds at the start of this game Sonic has all 7 emeralds but they are stolen by Knuckles who is the guardian of the Master Emerald and who had been tricked by Robotnik into thinking Sonic and his sidekick Miles "Tails" Prower (a pun on Miles Per Hour) are the bad guys and that they want to take over, Knuckles eventually gets betrayed and teams up with Sonic and Tails to stop Robotnik.


The gameplay is the best part of Sonic as a whole, in particular these classic games use momentum based platforming and a high emphasis on speed which is clearly shown by the abundance of slopes that you can use to build up a ridiculous amount of speed which is incredibly satisfying, there are branching pathways in this game but they all lead to the same goal, there are two "acts" to each level  each containing a boss fight against one of Robotniks robots or in the second act you fight Robotnik himself. As with all Sonic games the music is brilliant and fits the levels perfectly.

                                                             Example #2: Super Mario World
Super Mario World is a classic platformer that introduced Yoshi to the series who quickly became one of the most popular Mario characters to date along with full colour and a revamped physics engine.
  • TPS (Third Person Shooter)
Third person shooters focus on using weapons to battle other players in multiplayer based games but it uses a third person camera angle instead of the more common First Person Shooters


Example: Splatoon


Splatoon doesn't have much of a story other than the Octolings( Humans that turn into Octopi) have stolen the Inkling's (Humans that turn into Squids) power source and so the Inklings go to get it back, however that's the single player when this game is all about the multiplayer. The multiplayer consists of a few ranked gamemodes and the most popular gamemode Turf wars, this is a 4v4 gamemode where the object is to cover as much of the map in your team's ink as possible. There is a high focus on teamwork in this game as kills(or splats as the game calls them) don't do anything for your team. When you cover areas in ink you can then turn into a squid to submerge in the ink and swim up walls covered in ink or use it to quickly escape a pursuing Inkling. In my opinion the mechanics make this game so unique from the usually quite stale and repetitive shooter genre.


                                                          Example #2: Plants Vs Zombies: Garden Warfare
This game is a complete change for the PvZ franchise as it is primarily a tower defense game however it has been brilliantly recreated in this team based, customization heavy shooter with 4 plants and 4 zombies to take control of and a great Co Op mode called Garden Ops where you defend a garden from zombies for 10 waves
  • Fighting
Fighting games usually consist of a small amount of players battling in a 2D arena trying to lower each others HP to 0


Example: Super Smash Bros 4

Super smash bros is a very unique fighting game as it does away with HP and has damage add up as a percentage, the higher the percentage, the farther you fly when hit. The aim is to knock the other players off screen so that they lose lives, the most popular set of rules is to have 3 lives each, then you just fight. One of the best things about this game is the characters from Mario to Pikachu to Sonic to even Mega Man and as of the last DLC update you can now play as Ryu from street fighter!


                                                   Example #2: Sonic the Fighters
    Whilst this isn't the most popular fighting game, it is still an obscure game that you can enjoy today as it has seen an xbox 360 re release with online




  • Puzzle



  • Puzzle games consist of the player solving Puzzles (Obviously) to progress through the game


     Example: Portal 2

    Portal 2 has the player solve puzzles in test chambers using a portal gun which lets you shoot a blue and an orange portal on white surfaces which then link together to let you solve puzzles, sometimes it's just get from point A to point B but sometimes you may have to transport something to the end. This game even has co op so you can have up to 4 portals to solve puzzles however your portals only link to your other portal so you have to think about the order of the portals too which makes it harder

                                                                       Example #2: Professor Layton
    Professor Layton is a point and click Puzzle game which makes you solve puzzles to progress and unravel the story piece by piece
    • Sandbox

    Sandbox games let the player do what they want with an interactive world, there generally are no goals and even if they are they are usually optional

    Example: Minecraft

    Minecraft is a game about you building things and trying to survive in a blocky world where you can pick up any of the blocks to use as building or crafting materials. Or you can switch to creative mode which means you are invincible and have every block at your disposal which you can use to build things such as pixel art as the image above shows. This game started off small but now has a massive fan base and constant updates with no sign of slowing down, the company that made the game, Mojang was even bought by Microsoft.


                                                    Example #2 Terraria
    Terraria is a 2D Sandbox game that has a lot of depth to it and constant updates to increase your playtime, it has a heavier focus on the adventuring side as you explore new areas and beat bosses to unlock hardmode where you unlock even more content





    • Horror
    • Horror games are all about scaring the player through the use of sounds, vision (or lack of it in most cases) and Jumpscares

      Example: Five Nights at Freddys

      The FNAF series is a game about surviving from Midnight to 6AM in a pizza restaurant containing killer animatronic animals which act as the mascots, you will have to check cameras and close doors at the appropriate times due to a finite power supply otherwise you will be Jumpscared by an animatronic which sends you back to the title screen, this game seems to be mainly luck based resulting in some unfair deaths, the 3rd game in the series is the most skill based as it relies on you driving a single animatronic away from the office whilst strategically rebooting systems to avoid any further trouble.

                                                             Example #2: Until Dawn
         Until Dawn has you trying to survive until dawn whilst keeping as many of the characters alive as you can with every choice making an impact on the outcome of the game




      • Racing


      • Racing games are all about completing a course as fast as you can, trying to beat the other players
        Example: Mario Kart 8


        Mario kart is a racing game with loads of fun mechanics such as underwater racing, gliding, vehicle customization, the addition of bikes and of course, the items. People further behind get better items which means that the person in first is stuck with banana peels and shells to defend their place. No matter how far behind you are you can always make a comeback and it's incredibly satisfying 
                                                             Example #2: Forza
        The forza series lets you have realistic races from the comfort of your own home
        • Sports
        Sports games are about replicating real life sports or creating a unique sport

          Example FIFA 15

          The FIFA games are all about replicating authentic football matches where you are the manager of the team and control the players actions during matches.

                                                           Example #2 : Rocket League
          Rocket league is a football game but with rocket powered cars instead of footballers and an amazing physics engine



          • Stealth





                                                               Example: Dishonoured
          Dishonoured is a game all about completing set objectives stealthily whilst choosing to kill your target or get rid of them by any other means to get different endings



                                                           Example #2 : Metal Gear Solid
          The point of MGS is to stop terrorists from blowing things up with a nuke by using stealth to your advantage.




          Advantages of  Computer Games(task 2)

          hand-eye coordination, brain training.
          Certain games can have effects on skills such as our reflexes, games which require good reaction times such as First-Person Shooters can help to improve hand-eye coordination over long periods of time playing and “practicing”. Some games such as “Brain Training” are designed to help your brain develop and ultimately make you smarter, Military facilities use games to train potential soldiers in reaction times, strategic planning and weapon experience on the field.

          Source: http://www.techtimes.com/articles/18125/20141019/study-finds-that-video-games-boost-eye-hand-coordination-skills.htm


          Thinking and strategy skills

          There is a whole genre of games dedicated to thinking and strategic planning, these games can help you to improve planning strategies or thinking of quick solutions to problems in real time. These games can even help older people to prevent the deterioration of their basic brain functions and other negative effects of aging on the brain such as memory.

          http://www.nydailynews.com/life-style/health/playing-video-games-boost-strategic-thinking-article-1.1433812

          Future impact


          Gaming is becoming more and more important in society as it helps us to socialise, learn new skills and become better people. Technology is affecting the world in very positive ways to help make our lives easier and as gaming starts becoming more popular technology is starting to also make our lives more enjoyable as well as easy




          Impact on “mainstream” application development


          As we gain access to better hardware we are starting to make better games with it and we are able to make them nicer to look at and easier to interact with as opposed to the text based games on early computers. This doesn’t just affect games, it affects all technology and how interacting with it can be easier


          http://www.contentedwriter.com/impact-of-computer-games-on-society/

          Bad aspects of gaming

          Peer Pressure


          When someone buys a game that they really love they will want to tell everyone about it, in some cases they will pressure their friends to spend money to get the game too so that they can play too however this can cause some people to stop being friends just because someone doesn't have that particular game or if they don't like it.

          Separation from reality


          When a player gets too addicted to games they start to lose sight of reality and only care about the virtual realities of the games they play, being isolated will also mean that their communication skills will suffer to the point of not being able to communicate with other human beings, some people even have to resort to programs such as “OLGA”(On-Line Gamers Anonymous) to recover from their addictions to games and bring them back to reality.


          http://www.olganon.org/home


          Cost


          Lots of gamers probably won’t worry about having to pay bills yet but once they get to that stage in life they will realise how costly games can be, the consoles and games alone are very expensive (A console and 10 games can cost you upwards of £500), but then you will have to start paying for subscriptions to play online such as Xbox live and later you will have to worry about paying for electricity and internet along with their normal bills. Games aren’t just financially expensive but they also cost you time which is very valuable to us all, the time you spend playing games instead of spending time with family or socializing with friends you will never get back

          Social Isolation


          Playing games for too much will mean that you spend less time socialising with others, this can lead to some people completely isolating themselves from other people which can stop them from developing as a person due to the time wasted by their gaming addiction. People can play games and still be very social but it can in extreme cases completely isolate the player from reality.


          Designing a Game (Task 3) &(Task 4)

          I decided on a platform game with momentum based physics which would play a key part in the game


          The page above shows the elements of the game such as collectibles, the user interface, the objectives and the protagonist. I would want the game to be in a 16-bit pixel art style to recreate the feel of an old school platformer such as Sonic The Hedgehog (which was my main inspiration to begin with). I also chose this as it is easier to make since I personally cannot draw very well and making pixel art in gamemaker is very easy due to the user friendly interface

          The next page is a simple design for the first level which would be forest themed as the platforms would be parts of trees and the only obstacles in this level are the falling acorns and bottomless pit since it would take place at the top of the tree, The graphics would be simple due to the small amount of pixels and the levels would go from a peaceful forest which would be easier then leading up to a mechanical themed area near the end of the game as shown in the final level page below.
           
          The character I have created (which can be seen in the bottom right corner of the first design page) is a Bird (more based on a chicken in his design), I couldn't decide on an official name so I decided to refer to him as Oddball as a work in progress name however that name could potentially be the final name. Oddball wears half of his eggshell on his head as a helmet which would protect him from minor damage in the game and allow him to bash enemies to stun them. There would be upgrades that could allow him to dispatch enemies by bashing them but it wouldn't be an essential upgrade as the only enemies you are required to beat are the bosses which would be attacked in more creative ways if you didn't have the upgrade at that point, the goal of the game is to guide Oddball to the nest at the end of each stage as he makes his journey through the forest which is being turned mechanical by a group of animals that have been turned into machines because of the Mech-Ant(the final boss). Oddball's goal is to stop the Mech-Ant and return his homeland to its former glory. The levels and obstacles would go from natural hazards to dangerous machines as you progress through the game. The main mechanic of the game would be gliding which uses momentum to activate, while gliding you can charge through enemies, get through some obstacles or try to find shortcuts. I wanted to make the gameplay as smooth as possible to make it possible to speedrun the game to add more replayability.