CSE Game Design Lab

Innovation in game design

CSE Game Design Lab random header image

Reasoning About Space

Posted by on March 21st, 2010 · Uncategorized

“This game cheats!” A cry I’ve heard and said many times before. In many games it appears that the NPCs (non-playing characters) know far too much; in fact, for many artificial intelligent agents this is true. For many games it is enough just to portray an apperance of intelligence, rather than the NPCs being somewhat intelligent themselves. This is not nessicarliy to be confused with “Rubberband AI”, in which the the AI is given some kind of “bonus” or advantage in order to still be competitive, but instead, lack of reasoning and intelligence in favour of a more scripted approach.

To quote; “As long as the player has the illusion that a computer-controlled character is doing something intelligent, it doesn’t matter what AI (if any) was actually implemented to achieve that illusion”(Liden, AI Game Programming Wisdom, 2003). I feel this is much of the time a cop out, I beleive if the agent was more intelligent opposed to all-knowing and stupid, it would make for a more interesting and dynamic test of skill.

An example of this might be playing a first person shooter; you take your first shot with a sniper rifle, and suddenly, every opponent knows exactly where you are on the map. Or in a stealth/evasion game when you are exposed and subsequently chased, but no matter where or how you hide, the chase is unbroken. In many cases, the game AI has too much access to the information which should, for a realistic experience, be hidden.

For my thesis I will programming game AI for Jimmy Kurniawan’s stealth game; Art Of Stealth. In Art Of Stealth, you play a thief, trying to survive for some amount of time while trying to evade a number of guards. My aim is to implement a particle filter for each of the guards in order to provide more realistic opponents. Instead of the having access to information about the players location, they will instead track the player using their own aquired knowledge as the game progresses. I will also be examining how the guards should coppoperate with each other and pursue the thief in order to provide challenging, realistic and also fun game play.

Games for Rehab

Posted by on March 15th, 2010 · Malcolm's Projects, Stroke rehab

Since I’m getting everyone else to blog about this, I figure I ought to post something about my own project. I will be working with the Royal Rehabilitation Hospital at Ryde to design rehabilitation games for burns and stroke patients.

My plan is to use the iisu tracking software from Softkinetic to do limb-movement tracking. Using this as the main input for the game, I will be developing gameplay and a control scheme that encourages players to challenge the mobility of their arms and legs. The game will be tuneable to whatever the player’s current limits of mobility may be, and fun to play for both mobile and restricted players.

At the moment the project is in the research phase. I need to find out more about the demographics of our target audience and also about the appropriate exercises for them. Tomorrow we will address the first question in a focus-group meeting of patients at the hospital.

RPG vs Action study

Posted by on March 15th, 2010 · Uncategorized

Knowing that Action games and RPG games has lots of element, we decided to focus on the ‘battle’ part of the gameplay. After a bit of research and discussion, we found that each genre has a specific characteristic on the battle side of the gameplay. First, we will elaborate the elements that are commonly found in each genre.
[Read more →]

Games for the Blind

Posted by on March 14th, 2010 · Uncategorized

My thesis topic is to create a game for the blind. However, I want this game to appeal to both sighted and non sighted people so that they can play together. I have tried playing some of the games available to the blind and they are far from fantastic…they’re boring. I will be researching what makes games fun for the sighted people, because it is not just the visual aspects of a game that make it fun to play. I will try to implement similar mechanics into the game I plan to create and produce a fun game for all.

One of my ideas is based on the story of Odysseus and the Cyclops where, Odysseus pokes the Cyclops’ eye out. The player will play as the Cyclops and they will be using a combination of sound and the Novint Falcon, a force feedback controller, to navigate and hunt down Odysseus. The player will rampage villages, squish little insignificant humans similar to the game Trogdor.

Another idea is to create a DDR game for the non-sighted. This idea is only in the imaginary stage and the implementation has not been thought of. Different sounds could signify different steps and a combination of these sounds will be a combination of steps. However, it will be slightly different to the DDR that we are accustomed to at arcades. The sounds will be added on top of a dance-y track but how the player will know about any combos or their score requires futher thinking.

Any other ideas or suggestions will be much appreciated πŸ™‚

RPG VS Action

Posted by on March 12th, 2010 · Uncategorized

This is my group thesis idea.

At the moment, we see that most of the RPG game has several change from traditional characteristics of RPG game, which now have more action element into it. On the other hand, Action games has evolve somehow that adapt some characteristic of RPG game, such as the use of level on their character.

So this is what we are going to do. We want to see what are the key elements that could turn an RPG game into an Action game and the other way around. To do that, of course, we need to create a game.

Our plan is to create a game that we could tweak around so that it could change from RPG game into an Action game, or in the middle of it. Some ideas such as put more enemies with decent power for action game; and less enemy but stronger power for the RPG game would be one of the tweak (Guys, we need more ideas at the moment πŸ™‚

The game itself would be a computer game, but we want the flexibility in controlling the movement, so we would use wii controller on our project. Hopefully, it would be an awesome game that all you guys would be happy to do the playtesting πŸ™‚

Magic Battle

Posted by on March 8th, 2010 · Uncategorized

For my Game Design thesis I’m considering making a game in which players battle one-on-one with magic.

I’ll be using the new Microsoft Natal system being developed for the XBOX360. The Natal system uses an infra-red camera to monitor the players’ movements.

The idea behind the gameplay is that different arm and hand movements will result in corresponding magic spells being cast at your opponent.
The player will be able to duck under, jump over, and side-step incoming spells.
Get consecutive hits and you’ll build up your Special Power meter. Fill it up, and unleash a devastating spell on your soon-to-be-destroyed opponent.

Welcome

Posted by on March 1st, 2010 · Uncategorized

Welcome to the new CSE Games Lab blog. The Games Lab is an initiative of the School of Computer Science and Engineering at the University of New South Wales.

Opened in Feb 2010, the lab will be a location for innovation in game design and interface techniques. A variety of student projects are already in planning. We will be blogging more as these projects progress. Watch this space.