3. AssassinsCreed Odyssey
I’ve looked into Assassin’s creed odyssey since it had a background feature which revolved around the civil war going on at the time. Its
an interesting feature as they never throw it into your face, and you can casually help a side without having to go into any heavy quest.
They also change little things around the map when each faction has taken that area. For example the Athenians will treat the people
less aggressively compared to the Spartan soldiers. These different types of changes are very subtle, but they keep the players
surroundings different. They could make a player keep going as they were or intervene to help the people and receive rewards.
Additionally, to the different way people are treated in the different areas depending on their leader. You can choose who leads if you
wish to do so. By decreasing the power in the region through activities like taking out camps and the fort you can have an easier chance
to take out the nation leader since his escort will leave once the power has decreased into the second bar. Once the leader has been
eliminated the region will drop into the final bar and a conquest battle may be joined. Here you can fight for either faction and gain
their power for the region. If you fail the other faction will gain control.
These features were new to the gaming
franchise and were a creative way into having
a civil war within the game that didn’t obstruct
the player.
4. Assassin’sCreed Unity
Assassin’s creed unity is based around the French revolution which is good to look into when trying to make a game based
around civil war. It shows many different aspects from the people who have different opinions having fights in the streets
or refusing to be served at a market. Additionally, it’s obvious in the game that it’s mainly between different classes of
people for example between rich and poor. This makes the game more chaotic in so areas since soldiers would be in a
different class to the poorer people since they’re being paid by the rich.
5. Xcom: UFO Defence
UFO defence is a top down rts game. You play as alien hunters who exterminate aliens and clear out ufo’s for research. I’ve
researched into this game since it’s a camera angle I want to try work in and believe it would be a good angle to deliver my
project in. this angle allows for me to give detail to larger buildings that wouldn’t of been seen from a side-scrolling
perspective. Additionally, characters become a lot simpler to do from the top down and means you can give detail to more
things that could of lacked due to character focusing. UFO defence was able to keep a good character model and not
having to go into crazy detail since in past scenes you’ve seen what the characters look like. This means they can then
create a strong background that can immerse the player into the game and show things like hidden chest that would have
been impossible to hide in a side-scroller.
The colour scheme that they use is dull making sure everything doesn’t show off to much and keeping everything natural
like wood and stone. This keeps everything darker and more intimidating as a whole scene.
Then there’s the h.u.d of the game. Even with minimal detail it still manages
To give enough information so the player knows what each button would do.
6. Allo!Allo!
I’ve looked at allo allo since it’s about how civilians had to deal with the German occupation of France during world war 2.
This gives me some insight on how I can have the civilians of my game react to certain things or how they regularly behave.
Additionally, to giving insight on the civilians I got some information on how a resistance would form within an occupied
country and how deadly it can be to be caught. This allows me to think about what could happen in the game if you failed
certain objectives on how it could affect the resistance growth or something similar.
8. About my audience
The audience that I would be aiming for would be focused on would be gender neutral since it’s on mobile and is a
platform that most people use everyday.
11. Exploring angles in cut scenes
Angles in ” Stardew Valley “
The angles used in Stardew Valley each are to show a specific thing that will be iconic to the character and help develop the
story easily without forcing the view to explore the scene to discover the story. Having a simple cut scene like this allows the
creator to spend more time on the details of the surroundings and give the world life. This is great for a project with short
creation time since doing something in a similar way would benefit me as i’ve had time keeping issues in the past, and keeping
the thing that takes longest to make as simple as possible would allow me to increase the quality of my work instead of
quantity.
Angles in ” they bleed pixels “
The angles used in They Bleed Pixels mostly follow the key points of the cut scene. For example in many games the camera
would tilt upwards to follow the characters eye movements, but in this game they switch the angle all together to put more
emphasis on the book or an action. The only time they didn’t do this was at the beginning where the girl arrived at the house
and the camera zooms out to show focus on the house and the surroundings giving the game an eerie feeling. Finally a way
they save time on the game is by not doing a long walking animation of the character, just the character appearing every so
often on the path. This technique would save time but also is limited to the genre since you wouldn’t see something like that
in an adventure game or children game.