February 18

Project #1 (In-Progress)

Cyber-Psychosis

 

Genre: Movement Hack n Slash

Description: Cyber-Psychosis is an adrenaline-fueled, unrelenting action extravaganza where players engage in violent combat against an abundance of bizarre, cybernetically augmented beasts. Utilize C-PEDs (Cyber-Performance Enhancement Drugs) to tactically augment your abilities, tailoring your approach to the unique challenges each encounter presents. Need to outpace the relentless cyber-kangaroos? Amp up your speed. Facing the brute force of cyber-bears? Boost your strength to hold your ground. And when precision is key against the swift cyber-wolves, enhance your agility for pinpoint accuracy. In Cyber-Psychosis, adaptability is your greatest weapon.

 

Visual Style and Mood:

 

Daisy

Primary assistance to help navigate the level UI and Main Hub Menus. Can also be used as an interactive character for tips and hints when you’re in game. Call Daisy anytime!

 

Mick & Nick

These absolute drug addicts are typically the people you stay away from. In this case, you’re gonna need ‘em if you wanna get your hands on some primo stuff. The kinda stuff you don’t tell your parents or coach in P.E. class about. Mick is all about organization; he’ll sell ya stuff with a guarantee it’ll work. While Nick… well he’s Nick so who knows what he’s got in his jacket but ‘ey, anything’s worth tryin’ once right?

 

Lady 

Like a true and gentle herbivore, Lady is all about decimating her enemies, even if it’s her own kind, (talk about cyber-psychotic). She’ll assist you whenever you need it but only for a short time. Otherwise, she’ll be resting on your back sipping her herbal tea, recuperating for the next fight. 

 

Some Biomes

Desert Arena

Dusk descends on a desert at the fringe of tomorrow. In the foreground, a ramshackle settlement clings to survival, neon signs blazing against the creeping shadows. This is a sanctuary on the edge of a wilderness dominated by the ruins of a once-majestic city, now standing silent and watchful as a backdrop. As night falls, the hunters and the hunted stir—the cybernetic beasts of the wasteland and the augmented humans bracing for a night of conflict. Here, in this juxtaposition of decay and high-tech, the air thrums with the promise of battle, where every encounter with the cybernetic fauna demands a shrewd choice of enhancement from the C-PED arsenal. Speed, strength, agility; in this dance of electric blue and rust-red, adaptability is the currency of survival.

 

Gola-16 (Home)

In a shadowed alley of the neon-drenched Gola-16, rain slicks the grime of the streets, and the air vibrates with the low hum of illicit activity. Here, a player darts through the cluttered marketplace, C-PEDs coursing through their veins, eyes sharp for the flicker of cybernetic predators lurking in the maze of metal and shadows. The scene shifts, and the alley opens into a vast, rain-soaked boulevard. Neon billboards cast their lurid glow on armored vehicles and the chaos of recent skirmishes. Amidst the wreckage, players confront the mechanical roar of cyber-beasts, their bodies augmented for battle, ready to leap into the fray against the relentless neon night.

 

Weak Water Lake

Mist curls over the waterlogged ruins of a drowned metropolis, where cyber-sharks glide between the skeletal remains of skyscrapers. Their mechanical jaws snap with cold precision, a deadly dance of predator and prey unfolding in the ghostly light of dawn. Transitioning seamlessly, the waters calm into a reflective pool mirroring the neon glow of a city untouched by the flood. Cyber-sharks now gracefully swim through the water, their silhouettes framed against a jungle of steel and light. In this surreal harmony of nature and technology, players navigate the treacherous beauty, their senses heightened, every choice of C-PED a silent vow to master this world where adaptability is the difference between the hunter and the hunted.

 

Green Patch

Sunlight filters through the canopy of a verdant cyber-forest, where nature and technology entwine in harmonious disarray. Elevated pathways loop around ancient trees, their surfaces alive with the pulsing red of alert systems. This is a sanctuary and a battlefield, where players sharpen their instincts, and C-PEDs are the lifeblood of the hunt. As the light wanes, shadows stretch across bioluminescent flora, and the air thrums with the presence of cybernetic predators. Stealth is a prized ally in these woods, where the rustle of leaves might mask the silent approach of cyber-wolves. In the heart of this digital Eden, players must choose their enhancements wisely, for every sound, every movement, could be the difference between being the hunter or the prey.

 

 



February 18

Mini-Challenge #2 (Visual Map Design for Project #1)

Main Hub / Main Menu

In this image, the Main Hub acts as a map selector. Since “Cyber-Psychosis” is designed to be a linear path game, there isn’t any open-world exploration for the player. However, the player can interact and explore inside of the ship if they want. Any intractable within the ship, apart from the yellow projection acting as the map selector, will have no direct consequence to game mechanic; the purpose for anything intractable in the hub is purely for the liveliness factor of the hub.

By incorporating a liveliness factor into the hub, it creates an organic feeling for the player. This is in the sense that just because the game itself is linear, it doesn’t mean everything surrounding the game has to be rigid. A primary component to VR games, as a whole, is allowing the player to feel immersed in what they’re playing. To achieve this, they have to feel as though the player themself are actually in the game as opposed to imposing limitations and restrictions. A minor yet nevertheless important detail for the hub.

The levels, as shown on the projection in the image above, are marked with blue crosses, red circles, and purple no’s. The blue circle would indicate to the player that the level has been complete and is no longer necessary to play to progress further into the game. A red circle indicates that this level is incomplete and needs to be completed in order to progress. A purple no indicates that the player cannot access this level just yet. I think I may want to replace this “no” with instead a semi-transparent fog along with a purple “?” so that a level the player has yet to have access to can be somewhat shrouded in mystery; thus further enticing the player to play to unlock the level.

 

 

In-World Map / Progress Meter

The image above depicts a rough image as to how the player would be able to check their progress while being in-game. As mentioned in a previous post, levels in “Cyber-Psychosis”, while in a specific world, are labeled as L1R1, (denoting Level 1 Room 1), L1R2, and so on. This way, the player will always know what specific world they’re in and what specific room they’re in at all times. These labels will be placed beside the squares representing each room. The player will be able to access this map at any given time while they’re in-world. This mechanic will not be present while they’re in the main hub as it would be redundant to have that function there. The map will be tracked to a position just above the player’s left hand, (this is inspired by the aesthetic of Dead Space’s map intractability), allowing for a seamless interaction for the player and the map.

To further clearly indicate what level the player is in, the squares will also be color coded. The blue square will indicate to the player that they have completed this room and are now able to move forward to the next room. A red square will indicate to the player as the room the player is currently in and have yet to complete. A purple square will indicate to the player that the(se) room(s) is/are currently unavailable to the player and they must complete the room prior to the one they’re currently in before proceeding to the next.

Once the player has completed a room, the red square shown on their projected in-world map will turn blue, (as seen below).

This will essentially allow the player to understand that they have now completed a room and are now ready to proceed to the next room.

 

Further Notes:

These images will most likely be used again during my post in Project #1. Perhaps using AI, I could provide a more detailed image as to what I want the final piece to look like but as for now, this edited version of AI pictures serve as enough concept for how I would the map system to look and function in “Cyber-Psychosis”.

 

February 6

Mood-board / Ideas for Project #1 (Pre-Visualization) / Early Concept

Welcome to “Cyber-Psychosis” (Name in Progress)

You play as [REDACTED]. You took one too many C-PEDs and now you’re in cyber-psychosis. Good news! There’s a way out of this! Bad news… it’s gonna be a really ****ed up nightmare of a time doing it. Gola-16, your home, it’s been destroyed in your mind and there’s cyber-beasts eating everyone? You’ve gotta hack n’ slash you’re way through this if you want out. Shame humans can only do so much, good thing there’s C-PEDs huh!

(the ironic joke, in case you missed it, is that you have to use the thing that got you into cyber-psychosis in the first place)

 

Look at a mirror lately bud’? The more you take, the more torquish you look. Don’t tell me you didn’t know that? Oh well. But hey, at least these upgrades will make those C-PEDs taste a little better than last time, (upgrades allow C-PEDs to be more effective).

I won’t lie to ya’, whatever your messed mind made in your psychosis state is pretty messed up, but if you want out, you gotta take every one of these animals down. If you don’t, hate to break it to ya’ but you might be stuck in CP forever. But from what I’ve heard, not too bad a high. Good luck Squam.

 

In All Seriousness
Ideas for now

  • Combat System:
    • Use C-PEDs, (Cyber-Performance Enhancement Drugs), to boost your abilities to eliminate the cyber-beasts
      • Combination of C-PEDs can be used but too many used at the same time will “over-stimulate” you, thus failing
    • C-PEDs can include: Strength, Movement Speed, Slow-Time, etc (ideas in progress)
    • Weapons are available but cannot be pre-equipped, can only be found in the environment
      • Most weapons will be blunt or sharp weapons. Guns can only be found in boss fights, even then are still rare and must be used as cautiouosly
    • Movement available, via teleportation or joystick
  • Level Design:
    • Round based system
    • NOT OPEN WORLD
    • Linear pathing
      • Meaning each level is a series of rooms. Say in Level 1, there’s 3 rooms. Checkpoints will be derived as L1R1 (meaning Level 1/Room 1, and so on)
      • Once all “rooms” are cleared, level is complete
    • Each level is theme based
      • Will be the deciding factor as to what the main enemy type will be
    • End of every 3 levels will have a “Boss” level, where it’s only one “room” and you fight a large cyber-beast, such as the bear included above.
February 6

Mini Challenge #1: Defining The Core Loop in Angry Birds VR

Core Gameplay Loop of Angry Birds VR:

Context: Due to Angry Birds VR not being available for free, most of this information has been gathered via observation from YouTube videos showcasing a “complete playthrough” of the game in its entirety. I didn’t want to create an analysis of a core game loop on a free game for a specific  reason which will be explained:

There’s a very clear distinction between the quality of a free game versus a game which costs some amount of money. This is evident when looking at a previous case study I made on the VR game, “Five Nights at Freddy’s: Help Wanted”. In this case study, I compared the VR elements in practice to that of the free VR game “Gorilla Tag”, noting how a person can quickly become nauseous when playing “Gorilla Tag” very quickly. Another free game I played was named “Blaston”. This game wasn’t necessarily as nauseous inducing as “Gorilla Tag”, but the overall quality of the game itself felt more a demonstration of the capabilities of a VR device playing a game  as opposed to an actual showcase of a well crafted/developed game with an interesting core gameplay loop that players would seek to return to at any given time. 

With the context now explained, I will now go into defining the Core Loops, (including the Gameplay Loops), of “Angry Birds VR”.

    • Strategy and Choice (Using What You’ve Got): In “Angry Birds VR,” players begin their gameplay loop by assessing their avian arsenal. Each bird comes with its own distinct characteristics and special abilities, such as the ability to split into multiple birds or explode, adding a layer of strategic depth. The act of not being able to select the bird for the task at hand, and instead make-do with what the level has provided, encourages players to think critically about their approach to the level’s challenges, considering the structural weaknesses and what each bird can do to exploit them. This element of lack of choice compels the player to engage in pre-action planning, enhancing the tactical aspect of the game.
  • Examples of the different birds include: (I know these names by heart because I have a four year old nephew who’s obsessed with the Angry Birds franchise)
  • Red Bird (Red): Often the first bird available, Red does not have any special powers initially but is effective for direct hits on weaker structures. 
  • Blue Birds (The Blues – Jay, Jake, and Jim): When activated, these birds split into three separate birds, covering a wider area. They are especially effective against glass.
  • Yellow Bird (Chuck): Yellow birds can be tapped to gain a burst of speed, increasing their power and making them ideal for wood penetration.
  • Black Bird (Bomb): This bird acts as a bomb and can be detonated upon player activation or after a short delay upon impact. It is highly effective against stone blocks
    • Aiming and Launching (Skill and Precision): The core action of the game involves the player using the immersive VR environment to aim and catapult the birds towards the enemy pigs’ fortifications. This step combines skill and game physics, as players must gauge the trajectory and force needed to achieve the desired impact. The VR controls add a tangible and intuitive dimension to this process, as players physically move and can teleport to different angles of the map to aim and release the birds. This embodiment of action heightens the satisfaction when a well-aimed bird results in a successful hit, providing a visceral sense of accomplishment.
    • Observing the Outcome (Feedback and Reflection): After the bird is in flight, the player witnesses the immediate consequences of their actions. The game’s physics engine calculates the resultant chaos, as structures crumble and pigs are knocked over—or not. This observation phase is crucial, providing both entertainment in the form of dynamic destruction and valuable feedback. Players see the results of their strategy and skill, understanding what worked and what didn’t; often characterized by the rating the game gives you after completion of a level, (one to a maximum of a three star rating). This feedback loop is essential for learning and fuels the desire to improve, making each attempt a lesson in the ‘trial and error’ approach and the game’s mechanics.
    • Repeating (Engagement and Iteration): The cycle repeats, with each turn providing a fresh opportunity to apply what has been learned. The game’s levels are designed to be short enough that this loop can occur numerous times within a single session, reinforcing the core mechanics through repetition without feeling monotonous. With each iteration, the player fine-tunes their approach, becoming more skilled at the game and more invested in the outcome. This iterative process is key to maintaining player interest and encouraging the ‘just one more try’ mentality that is indicative of engaging gameplay.

In short, we can define the loop as:

Initial Observation of Objective → Assessment of Potential Outcome Based on What’s Available → Aim → Release → Destroy → Win/Lose → Repeat

The core loop is engaging because it combines strategy with physics-based puzzles. Each shot acts as a mini-experiment in cause and effect, and the satisfaction of seeing a well-planned shot topple a structure is rewarding. The loop also incorporates learning and adaptation, as players refine their strategy with each shot.

From a game design perspective, this core loop works well for several reasons:

    • Instant Feedback (Sensory Gratification and Learning): The game excels in providing players with immediate feedback, which is both gratifying and instructional. When a bird strikes a structure, the resulting visual spectacle of tumbling blocks and defeated pigs, coupled with the accompanying sound effects, gives players a quick and clear response to their actions. This instant gratification is sensory. It allows players to immediately see the effects of their actions and adjust their strategies accordingly. This rapid feedback loop is not just entertaining but also keeps players in a continuous learning cycle, enhancing the game’s addictive nature.
    • Simple Yet Deep (Accessibility and Complexity): “Angry Birds VR” embodies the ‘easy to learn, hard to master’ philosophy that many successful games follow. The simplicity of the core game  mechanic — pull back, aim, and release — ensures that the game is accessible to players of all ages and skill levels. Yet, beneath this simplicity lies a complex layer of strategy and physics. Players must consider bird abilities, material resistances, structural integrity, and the best angles for maximum impact. This depth ensures that while the game is straightforward to begin, it offers a rich, strategic experience that keeps players engaged over the long term, always finding new layers to explore.
    • Progress and Mastery (Skill Development and Satisfaction): Throughout the game, players naturally progress and improve. The game’s design subtly nudges players to enhance their skills, from using the right bird on the right material to perfecting their aim. As players advance through levels, they develop a sense of mastery over the game’s mechanics, contributing to a feeling of personal growth and achievement. This progression is not just about moving from level to level but about the satisfaction derived from seeing personal improvement and the increased ability to take on more challenging scenarios. Mastery is a strong motivator in games, and “Angry Birds VR” taps into this by making the mastery of its core loop both attainable and rewarding.
    • Variability (Fresh Challenges and Replayability): The game introduces variability through a wide variety of levels, each with unique layouts and challenges. This variety ensures that while the core actions remain the same, the context in which they are performed is always changing. New types of barriers, bird abilities, and environmental effects appear regularly, requiring players to continuously adapt their strategies. This not only keeps the game feeling fresh and engaging but also adds to its replayability. Players are often driven to revisit levels to try new tactics or to improve their scores, thereby extending the game’s longevity.
    • VR Immersion (Enhanced Engagement and Presence): Virtual reality adds an unprecedented layer of immersion to the core loop of “Angry Birds VR.” By utilizing VR technology, the game places players directly into the environment, turning what was once a simple drag-and-release mechanic on a flat screen into a more engaging, almost tangible experience. The act of physically moving to aim and release the slingshot leverages the spatial presence unique to VR, heightening the sense of connection to the game world. This immersive quality makes each success more thrilling and each failure more personal, driving the desire to play and succeed. Also adding to the fact, albeit through observation, this game wouldn’t be a suspect in causing nausea after long terms of play.
    • Reward and Incentive (Motivation and Goal Orientation): “Angry Birds VR” is structured around clear goals and rewards. Completing a level is satisfying, but doing so with a high score or earning three stars gives an additional sense of accomplishment. These rewards serve as a powerful incentive for players to refine their skills and strategies. The game often presents special achievements or challenges, further incentivizing players to engage with the game in new ways. This goal-oriented design is effective because it taps into the basic human instinct for achievement, providing players with tangible goals to strive for and rewards that acknowledge their success.

 

Overall, the game is fun. Granted I didn’t get a chance to really get a feel for it, however it’s understandable why most people enjoy this certain type of game. I wouldn’t find this game to be something of an immediate choice for me as the aesthetics of the game is a bit immature for my liking. Regardless, the core/gameplay loops in this game are obvious and can be easily assessed even through just mere observation. Perhaps this ease of assessment could be made because most of my life I’ve been playing and observing how games work/play and what makes them fun. And this game is fun. But even though the core loop does seem fresh when being introduced to new level designs and new birds, it isn’t fresh or complex enough, in my opinion, to truly make this game a standout from all the others. In comparison to the complexity and shifts in gameplay mechanics to “Five Nights at Freddy’s: Help Wanted”, “Angry Birds VR” feels much to be desired. 

 

Angry Birds VR: 3/5 Stars