Week 5 Adjust

This week is mainly for testing the game. We imported the animation into it and tested it, and found that it lacked a little transition effect, so we modified it.

After the first test, I found that the frame rate was a bit high and the jitter frequency was too fast, so we reduced the frame rate.

In general, our project is proceeding fairly smoothly. We are always looking for ways to make team collaboration closer, so that cross-professional connections become coordinated. It is very important to communicate and position within the team in a timely manner in order to clearly define the common goal of the team. Having a common goal will increase cohesion. All members are working hard, helping each other and cooperating with each other.

In the process of this cooperation, I feel that the team is a group of interdependent individuals, working hard to achieve a common goal and urging each other. The team needs to use resources to improve productivity and clarify the roles in the team. Everyone knows what they should do, but the leaders in the team are always changing because everyone’s role is very important in the development process. Meaning, sharing decision-making and responsibilities with each other, and promptly putting forward requirements and modifying one item, is to enable a team to have better cooperation

The skills I learned include the production of 2D animation, teamwork and cooperation, and learn from each other with the team members to help each other.

Week 4 Modify and import

This week I mainly modified the issues discussed during the first painting.This is the last modification I finished.

I encountered some problems during the export process. In one version of the export, the dust cannot be seen.

When the Alpha threshold value is the largest, the layer with transparency cannot be seen, and when the value is 0, a black border will appear.

I also encountered a problem in the process of importing unity. At first I didn’t know that unity does not support gif format files. Later I found a website (https://ezgif.com/)that can convert GIF format to PNG in order, which solved the import problem smoothly.

Week 3 Character design

Regarding the character, we chose to be a cat. After reading some references, I decided to use Lulu’s big tail, big eyes, small ears and a piece of black on Pikachu’s tail to create this kitten.

At the beginning of the painted version, we tested it and found that the lines were too thin and some details could not be viewed well, such as falling dust.

This action was originally designed to rotate 90°, but later found that the angle is too large and the effect is poor

In order to express the feeling of being suddenly scared, after turning the head and using the small symbol next to it, the feeling is still not obvious, so I added a frame larger than the normal state, and the next frame returns to the normal size. There is an effect of recycling, and the mood change is more natural

In addition, in order to have the effect of jittery lines, all the previous paintings were all painted once, and then there were a few changes that only changed the moving parts, and I felt that it could highlight the key points.

This is the initial state of the cat. As the sound changes, I designed some actions to match the game.

With a slight voice, the kitten does not respond irritatingly and appears docile.

This is to be irritated by the sound to cover the eyes.

Under moderate stimulation, the kitten pulls up the clothes.

Stimulus continued to strengthen, hid under the table, his tail stood up, indicating that he was frightened.

Finally, the cat fainted under the stimulation.

Because I’m doing a 2D animation, every frame of animation must be drawn frame by frame. For the smoothness of the picture, I chose 12 frames per second.

Week 2 Second discussion

  1. The members of the group know each other and clarify our major and skills.
  2. We decided to choose the interactive animation project, hoping to make animation in a creative interactive way.
  3. The initial idea is to use sound to interact. The protagonist of the animation is a running small animal. The louder the user input, the faster the small animal runs.

Chenge Yang is responsible for the program development of the game prototype, using the Unity engine to realize the sound control animation interaction function and the sound input function. That is, the technology that supports the real sense of sound mentioned in the last meeting, using microphone radio and combined with the function of the mouse and keyboard

Luo Tang is responsible for the protagonist’s image design and animation production, unified style, uses Procreate to complete the drawing of 2D animation, and uses https://ezgif.com/ to export the animation to PNG format as required, and cooperates with the team members to successfully import unity.

Ziqi Wang is responsible for the protagonist’s image design and ICON, UI design, and drawing prototype sketches.

After this meeting we decided to make a game where the louder the sound, the more scared the animals.

Our game called Frightened Animal

Voice control games are a genre that has become more popular in recent years. They generally do not require high player operations, but they require you to have a good voice and a cheeky who is not afraid of being beaten because of disturbing the people.

This game does not need much sound. Because in the game you will become a great magician, all operations need to be completed by yourself. The spells are in English and the game’s own language. Imagine yourself yelling “Let there be light!” Then the surroundings will light up. Are you still a little excited.

In this horror game, players can only “see” the surroundings by making sounds in the darkness. The biggest feature of the game is that it uses a microphone to pick up the sound. Enemies hiding in the dark can also “hear” the player’s hiding place. You have to consider when to make a sound to locate and when to hide quietly. If the player puts the microphone close to the nose, the tight breathing sound can make the overall gaming experience more challenging. Playing horror games with sound is simply too real.

Don’t look at the cuteness of the game “Ocean Rabbit”, it is actually very torturous. As the rabbit Bunpu who loves carrots the most, the player decided to jump into the sea alone to make a pilgrimage to the “Carrot Island” for the holiday destination in his mind. Along the way, he will encounter rocks blocking the way and delicious carrots. Whether it is avoiding or eating carrots, You need the player to shout and jump to complete it. It depends on whether your voice is loud enough.

Through this meeting, combining the range of pitch that can be selected, and the reactions of animals in the program “Animal World” that have been watched on electronic media in the past, when facing crises, I proposed several commonly used and selectable ones. In terms of whether to make 2D or 3D games, we decided to choose 2D as the representation of the specific screen.

In the end, after discussion, we decided that the protagonist chooses a cat.Here are some sources of inspiration for my creation.

Week 1: collection and feedback

After several days of data collection, the team members checked the popular voice-activated games on the market today and summarized several feasible ways to play. For example, it supports real-sounding technology, uses a microphone to receive voice, allows players to use preset voice commands, and combines the auxiliary functions of keyboard and mouse.Combine collected information and cases, such as “Don’t Stop! Eighth note sauce” which is popular in Japan and major social platforms. this game also takes sound interaction as part of the core elements of the game. Finally, we decided to make a game where the louder the sound, the faster the animal runs.

“Don’t stop! Eighth note sauce”, a game that has become popular in Japan and major social platforms, also uses sound as a part of the core element of the game.

Game introduction

The game is a sound interactive game. The user controls the volume by manipulating buttons, decibels, and small animals will react differently with the volume decibels.

Small animals are timid by nature, and only emerge when there is no sound interference. If there is a sound, you will hide immediately.

The game draws inspiration from classic games such as peekaboo and gophers. In essence, it explores the way animals protect themselves, that is, psychological defense mechanisms.

There is a hierarchy of decibels. The louder the sound, the greater the reaction of the animal. For example, a small animal will be scared to walk at level one, run away in fear at level two, run wild at level three, and faint at level five.

The player consciously interferes with the behavior of small animals by playing a role with God’s perspective behind the screen.

Psychological defense mechanism-the way of self-protection of animals

Self-defense seems to be the instinctive reaction of every creature when its own safety is threatened. In order to adapt to the environment and avoid threats and attacks, there are many ways for animals in nature to protect themselves, such as hiding, deceiving, deterring, self-defense, counterattack, and escape.

Darwin believes that it is not the strongest of the species that survive, but the one most responsive to change. The game pays attention to and quotes the self-defense behavior of animals and puts it into practice.

For example, when human beings encounter painful and uncomfortable things, they will choose entertainment and recreation, too much rest to relax, and temporarily escape the urgency of high pressure.

The avoidance behavior of animals is actually a kind of psychological defense mechanism at work. It is a passive defense. The essence is to use avoidance and negative methods to reduce the pain of frustration.