Thursday, April 28, 2016

Drake - 10 Bands - Design Decision: Music

Quality Reduction/Editing:

To get the sound bytes desired, I found a copy of the song and imported it into Audacity. There are eight different sound bytes used taken directly from the song "10 Bands". That doesn't include the gunshots firing sound byte I took from the song "Energy" or the song "10 Bands" itself. When exporting from Audacity, you most likely want to use the Ogg Vorbis codec as it is widely used on multiple platforms and has great compression. You can also choose the export quality (the lowest setting for this project). Lesser quality will create bytes that are smaller in size and because this is a mobile phone game, the quality is not nearly as important as if watching a High Definition movie.

When and Why?:

The 10 Bands, 50 Bands, and 100 Bands bytes are used before starting their respective level. During the level the full song plays in the background. If you collide with a phone it will play one of two sound bytes regarding Drake not using his phone. If you collide with a sleeping person, one of two sound bytes will play regarding Drake not "trippin'" and letting other sleep or rest in peace. Because there are two different phone sound bytes and two different sleeper sound bytes, I flush booleans to the app preferences saying which sound byte was played last regarding their respective reason of loss. This way the other one will always be played, even if you leave the app. You'll never hear the same death sound byte twice in a row. Before playing one of the collision bytes, I play the gunshots clip from the beginning of the song "Energy." I thought it was a nice way to tell the player that they just lost haha.

Always?

No. Of course I included options to turn off both the sound and music individually. These bytes get old fast and some people might find this game easy, but some will have difficulty. I know they don't want to hear gunshots endlessly. I even included a "locked" setting regarding the music. If you beat the second level you can utilize that setting.

Drake - 10 Bands - Design Decision: Art

Software:


Guidelines:

  • Put multiple images into one giant image (texture).
  • Make your textures width and height a power of 2 (i.e. 128x64).
  • Technically you could take every single texture you have and make one giant mega-texture but it's okay to keep them separate for quick and easy access. No need to have one texture for Drake's animations and the sleeper's animations.
  • If you're not an artist, find free art at OpenGameArt.org. Always accredit the artist how they prefer to be credited. Anything that is CC 0 is free to use and modify for commercial projects. Most things that are CC 3.0 can be modified and used for commercial products, but it is up to the artist to decide and it will usually say whether you can or not on the art page. I try to stay away from anything that doesn't fall into either of these two categories.

Art I Used:

  • Bands: I looked at a couple of different images for money and decided this was the best one. Most images regarding currency were coins or rings and that didn't fit the theme very well. I merged two of the images together because I wanted the dollar sign on the one image hiding under the rubber band of the stack from the image next to it.
  • Sleeper: My sleeper image is based off of an image depicting a man who is drunk and has fallen asleep next to his work computer. I decided to make the shirt green on a whim and the hair blond because that's how I look. After play-testing I decided to keep them because it looked similar to the colors used on the bands of money. This would make it slightly harder for players to tell where to go if playing for a faster time.
  • Floor Tiles: The blue color of Kenney's tiles looked really nice and somehow I always end up using some of his art in a project of mine. He just happens to have anything you would want but it's always just so cute. I only used the blank tile, none of the lettered ones.
  • Arrows: The arrow was taken from here and applied to the same tile I use for the level floor. The arrow tiles are sized to be 128x128 pixels while the floor tiles can vary depending on the size of the screen being played on.
  • Phone: I needed at least one phone and decided to use an iPhone looking image. The first prototype had a dark background so a white phone made more sense. After adding the tiled background I never changed the phone or tried different styles so that is something to consider design wise. Maybe a darker phone looks better against the light blue of the floor?
  • Drake: I had looked for images of Drake and found multiple that fit a video game style. I originally thought I would use one in particular. Was thinking I could have an overly exaggerated head, like a bobble-head, and stick figure lines for legs. I imagined endless animation of the legs jiggling around to provoke an attentive feeling from the user. I actually ended up emailing the artist of that image to ask for permission to use it and he never responded. Later I saw the art for Nothing was the Same and it appeared to have a copyright that seems like I could modify it without selling it. I decided to go with that and didn't wait any longer (thank god cause he never responded anyways). I should reach out to Emilio and let him know I'm using his art so he can also have the right to revoke me for copyright infringement (if I am infringing). I took his head image and planted it on the body of another image. This was faster than drawing stick figure legs and probably had better feel regarding collision detection.
    • Side note regarding collision detection. Phones can only be collided with by Drake's upper body and lower body, his head does not count. Sleepers can only be collided with by his feet, so it feels like he is literally walking on them. I gave Drake two different rectangle attributes for these different collision detection choices and I think it added some realism to the collision.