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Lights, Camera Rough Prototype

dougher edited this page Feb 6, 2018 · 77 revisions

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Team: Jane Doe, John Doe, Jennifer Doe

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An eye for an eye

By: Rebecca Goodine

Description

Link 1 Link 2

With this week’s rough prototype I focused on narrowing my project towards a single thematic approach: “an eye for an eye makes the whole world blind.” Above are two of the experiments made with this direction. In the first linked file I’ve taken the space bar and return keys normally used for shooting and instead added a new camera that blocks the enemy target from the shooter's sight. In the second, I’ve also made it so that the main directional lighting source in the environment leaves the scene when the other player is killed.

War Projections

By: Alexander Kozina

Description

For my lights, camera prototype, I wanted to create an experience in which cameras were in some way a physical part of the world that the player takes part in. So, I decided to surround my arena in darkness, and make it so that when the player's missiles land on the ground, they instantiate planes that display what is directly in front of them, like film projections, making it the only way by which the player can survey their environment. On a mechanical level, this transforms the game into a much more slow-paced, cautionary experience, and on a conceptual level, reminds one of how war footage is often used as a weapon to manipulate peoples' emotions (the videos coming out of missiles), and how war footage captures only a small fraction of everything going on - with the actual death of people being rarely seen (as missiles won't produce videos when they hit tanks or other objects).

From the Shadows

Screenshots

By: Edwin Lucu

Description

Link to Project Branch | Standalone Rough Prototype Build

A different take on the game that grants the player(s) an increased sense of urgency. The directional light rotates around the scene and once the shadows of certain objects are set to a certain length or, the angle of the directional light specifically, the ambient color will switch to a red color, and enemies will spawn at predestined locations. This will mean more enemies to fight to achieve victory. Of course, this also gives the player(s) an incentive to finish the match more quickly.

Volte-Face

Screenshot

By: Sam Bourgault

Description

You are the camera and you zoom inside the tank’s barrel. You discover the inner side of the tank, with all its vulnerability. There is a close relationship between the camera and the gun since they have shared similar features in their early developments. This affiliation explains the use of the expression “shooting” to describe the operation of both tools. So what happens if the camera is shooting the tank’s turret? Is it history revolving? This prototype is an infinite zoom through the tank past, present and future.

Traffic

Screenshot

By: Sam Bourgault

Description

You are a camera located on a tanks highway but you are stuck in traffic. Your ability to pierce the most solid carcass with your sight lets you see inside the tanks that are moving slowly towards an end. This prototype strives to discover the humanity within the metal frame of the destroying machine. It could be pushed further by adding conversation between the pilots of the tanks.

Don’t do it

Screenshots

By: Laura Hirsh

Description

Link to Rough Prototype

Through the use of a rotating camera, flashing lights, and vocal annoyances it’s intended that the players find it nearly impossible to come near one another and hit one another, thus defeating their purpose as tanks. In another version, the game plane expands as they explore the world rather than face each other as opponents (can’t get build to work for the expanding boundaries game), however the lighting and camera effects of this game make for increasing difficulty for players intending to shoot one another.

Distortion World

Screenshot

By: Roberto Gutierrez

Description

A new issue rises when the main display is split into many screens, each displaying different parts out of sequence. This creates a sort of camera maze in which players must navigate from one place to another by keeping track of the many screens. With each camera displaying a separate level this could result in interesting ways to navigate through the game. With the World feeling distorted and disorienting. Cameras of different sizes and orientations could further add to the confusion. Even more so if they also happen to move.

Day N Nite

Screenshot

By: Janos Bocsi

Description

[Build] https://drive.google.com/open?id=1-4yxSJePb1hM-iWLKvjCuldNkqNJSLoz I implemented a day and night cycle with a particle star field in order to create a game where the tank is being chased in the dark. During the day there would be a rest where the tank can prepare for the night. This idea came about from a game of cat and mouse but I wanted to try and give it an interesting twist.

Out of the Darkness

By: Joshua Murphy

Description

Builds

For this prototype I wanted to flip the idea that darkness favors the predator over the prey. The map starts in darkness, but each shell leaves behind a point light when it impacts, so the world gets illuminated as the tanks shoot at one another. The tanks take turns being the "predator", with each turn lasting 5 seconds or until the player shoots. The "prey" has its UI turned off so that it can hide in the darkness. As the map lights up there are fewer and fewer places to hide, however.

Projector

By: Charles Doucet

Description

Projector will be a different game from TANKS!. It will play a lot with lights and ambiance. In this game, you are navigating long corridors from awkward camera points of view (kind of like in Resident Evil). While you are finding your path through passages, impotent lights start turning on. The goal is to avoid being exposed. The tank you are controlling has a little light on his antenna that change colour. Green where you're clear and red when you're spotted. Being exposed for too long kill the screen.

Keep Your Light, Shoot the Shadows

Screenshot of game

Team: Mélina Lopez-Racine

Description of game

Your light is your life, and evil shadow hands want to steal it. Shoot the shadow hands back to kill them, shoot your teammates to save them.

Obviously, still WIP. Players take damage as hands reach them; rather than having a UI to show the health, the light will decrease when players take damage, and will increase as players shoot each other. I'm currently working on the light/dark/shadow to create a more menacing environment + add animation for the hands. Also, Shadow hands spawn randomly across the map. I'll add more spawn points (currently there is 3 points) as players progress.

Spotlights In the Darkness & Atmospheric Aesthetic

By: Fadel Ragheb

Description

In the First prototype, it's the TANKS! game, but in complete darkness (including the map objects & health bar for the tanks), and the only way the players can find each other are via mini spotlights moving around the map. The goal is to create a sense of fear and urgency when players are wandering around without knowing where there opponent is so that it feels almost like a creepy stealth mission. In the Second prototype, the TANKS! game is also in darkness, but this time, the tanks themselves are glowing with an eerie red light colour. This is a more aesthetically pleasing look to the game, while not adding much in terms of gameplay.

Sneak Attank

Screenshot

Team: Kyle Gapulan

Description

For the first lights and camera prototype, I want to give the environment more importance since its current state does not encourage players to explore it. To do so, I want to emphasize shadows by extending them and giving them a purpose in TANKS. Because most of the action currently takes place in the same general area (a space that is fairly open), I want to push tanks into areas they normally probably wouldn’t be in in the base version of the game. To do so, I want to make tanks have their health drain when they are in direct sunlight and have their health regenerate in the shadows. I realize that this may cause players to “camp” in certain areas and attempt to take the opponent down that way. To discourage that, tanks are only allowed to shoot while they are not hiding in the shadows and regenerating health. I am also considering modifying the LevelArt for better strategizing.

Lonely Tank (WIP title)

By: Pandora Alcorn

Description

Build

Play as a lonely tank who's searching a bleak, expressionistic landscape in the hopes of finding a friend. Currently you can switch between first person and third person view with the space bar, and the first person view contains a glitch effect. For next week, you'll be able to peer into the buildings around you, observing other tanks in their homes. The other tanks will interact and have brief dialogues with one another, but as the lonely tank, you'll only be able to observe.

Prototype 1?

Team: Teagan C

Description

For the first prototype, I started by looking at old experimental and surreal black and white films (Maya Deren, Ingmar Bergman) mainly because lighting is an unavoidably central component in black and white media. This prototype features augmentations that evoke a more cinematic look and prioritize atmosphere over gameplay. Shadows are long and pronounced, the camera pans slowly so that the viewer can absorb all the details of the scene (not a lot of detail... but more that can be seen with the steady pan). Lights flicker mimicking the aged quality of film. For the lighting and camera intervention, I plan to keep experimenting and push the film like, dreamy aspect.

Obstacles

By: Vito Lapolla

Description

Defeat the tank on the opposite side of the map. Playing in the third person you must attack the player on the other side and plow through the obstacles in your way. Objects have different densities and you may loose some health if you bump into too many obstacles. In the dimly lit arena the main light source is your headlight. Turn off your light to sneak up the enemy.

The Tiananmen face-off (failed experiment I)

By: Simon-Albert Boudreault

Little tanksy guy is marching off to destruction. You are in the way. Contre-plongée experiment.

The tank hangar (failed experiment II)

By: Simon-Albert Boudreault

What led to this conflict? Where does all of these tanks come from? What are they waiting for?A prelude to Pippin's "white light at the end of the tunnel" idea.

Searching for Red Tank

By: Simon-Albert Boudreault

Where is Red Tank? Why isn't it coming to play? You've been searching all day. The more you search, the more you know. But the world is vast, so maybe your search is useless. Still, you should keep going on, just to make sure, for even tanks get lonely.

Mis-en-scène

By: Dougy Hérard

Link

The text on light theory by Robert Yang inspired this experiment which strives to make lighting part of the gameplay. I wanted to move away from the usual lighting setup used in game to create a static mood and mess around with the "debate" of ludology vs. narratology in video games. While light has always been used in both sides - either to guide the player as per Magnar Jenssen's "Functional Lighting" or to influence the story-line - the player rarely affects it. I wanted to put the choice of lighting squarely in the hands of the player, making most of their interaction with the game changing the light scheme. Now that the foundation of this is put and that the tank's motion enables and disables different spotlights, I will be able to explore more deeply how to create different types of moods with each light, combining the players' inputs and seeing how much further from fighting this light experiment can bring Tanks.

Tanks! of the Hills

Screenshot of game

by: Vincent Gagnon

Description of game

Tanks meet King of the Hills, classic game mode from Halo series where you got to control a particular zone (hill) in this case is showing as a bright light in the fog. The lighting has been adjusted to a darker lighting to replicate night but also to make the light objectives pop out more. A foggy camera effect has been added so that parts of the maps are harder to see.

(kaleido) Tanks

By: Timothy Thomasson

My idea behind this prototype development was to remove the camera as an object whose existence is to serve game-play. Instead, the camera makes the game almost unplayable in favor of an interesting distorting visual experience. The game then becomes a canvas for visual experimentation on the part of the user. Right now, the experiment could be pushed forward by introducing AIs to ALL of the Tanks so that the Kaleidoscopic effects is moving by itself, organically. Users could then input parameters into the effect -- maybe changing how fragmented the image gets, how fast it moves, etc. I am also interested in thinking of ways lighting effects can be introduced into this prototype -- and how they may push forward the this interactive visual canvas.

Failure to Thrive

Screenshot of game

Screen 1

Screen 2

By: Steven Sych

Description of game

My initial idea was to make the player be a small FPS controller that would be chased and harassed by both tanks. In my attempts to make the game feel tense and embodied, I decided to make it such that you could hide under the table and watch the AI action unfold. My goal now is to create a sense of the imaginative world of a child bleeding in to the 'real' world: I want to begin with a domestic scene (a kind of translation of the TANKS! map), before allowing the player to hide and meditate underneath table. Each time the player dos so, the world will become more and more TANKS!-y, slowly shifting from domestic to the videogame world. 3D Modelling will do much of this work but I'm also interested in how to sell this using lighting and other camera effects. At present I have a functional/animated table, and I'm exporting the TANKS! models and trying to corrupt them into domestic equivalents (the radio tower has become a golf trophy etc.)

Stealth Battle

Screenshot of game

ScreenShot 1 ScreenShot 2 ScreenShot 3 By:: Anthony Dupont

Description of game

In the first prototype of Tanks!, "Stealth Battle" is geared around incorporating a 'night mode' as when as a 'stealth-like' mode to alter how players interact with the game. With the options of night and day available, the players can choose to play in the dark or in the day. Once in night mode, certain spotlights are then enabled illuminating a few areas of the map while also projecting tile-like textures to once again change how players view the map. The tanks themselves have headlights that can be enabled and disabled. As for the 'stealth' aspect, I have incorporated an option to disable the health slider in order to hide a players health and hide the exposing color surrounding the tanks. Therefore, the general idea is to make these modes available to the players during gameplay to add a possible distraction for the players.

Tanks: The Dark Descent

By::Patrick Vasile

Description of game

For the prototype I aimed to create something that interested me with an interesting camera a lighting system. Pulling from games such as Outlast, and Amnesia: The Dark Descent I came up with "Tanks: The Dark Descent". The game much like the original or other games of the same style, uses the dark to its advantage, allowing for players to hide from the enemy such as a monster, or in this case a tank. At the time of screens hotting this picture, my game was broken, and I was trying to fix it. Also you can see that there are two cameras in a split screen fashion because I had also thought about making this game a first person versus mode.

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