scripted is less of the focus, combat parts easy because the player is distracted, hanging out is the hardest part. she doesnt know how to look around. What is elizabeth going to be intersted in. The developers used a tag system similar to a record of what a person looks at in a picture is like. Theres code which tells her to not look at something shes looked at recently. Elizabeth is always in some sort of emotional state. sad energized fear anger nervous curious sarcastic. Kinda like lots of different idle stances that reflect each of these emotions. the dialogue has had to be done in all the different states as well particually so that what happens with cicero doesnt happen.
They want to make her like her. People who help you out people tend to like better. but shes not a gun slinger so she wouldnt help by fighting its just not her character. Shes been stuck in a tower for 15 years so shes book smart.. she helps the player by picking locks breaking codes, history of the city etc. she passes you amo, calls out enemies to you. helps player attachment.
environmental interactions. What will she do when your standing in a room or listening to stuff. She needs to move around the room and be engaged with her surroundings.
The voice acting is freakin awesome which helps.
motion capture actress. heather gordon.
Elizabeth is driven by the players cues not the games. ERMAGERD. She goes and interacts with things while you're hanging around. Timing is still a little off for things but that has to be difficult. I wonder if its not noticable when you're playing though. They want you to have a connection with the character. Where we wanna go is can you interact with people, we're really good a reacting with guns. Elizabeth was an experiment to see if this was possible.
Elizabeth is everything i want in an NPC.
Good:
Half Good: Torsten reil - procedural falling over...GTA4
Bad: Skyrim - Bucket on head
Bad: Cicero skyrim - voice acting awesome but the performance doesn't match. turn off the sound and he loses all personality.
Half Good: uncharteds focus on transitions and blend trees adding to believability but not so much performance.
In the past few years game animation has began to catch the attention of the larger developers. There has been more of a focus on creating believable movement to help immerse the player in the game world and enhance their experience while playing there. However, are developers working on techniques to improve the performance of their characters as well as the believability of their movement?
Game developer Naughty Dog are of particular interest in this study as they have shown the most interest in the power narrative have over a game. As pointed out in the literature review, characters can be considered to play a particularly important role in a successful narrative and so their character animations should reflect this
Games are focusing on getting the basics right, mimicking believable movement before moving onto individual personality quirks.
Once it's got to the point where everyone crumples in a believable manner or the tricky one.. walks up steps in a convincing manner instead of floating up them, developers are likely to be able to move on to creating variations for individual characters like they are attempting to do with different classes of character at the moment.
DURING GAMEPLAY NOTES
The extra idles are really paying off- coughing near someone smoking
During parts of the game where battle is enevitable with a sizable foe Elizabeth is clearly nervous.. because im a wimp this adds to the atmosphere.. i should be nervous too...
I accidentally shot one of the NPCs in part of the game and the others near it immediately freaked out and crumpled to protect themselves.
Stealing in civilian places causes NPCs to become agitated
Still some issues with voice not matching mood. Like when she is angry with you but finds money for you her voice doesnt change.. To overcome this is might have been good to stop her from finding money for you while she was annoyed.
One of the things ken levine mentioned is that she always seems to be ahead of the plyer leading you towards the goals.. im not sure if this is a great thing to happen during the more nerve racking sections of the game when shes clearly nervous.. wouldnt she lag behind a little and hide behind the guy with the gun?
Alyx half life biohttp://www.daxiongames.com/half_life/characters/alyx_vance.html
ermergent behaviours
I followed a formula of (each quote is a paragraph) "what is this game" "Which part of this game is relevant" "deeper explain the element (start picking at it with your critical framework in mind)" <- this was afew paragraphs, "results/critical framework" "What I have learnt relevant/help to the aim of the project"
ped by Rockstar North. It is the ninth title in the main Grand Theft Auto series and the first in its fourth generation. The game was preceded by Grand Theft Auto: San Andreas and will be succeeded by Grand Theft Auto: Chinatown Wars. Grand Theft Auto IV was released for the PlayStation 3 and Xbox 360 in Oceania, Europe and North America on 29 April 2008,[16] and in Japan on 30 October 2008. Grand Theft Auto IV is structured similarly to previous games in the series. The core gameplay consists of elements of a third-person shooter and a driving game, giving the player a large, open environment in which to move around. On foot, the player's character is capable of walking, running, swimming, climbing and jumping, as well as using weapons and basic hand-to-hand combat. Players can steal and drive a variety of vehicles, including automobiles, boats, helicopters, and motorcycles. Grand Theft Auto IV takes advantage of Natural Motion's Euphoria engine, which combines artificial intelligence, bio mechanics and physics to make NPC behaviour and movement adaptive and more realistic. But the best new GTA4 PC feature is also a subtle one, but its importance is hard to overstate: Independence FM is a new radio station composed of your own music. Open your music folder and drop in some songs, or even just a shortcut to wherever you keep your MP3s. This creates your own soundtrack. Niko Bellic may not do the things you want him to do, but at least he'll do them to the songs you know. And you can guarantee at least twice as many of those moments where you drive around the block before stopping because you like this song. Grand Theft Auto IV follows the story of Bosnian War who, after persuasion from his cousin Roman who immigrated to America years prior to the game's opening, has left Eastern Europe[20] to come to Liberty City, where he hopes to forget his criminal past and pursue the American Dream. After his arrival, however, Niko quickly learns that Roman's tales of riches and luxury were lies, concealing Roman's struggles with debt and gangsters. Niko aids Roman in his troubles while hoping to carve out a new life for himself in the city. We can talk hours and hours about it, but it won't change the fact that very good game. The brand new video editor will offer tons and tons of extra gameplay and makes up for a lot of the waiting time the PC-gamers had to endure. Gamers that still aren't satisfied can wait for the hundreds or so mods that will appear after the release. And with that enough gaming material to last at least until Grand Theft Auto V shows up. For those who dream about living different lives, with doing what the society bans or considers immoral, and with becoming the darkest guts of the worse human beings, GTA IV is their game. As a great trip to the lowest and the shadiest passions of men, the new game of Rockstar is an epic tale, with a scope never seen before in a videogame. [Source Wikipedia] GTA - San Andreas, you'll love Niko Bellic Grand Theft Auto 4 , an illegal immigrant and veteran of the Grand Theft Auto IV is a
In case i havent already included this...
Notes on Bioshock
infinite…
"that's really what the game is all about - marrying
the gameplay and the narrative in new ways"
Shawn
Robertson animation director bioshock infinite
http://www.eurogamer.net/articles/2013-03-30-building-cities-in-the-sky
ermergent
behaviours -elizabeth bioshock infinite. ken levine
http://www.youtube.com/watch?feature=player_embedded&v=Efv9Mgwk8SU
they've
been trying to make her character real
scripted is less of the focus, combat parts easy because
the player is distracted, hanging out is the hardest part. she doesnt know how
to look around. What is elizabeth going to be intersted in. The developers used
a tag system similar to a record of what a person looks at in a picture is
like. Theres code which tells her to not look at something shes looked at
recently. Elizabeth is always in some sort of emotional state. sad
energized fear anger nervous curious sarcastic. Kinda like lots of different
idle stances that reflect each of these emotions. the dialogue has had to be
done in all the different states as well particually so that what happens with
cicero doesnt happen.
They
want to make her like her. People who help you out people tend to like better.
but shes not a gun slinger so she wouldnt help by fighting its just not her
character. Shes been stuck in a tower for 15 years so shes book smart.. she
helps the player by picking locks breaking codes, history of the city etc. she
passes you ammo, calls out enemies to you. helps player attachment.
environmental
interactions. What will she do when your standing in a room or listening to
stuff. She needs to move around the room and be engaged with her surroundings.
The
voice acting is awesome which helps à Courtnee Draper. Hope the animations match up like they
say they will
motion
capture actress. Heather gordon.
Elizabeth
is driven by the players cues not the games. ERMAGERD. She goes and interacts
with things while you're hanging around. Timing is still a little off for
things but that has to be difficult. I wonder if its not noticable when you're
playing though. They want you to have a connection with the character. Where we
wanna go is can you interact with people, we're really good a reacting with
guns. Elizabeth was an experiment to see if this was possible…. Elizabeth is
everything i want in an NPC (theoretically).
DURING GAMEPLAY NOTES (no spoilers don’t worry although )
The extra idles are really paying off- coughing
near someone smoking
During parts of the game where battle is enevitable
with a sizable foe Elizabeth is clearly nervous.. because im a wimp this adds
to the atmosphere.. i should be nervous too...
I accidentally shot one of the NPCs in part of the
game and the others near it immediately freaked out and crumpled to protect
themselves.
Stealing in civilian places causes NPCs to become
agitated
Still some issues with voice not matching mood.
Like when she is angry with you but finds money for you her voice doesnt
change.. To overcome this is might have been good to stop her from finding
money for you while she was annoyed
One of the things ken levine mentioned is that she
always seems to be ahead of the plyer leading you towards the goals.. im not
sure if this is a great thing to happen during the more nerve racking sections
of the game when shes clearly nervous.. wouldnt she lag behind a little and
hide behind the guy with the gun?