Thursday, November 13, 2014

Holiday Card Update

After we've made immense progress throughout our level designs, I've moved over to art assets. I am now in charge of creating ambient background characters for the game. Still following the main style, these characters will be holding candles for the protagonist to light and then see a nice holiday message.

Tuesday, November 4, 2014

Holiday Card Proposal


What I had in mind for our group project is that as a holiday card, the objective of the game is for the (genderless) student character to deliver their finals to their respective department heads based on the foundation classes (painting, 3D, drawing, etc). The student character has to pick them up and drop them off and then the game ends when all the finals have been delivered and the character leaves the Hardie building (If we want to make the game more challenging maybe we should find a way to work a timer into the game). When you exit, the text “Happy Holidays!” comes onto the screen as the character enjoys the snowy outdoors of winter. 



Wednesday, October 29, 2014

Oct 29 7:30pm - 11:15pm

Phew....For my next project I should probably think of something simpler to do. I didn't realize this would take a lot out of me. But anywho, the art part of my reskin is all complete. I finished the last sprite sheet (my character jumping), and I made the background and platform for my character to travel across (and also jump on).


























Though I spent more time on the art aspect than the actual mechanics of my game, so my game will end up incredibly simple compared to the rest of the class.......

Thursday, October 23, 2014

Thurs Oct 23 8:30am-11:10am

More sprite work complete. My character can now run and stay idle. Last thing I must reskin for the character sprites is the jump.

As for the rest of the game, I'm working on collectable items and thinking of how to reskin the platforms. So far I thought of an item that will mean the player wins the game...





















...and I'm drawing jasmine flowers for my character to collect as she progresses.

I want the game to have a lot of Pakistani themes, in relation to my character's ethnicity.

Tuesday, October 21, 2014

Tues, Oct 21 8:30am - 11:10am

Today was another great discussion, this time about gender and sexuality in video games. It was especially a wonderful moment for me considering these are the kinds of issues that affect me directly. It's also good that we dabbled a little into race as well. Hearing about everyone's thoughts and opinions was interesting, and it was a good feeling to know that there are people who understand how I feel as well as people who brought certain topics to light.

Back to my 2D 1st person, I made some progress on my reskin of the Robot's sprite sheet but now the sprites aren't being read on Unity. It looks like I'll have to work with the Sprite Animator within Unity, but for now I'll take the focus off the sprites for a little bit to work on the rest of the level (like the platforms and the background).

As for the Holiday Card project, I really want to work with 2D elements. I enjoy doing the animation aspect more than the coding, to be honest.

Thursday, October 16, 2014

Thurs Oct 16, 8:30am-11:10am

Makin some good progress with the robot 2D reskin. I have my character and I began editing over the robot sprites. Due to the box limitations of the robot sprites, I had to do my best to fit my character so she fit into the character sprite box that reads each frame of animation.



Before class ended I wanted to do a quick test and I like the outcome so far!


While I do enjoy making this, I know it's going to be quite a lot of work. This is only the first sprite sheet, there are six others. Some have less frames, some have more. I'm gonna be busy this weekend.

Tuesday, October 14, 2014

Tues Oct 14 - 8:30am-11:10am

After my attempts with SHMUP, I started the Beam Up Cow tutorial and got that done in about 10 minutes. It wasn't too hard, but the person who made the tutorial should consider editing some of their instructions. People who aren't too familiar with 2D Unity could easily be confused.

Now I'm currently playing around with the 2D robot character. Right now I'm editing the sprite of the robot so it has a star pin.

It looks so cute.

I want to implement the character animations in the holiday cards we'll be making.

Monday, October 13, 2014

SHMUP progress: Mon Oct 13, 5pm-8pm

I've gotten farther with my SHMUP reskin. There's still a few more things to work on, but I hit a rough patch with the background scrolling.

But other than that, I have all my reskin art done.

Player:

Their projectile:


Enemy:


















Enemy projectile:

















I've also reskinned the platforms and backgrounds, which can be seen in this in-progress shot:

I though since I went with a candy theme I'd make cotton candy clouds and bubblegum platforms.

I'll be starting the Beam Up Cow tutorial as soon as I work the kinks out of this project.

Tuesday, October 7, 2014

Good Game, Bad Game - Analysis and Results: Tues Oct 7

The games I chose for discussion are Grandia and Bubsy 3D. Both games are for the PlayStation 1.

Grandia is a JRPG about a young boy named Justin who goes on adventure to solve the mysteries of an ancient civilization. With just a strange rock his father left for him called the Spirit Stone, Justin goes from fooling around his hometown with his friend Sue to preparing to go up against a god-like creature intent on destroying the whole world. While Grandia is one of the many games to bring inspiration from the rise of Final Fantasy, it breaks off a little from other JRPG games by using a mixture of 2D sprites and 3D environments, making exploration an enjoyable experience as the characters interact with new (and potentially dangerous) elements as they explore the new world. They encounter vicious monsters of all shapes and sizes, and fight against them in turn based combat that varies on both character and enemy stats. As the player roams the unique and vast maps, they come across many different areas where they can find new equipment, money, items, and more in order to increase their strength and learn new magic spells in order to push forward. However, the English voice acting is rather corny so players might either get a laugh out of it or get annoyed by the characters.

Bubsy 3D is a 3D platform adventure game about a bobcat named Bubsy who needs to collect rocket parts and defeat an evil alien race. In a very limited environment that looks like pieces of painted cardboard, Bubsy can only walk in a straight line and his movements are clunky at best. His personality is quite obnoxious, and his one-liners constantly break the fourth wall (even one of the phrases sounds like the developers were patting themselves on the back). Just about everything about this game is weak, and players who can bear through the entire cesspool of disaster deserve an award for being able to stomach Bubsy's difficult controls and awful voice acting. Unfortunately, deadlines and employees inexperienced with 3D tools were unable to save Bubsy's already crumbling reputation.

The class was able to quickly deduce which was the good game (Grandia) and the bad game (Bubsy 3D).  I personally really adored Grandia, and I hope to be able to talk more about it in future discussions.

Thursday, October 2, 2014

Thurs Oct 2, 8:30am-11:10am

I'm almost done with the 2D tutorial. It's really easy to follow, so I also started on making objects for my reskin. I want to reskin it so the game has a candy theme. I already have ideas for the player, projectiles and background objects, and I already got started on making the background image.

For the Good Game, Bad Game assignment, I already know which "good" game I want to discuss, but the "bad" game will take some time to choose.

Tuesday, September 30, 2014

Tues Sept 30, 8:30am-11:10am

The critique on out rollaballs was ok.....I wish I got some more feedback but I knew we were short on time.

After the rollaball critique, I began the tutorial for the 2D SHMUP. I'm already liking the build for it in Unity, I'd like to utilize it for my own personal use sometime.

Monday, September 29, 2014

Mon Sept 29, 8:00pm - 9:30pm

While my rollaball reskin doesn't have all the features I was planning for it, I did manage to have another idea for it's summary and I added a lot of easter eggs. It's playable, but I do worry that it will be too challenging.

As for the reading Extra Lives, I came up with three questions for discussion:

1.) What are we supposed to get out of the author's detailed rant in the beginning of the section about Fallout 3 that makes me feel like I'm reading a whiny blog post written by a 15 year old fanboy?

2.) What does the author mean by "most gamers do not care because they have been trained by the game designers not to care"?

3.) Why are the games he chose to rant about mostly first person shooters?

(I have more questions but to be honest they sound really annoyed and sarcastic because I honestly hated the author's writing)

Thursday, September 25, 2014

Thurs Sept 25, 8:30am-11:10am

Having no luck with the shooting floating cans, I fooled around with models in C4D for some inspiration. Luckily, I did find some. While playing with a cube model, I created a spike. I imported the spike object into Unity and slapped on a texture that made it look really neat. I think I found my new enemy/obstacle!

I felt like my terrain needed something more exciting, so I took figure models and gave them unique poses and a mix of textures and hid them around my reskin game for fun.

Once the spikes are utilized as obstacles, my game will be complete.

Tuesday, September 23, 2014

Tues Sept 23, 8:30am-11:10am

Today I finished the shooter tutorial. I learned quite a lot from that tutorial, and now I'm attempting to push those new lessons into my rollaball reskin. As for my cans shooting bullets idea......I haven't had any luck yet. I'll keep trying, but I have a bad feeling that making the cans shoot at the player will include a lot more work than I'm already aware of. Still, doesn't hurt to learn more as I go. I'm also thinking about adding water and adding more peas and carrots to collect so I can make the most out of my terrain besides the center.

However, I did manage to add some interesting loop background music to my reskin. Now the game isn't so awkwardly quiet.

Thursday, September 18, 2014

Thurs Sept 18, 8:30am-11:10am

I made significant progress in the Space Shooter tutorial. I've created hazards, made my ship move and shoot bullets, and even included audio. I'm now currently trying to figure out how to add more hazards.

The bullets in the space shooter assets got me curious, so I am thinking about seeing if I can add them to my roll-a-ball reskin as an extra challenge on top of collecting vegetables.

Tuesday, September 16, 2014

Tues Sept 16, 8:30AM - 11:10AM

Today I was able to turn a few cubes into a functioning clock. I also started the Space Shooter tutorial. I've made it up to step 6. I'm already liking the process for this particular game, and I wonder if any elements I learn in this tutorial can go towards tweaking my roll-a-ball reskin a little more. My background in the Space Shooter is a little different than what I was told to do in the tutorial, but personally I think it looks better.


Sunday, September 14, 2014

Sun Sept 14 4:00pm-5:00pm

Added a few more details to the reskin.


I changed the Win text to something that looked more appealing to players. Then I fixed up the terrain and changed the trees so it didn't seem so insanely crowded. I want to get some in-class feedback because I am unsure if there is anymore I can do for this scene. I haven't really needed anything in C4D, though I might fix up the Can models.

Next I'll get a little into the Shooter tutorial so I can begin that project on top of finishing this one.

Thursday, September 11, 2014

Thurs Sept 11, 8:30am-11:10am

Making progress in my Reskin today.

Fixed up the terrain and added textures, and now I'm working on making the audio work. I can get one track to work how I want, but the issue I'm having is using the other track. I also need to make sure I don't add too many trees so players can still see the peas and carrots in the grass.

RollaBall Reskin - What to Do

I gathered some sound effects, and now I must learn to add textures onto the peas and carrot pick up objects and implement the sound effects. I need one more sound effect, but I want to see how the others work before I find the last one I need. My terrain is looking a bit bland, so I think I will spruce it up as well today.

Wednesday, September 10, 2014

Roll a Ball Reskin - GDD



Veggie Velocity
Simple Game Design Document


Version 1.0





Vicki Vega
victoria.vega@montserrat.edu



Section I - Game Overview

Game Concept

Feature Set

Genre

Adventure

Target Audience

Everyone

Game Flow Summary

You walk around at a controlled speed level

Look and Feel

3D built universe with floating objects, the environment is very realistic despite the floating vegetables

Project Scope

Number of locations: 1
Number of levels: 1
Number of peas: 12
Number of carrots: 12
Number of cans: 8

Section II - Gameplay and  Mechanics

Gameplay

Objectives

The player must collect all the peas and carrots on the map in order to succeed

Mechanics

In first person view, the player must walk around the environment and collect all 24 of the peas and carrots in order to win.

Physics

The peas and carrots are scattered around the area, floating and rotating. The player must walk through the grass in order to achieve them.

Objects

Pick up peas and carrots in order to win

Reading

The Count display and the You Win! text that appears when all vegetables are collected

Game World

General Description

Mountains, grass, grass and dirt texture, floating cans and vegetables

Section V - Interface

Camera

First Person

Control System

Mouse to look around, direction keys to move

Music

undecided

Sound Effects

sfx resembling footsteps, vegetables “plopping” when collected
http://www.freesound.org/people/OtisJames/sounds/233343/
http://www.freesound.org/people/freefire66/sounds/175955/

Section VII – Technical

Development hardware and software

Unity Free

Development procedures and standards

Game Engine

Unity Free

Network

Scripting Language

BBEdit

Tuesday, September 9, 2014

Tues Sept 9, 8:30am-11:10am

I completed the Roll a Ball tutorial, and have now jumped into reskinning. So far I'm on a good track, I made my pickup items and developed the terrain. Next time I work on this, I have to add textures to the objects and add sound effects. I'm going to look for sound effects that are like "plop" and "squish" when you collect the peas and carrots, and I'm going to see if I can import textures from Cinema 4D if I can't find a texture I like in Unity. Now that I know a little about using Unity, this project became pretty fun to work on!

Monday, September 8, 2014

Game Design Document - Kingdom Hearts Dream Drop Distance

Kingdom Hearts 3DS: Dream Drop Distance
Simple Game Design Document

Version 1.0

KH3D_main.jpg




Vicki Vega
victoria.vega@montserrat.edu





Section I - Game Overview

Game Concept

Feature Set

Genre

JRPG (Japanese Role Playing Game)

Target Audience

Everyone ages 10 and up

Game Flow Summary

Sora and Riku run around the maps of every world and move forward through the story by completing tasks given by the game

Look and Feel

Because this game takes elements of Final Fantasy and Disney, The worlds based on Disney films are a mix of cartoony designs and bright colors while still having an atmosphere of adventure and action. The worlds original to the story are more intense and sometimes even full of dread.

Project Scope

Number of locations: 12
Number of levels: 7
Number of NPC’s (Non-Player Character): about 60
Number of weapons: 15
Number of Dream Eater Types: 51
Number of treasure chests: 225 (Sora) 212 (Riku) 437 (Total)
Number of trophies: 18


Section II - Gameplay and  Mechanics

Gameplay

Game Progression

Based on given Objectives
Screen Shot 2014-09-08 at 8.01.02 PM.png

Mission/challenge Structure

Based on given Objectives

Puzzle Structure

Based on given Objectives

Objectives

What are the objectives of the game? To progress through the story by defeating Nightmare Dream Eaters and discovering Master Xehanort’s true intentions.

Play Flow

How does the game flow for the game player? With Flowmotion movement (an element new to the franchise), players can move around worlds at high speed and perform new attacks on top of the usual physical attacks and magic. The game’s story cutscenes guide the player through different areas of worlds and give context to the player’s next objective.

Mechanics

What are the rules to the game, both implicit and explicit.  This is the model of the universe that the game works under.  Think of it as a simulation of a world, how do all the pieces interact?  This actually can be a very large section.
The rules are to use your given attacks to progress through the story. Interact with familiar characters from animated Disney films and for the first time, characters from The World Ends With You. Go through Dives to enter the worlds while fighting Nightmares and avoiding obstacles. When the game tells you an objective, the player must complete it in order to progress. Collect stronger Keyblades from each world to enhance your strength and be able to take down stronger foes. Level up in order to gain more abilities to evolve your attacks to make yourself stronger. With Drops, the player plays between Sora and Riku’s timeline in order to experience the story at a steady rate, unlike Birth By Sleep where the player had to play one storyline at the time. With your Spirit Dream Eaters as your partners, they can gain power to perform special attacks to aid you in battle. As you defeat enemies, you can collect Munny, HP (Health Point) orbs and Drop-Me-Not fragments to increase your drop drive (how long Sora or Riku stay awake until you have to switch), and Dream Pieces (used with recipes to create Spirit Dream Eaters).

Physics

How does the physical universe work? You can jump, climb, slide, and fly around each physical world’s environment based on the world’s elements that enable you to perform specific tasks that push you further through the game (for example, in Symphony of Sorcery Riku can jump on plants to fly into the air and walk along giant leaves to find an entrance to the next area.)

Movement

(please refer to video below)

https://www.youtube.com/watch?v=V3Sp8gEkIsU

Talking

Screen Shot 2014-09-08 at 8.00.20 PM.png
(Cutscenes with voice acting)

Reading

Screen Shot 2014-09-08 at 8.01.26 PM.png

Kingdom Hearts Dream Drop Distance introduces Mementos and Chronicles. Mementos are cutscenes that explain small aspects of the story that are not entirely explained to the player in the beginning (i.e. Dream Eaters, The Mark of Mastery Exam, etc.) Chronicles are helpful for players who are not familiar with other games of the series; as you play through the game, you unlock Chronicles that tell players a summary of previous games so that they are not entirely lost of what’s going on in the story.

Combat

If there is combat or even conflict, how is this specifically modeled? When either Nightmare Dream Eaters or a boss appear in a world, Sora or Riku summon their keyblades. The battle is not turn based, so both the player and the enemy can used physical attacks or magic to inflict damage onto one another. Sora and Riku’s attacks that use MP (Magic Points) are limited, however, where when they use an MP based attack, the player must wait a short amount of time until the attack is usable again.

Economy

What is the economy of the game? How does it work? Whether you defeat enemies or sell items, Sora and Riku collect currency called Munny. Sora and Riku can use Munny to buy items.

Screen Flow

Screen Descriptions

Main Menu Screen

Screen Shot 2014-09-08 at 7.46.47 PM.png
This is the first screen that appears when you start the game. You choose either New Game to begin the game from the beginning, or choose Continue to go back to a previous save file.



Options Screen

Screen Shot 2014-09-08 at 8.02.02 PM.png
Within the game, when the player presses START on the 3DS they go to this menu, where they can upgrade or change Spirit Dream Eaters, change the attacks in their Command Deck, use items, enable or disable abilities, check game stats (like experience), read Reports (text that give some backstory to this game’s plot), configure game settings or watch Mementos/read Chronicles of previous games.
Kingdom-Hearts-3D-Dream-Drop-Distance_2012_07-17-12_0271.jpg
Kingdom-Hearts-Dream-Drop-Distance-Spirits.png
Command_Deck_KHBBS.PNG

Game Options

What are the options and how do they affect game play and mechanics? You can choose what difficulty you want to play at. You can choose Beginner(easiest), Standard, Proud or Critical(hardest). With the 3DS’ new circle pad, you can decide whether to use the circle pad to move around, or the directional pad next to it.






Replaying and Saving

Screen Shot 2014-09-08 at 7.47.20 PM.png

Cheats and Easter Eggs

While usual cheats that boost your powers can be achieved with cheat devices, one known cheat in-game is called a Wall Jump. In order to use this cheat, the player must stand near a wall and press the Y button to use the Flowmotion function. Then, you press the B button to jump during Flowmotion, then quickly press the Y button again. Press Y and B repeatedly while positioned against the wall and you’ll go higher up the wall. This can help to reach high up treasure chest, and can also access areas that the player cannot reach until after completing an objective.


As for Easter Eggs, with every Kingdom Hearts game has a secret ending. If you complete the criteria that the game expects you to uphold to (gaining every trophy, finding every treasure chest, etc.), then a secret ending will play once you complete the game. The secret endings usually hint at what is yet to come in the next game in the series.

Section III – Story, Setting and Character  

Story and Narrative

Backstory

Following the events of the previous games, Sora and Riku must now take the Mark of Mastery exam where Master Yen Sid tests the two boys so they are ready for the battle against the main antagonist of the series, Master Xehanort. The boys are separated but sent to the same worlds previously restored where they must fight off Dream Eaters so that the restored worlds may resurface and be connected to other worlds.

Plot Elements

Elements stemming from previous games’ storylines

License Considerations

The Kingdom Hearts series is a crossover with characters from animated (and occasionally live action) Disney films. Although the series is a collaboration with Square Enix and Disney, Square Enix has to obtain copyrights of the movies they were using elements of in order to use them in-game.

Cutscenes

Cutscene #1 - Sora Meets Neku

Haley Joel Osment (Sora), Jesse David Corti (Neku Sakuraba)
When Sora first enters Traverse Town, he is surprised by his new outfit. After realizing he landed in a familiar world, he calls out for Riku, only to meet a new friend instead.

Game World

General look and feel of world

Area #1

First District (Traverse Town)

General Description

The main area of Traverse Town.

Physical Characteristics

Shops, a restaurant, an underground tunnel leading to Traverse Town’s mail routes, and many doors leading to other areas.

Levels that use area

Traverse Town

Connections to other areas

Each district lead to other districts



Characters

Sora

Backstory

15 year old boy who lived on an island with his friends Riku and Kairi. One day his world was overtaken by darkness and he was separated from his friends. He ends up in a world called Traverse Town where he learns that he has the power to wield a Keyblade, a mysterious weapon that he uses to solve the mysteries of other worlds. He is accompanied by Donald Duck and Goofy, loyal subjects of Disney Castle who are searching for their ruler King Mickey. Together they travel to many worlds, facing many enemies and making new friends while trying to search for Riku and Kairi. After much hardship, Sora, Riku and Kairi reunite a year later to fight together.

Personality

Sora is an optimistic and outgoing teenager. He does his best to see the good in everyone, but doesn’t take enemies lightly. He is very friendly and supportive, yet can be quite naïve at times.

Look

tumblr_mdd6knc7qj1r47lok.png
Physical characteristics
Brown spiky hair, blue eyes, lightly tanned skin. While Sora is 15 years old in real world time, he reverts back to his 14 year old body in the dream verse where most of the game takes place.

Special Abilities

Sora wields the power of the keyblade, and all the magic and abilities that goes along with it.

Relevance to game story

Sora is a main character of the series. He is the protagonist in every Kingdom Hearts game excluding Kingdom Hearts 358/2 Days(The protagonist is Roxas) and Birth By Sleep(The protagonists are Ventus, Aqua and Terra).

Relationship to other characters

Sora is a longtime best friend of Riku, the other playable character. Sora is also close to Kairi, the girl seen in the secret ending of the game who has also been relevant to the main storyline since Kingdom Hearts began. He also made friendships with many Disney characters, especially Donald Duck, Goofy, Mickey and Minnie Mouse, etc.

Statistics

Depends on Sora’s in-game level

Character #2

Riku

Backstory

16 year old boy who lived on an island with his friends Sora and Kairi. One day his world was overtaken by darkness and he was separated from his friends. Riku was originally supposed to wield the Keyblade, but because he accepted darkness into his heart, the Keyblade “went down the list” and chose Sora instead. He ends up in a world called Hollow Bastion where he meets the evil witch Maleficent. While Riku tries to reconnect with Sora, Maleficent manipulates him and makes him believe Sora no longer cares for him. Riku and Sora are pitted against each other for awhile, but when things became grim Riku found out the hard way that his actions had consequences. A year later, Sora and Riku are finally able to reconcile and fight alongside one another along with their friend, Kairi, who had recently discovered her ability to wield a Keyblade.

Personality

Riku is almost the exact opposite of Sora. While still friendly, he is very serious and stern. However, unlike Sora, he’s not foolish. Riku learned from his past mistakes to become stronger. Behind his tough demeanor, he cares for his friends very much and would gladly risk his life to keep them safe, like he has already done a few number of times.


Look

gallery_6_749_1401804993_54368.png
Physical characteristics
Short silver spiky hair, light blue eyes. While Riku is 16 years old in real world time, he reverts back to his 15 year old body in the dream verse where most of the game takes place.

Special Abilities

Riku wields the power of the keyblade, and all the magic and abilities that goes along with it.

Relevance to game story

Riku is a main character of the series. While important to the storyline, Dream Drop Distance is the fourth game where he is a playable character (Chain of Memories and its PS2 remake are the first games where Riku is playable, Riku was temporarily playable in Kingdom Hearts II during the final boss battle, and Riku is playable in the Multiplayer Mode of Kingdom Hearts 358/2 Days).

Relationship to other characters

Riku is a longtime best friend of Sora, the other playable character. Riku is also close to Kairi, but not as much as she is to Sora.

Statistics

Depends on Riku’s in-game level


Section IV – Levels

Training Level?

Screen Shot 2014-09-08 at 9.12.16 PM.png

The player is introduced to basic fighting and magic casting with a battle against a Phantom version of Ursula the sea witch from The Little Mermaid.

Level #1 - Entering Traverse Town

Synopsis

This is Sora’s first time to Traverse Town in this game, though he has been to Traverse Town in previous games.

Introductory Material

Sora first “Dives” into Traverse Town, then the game goes to a cutscene where Sora realizes he has been reverted to his 14 year old self, as well as changed clothes. Sora calls out for Riku, but is instead greeted by a new face, Neku. Neku talks to Sora about the Game, a subject brought over to Dream Drop Distance from Neku’s original game The World Ends with You. Neku says he is looking for his Game Partner, but is surprised when Sora says he wishes to help him. Neku shows off his Flowmotion skills, prompting the player to take a tutorial on how to use the new Flowmotion element.

Objectives

Help the Players from TWEWY reunite with their Game Partners.

Physical Description

Traverse_Town_Logo_KH3D.png
A Victorian-like town made up of five districts. This is a world that many people go to when their world is lost. However, some people have somehow found their way to other worlds. It’s a pretty standard looking town that houses many friendly residents, but also monsters.

Map

Traverse_Town_Sora_1.jpg
(Sora)
Traverse_Town_Riku.jpg
(Riku)

Encounters

Characters from The World Ends with You, Young Xehanort (main antagonist), Nightmare Dream Eaters, Julius (secret boss).

Level Walkthrough

see previous video

Closing Material

Joshua, a TWEWY character who is not a Player but the creator of the Reaper’s Game, builds two more districts in Traverse Town and helps the Players reunite with their Game Partners. He also gives good advice to Sora and Riku before they depart.

Section V - Interface

Visual System

HUD - What controls

Menus

see above

Camera

Can be adjusted in game/follows the player in 3rd person

Control System

How does the game player control the game?   What are the specific commands? Circle Pad Pro/Directional Pad controls Sora and Riku’s movement, while the ABXY buttons trigger actions such as interacting with objects, using attacks, and using Flowmotion.

Audio

Dream Drop Distance includes animated cutscenes where the characters have voice actors.

Music

Composed mainly by Yoko Shimomura, the game features music where the original worlds have their own distinct tune while the Disney worlds have music based on the soundtracks of their respected films.

Sound Effects

Based on individual worlds. Original worlds have more realistic sounds while most of the Disney worlds’ sound effects are more cartoony.

Help System

Config menu in the in-game main menu

Section VI - Artificial Intelligence

Opponent AI

Opponent AIs trigger battle music and force Sora and Riku into a battle position.

Enemy AI

Nightmare Dream Eaters and various bosses

Non-combat Characters

Supporting characters

Friendly Characters

TWEWY cast, non-villainous Disney characters, the protagonists

Support AI

Spirit Dream Eaters

Player and Collision Detection

The game recognizes when the player is against an enemy or on a triggering device that causes an event.

Pathfinding

If you walk down the wrong entryway while you’re playing within the story, sometimes the game will give you hints that you are going in the wrong direction.

Section VII – Technical

This may be abbreviated with most in the Technical Bible.

Dream Drop Distance is developed by the Square Enix 1st Production Department and distributed by Disney Interactive Studios. It runs on an improved game engine from previous games Birth By Sleep and Re:Coded.


Section VIII – Game Art


Baret Gargoyle.jpg

Sora and Riku.jpg
Xehanort's Keyblade.jpg