What is a game engine?
Games demonstrate so many different attributes, whether it be realistic destruction, the ability to fell buildings. It could even be pretty lighting to make the game look better. Whatever it is, it was created using a game engine. Game engines are essentially the foundation of every game, without an engine, you can't start making your game. Game engines come in many different forms with extremely different user interfaces, functions for physics based objects.
2D Games
-RPG Maker VXAce
RPG maker is a unique program that actually allows you to create virtually any adventure you so wish. In an RPG-like style, seen below:
You can do this using a variety of tile sets and sprites pre-created by the program, or you can design your own. It focuses on making games as easy as possible and even fun so you can create your own universe in as little time as possible while thinking up new ideas on the go. You can buy or just download new tile sets made by others to expand your world and design it the way you imagined, creating your own memorable characters and plot lines.
Many games have been created using this engine such as:
To the Moon-
To the Moon is a game created in RPG maker about a mans last dying wish. The principle is simple; technology now exists to allow people to alter a persons memories so that they can remember their own lives differently. In other words, all regrets can be removed. This process however is fatal with false memories and normal memories clashing, meaning it's only used on people when they lie on their deathbed.
The game is masterfully put together by the company "Freebird Games" and has been reviewed as "A story worth hearing" -Ars Technica. "Truly wonderful" -Rock Paper Shotgun. And "I'm making a lasagna..." -Flight of the conchords. Not sure what to think about that last one.
There are many more famous games that have been made using this engine, and there will surely be many more.
-Scratch
Scratch is a program created to allow someone to get started with making games. It's a matter of putting the right commands in the right places to make what you want to happen, happen! It's not a very complex program but it can create some basic, yet interesting games.
This would be the "mascot" of scratch. This is your first sprite. You can make him walk, talk, do a flip, whatever takes your fancy, however most of the time you'll just erase him and add in a different sprite instead. The coding works with a drag and drop type mechanic. Scratch needs no previous coding knowledge and can be learned in a matter of minutes. As with anything it takes a while to work out the more complicated game mechanics but for the most part it's quite easy to simulate a 2D character walking around a 2D environment and entering various different rooms.
-Source Engine
The source engine, is publicly available to use as the hammer editor, and was used to make popular games such as the Half-Life and Portal series. It mainly focuses on the first person shooter side of things. The engine prides itself mostly on its physics engine and facial animation. Each character is very easy to add an expression to, brilliant for animation in a game you may be making within the engine.
The physics is a big part too, the engine is able to simulate the weight of an object and have it react in a similar way to real life. This can be great for physics based challenges
-UDK
Creating a game in Unity

Pseudo Code
In this activity we were introduced to something calles Pseudo Code. This involved writing code, but in English. Essentially, code is made up of giving orders and variables, so pseudo code is giving those orders and variables using the English language. This can be for anything, and I used this method with someone else, in which we coded the process of getting Shreddies for breakfast! Turns out Shreddies are a real pain to process for your brain.
This task consisted of me and Lawrence writing things like "//Walk 20 steps North to the kitchen. If door to kitchen closed: Open door." And that sort of thing. It wasn't too hard to understand, though occasionally we got mixed up between processes and the orders leading to said process. The difficult part came with trying to turn pseudo code into actual code. Which we didn't even attempt.
2D Game Development
The next thing to do was design a 2D game, so I decided to design a level, based around the sort of RPG feel, like pokemon or other similar games. The program I decided to use for this was RPG maker XP. The program was easy to use, and allowed quite a bit of freedom to do what you wanted. Now all I needed was an idea of what I wanted to make. It couldn't be too complicated given the time restraints, but I still wanted it to be unique. Eventually I decided to make a game designed for two players, Either online, or at the same computer.
I came up with a basic concept of utilising a day-night cycle to have two players interact, who never actually saw each other. One player, would wake up in the day time and walk around a forest, interacting with various things they found around the map. Opening doors, placing down objects, and overall changing the world they were in. Then, at night time, the day time player would be sent back home, and the night time player would activate. They would do exactly as the day time player had done, but at night, and with different paths. There would be certain doors that were open to one player but closed to the other. Certain objects one player needed that only the other could access.
The players would be able to make choice. Work together, or against each other. After five days of this cycle, a disaster would strike, killing just one of them, both of them, or neither of them, depending on how the game had played out. The hardest option, obviously would be to have both of them survive. The easiest, to work against your other player. However this would depend on who you were up against. You may lay down a trap, then the other player finds it, and reworks it, so it only works on you, then when you go to check it, to see if it weakened the other player, you end up falling into it yourself.
The death system will work in such a way that it will usually not end a game early. The night time and day time player each have a set of abilities, with each death, The day/night ends for you, and one of these abilities are taken away, restricting you further, but making your remaining abilities stronger. Until you are left with just one ability, but one very powerful ability. If you are killed and you lose your last ability, the game ends, the winner, being the survivor. If you decide to work together however, you keep all your abilities (Unless you manage to get yourself killed) and you have a chance of both surviving the disaster.
My Idea
So, I wanted the game to be unique, and playable for two people. I wanted the game to be in-depth, but not overly complicated, it was 2D after all.

I started making the game with a simple room, adding a few basic objects and such to give it a "roomy" feel. This house will pose as the home for one of the players, and will be the area they respawn each day upon death or when night time begins. I wanted it to seem quite bright, so I made sure most of the objects were by the walls of the room, and added a window of course. This meant the room felt a little more spacious for the player.
This shows a few of the interactive elements I currently have in the game. You are able to look out the window, or look over the bookshelf, each with their own text prompts. A few of these give hints. And once complete, they will seem out of place to the player. The text prompt here is stressing about the fact that it's still light, and combined with the books they will be able to find, it starts making the player really think.

The next thing I worked on, and probably the most important thing, was the forest outside the house. I made sure to keep it basic, scattering trees and shrubs, and putting in a few easter eggs, such as an abandoned campfire, or a pond with an island in the middle. The campfire can even be seen in the top right of this picture. And the stump of a tree just at the bottom.
Of course, in order to leave the house, the player had to be able to go down a floor to get to the door. So I made the bottom floor of the house quite simply. Adding the basics, such as a small kitchen, a log fire, as if to show the player has been living here for at least some time. I made sure it felt quite cozy. Not too empty or creepy, just so the player would know this is the day, and this is safe.
The next thing I worked on, was the night time house. I wanted it to have a very different vibe to the day time house, almost opposites. So instead of giving it an upstairs, I made this house with a basement. The house needed to have an air of uneasiness about it, but at the same time, the player needed to feel like this was where they were safe, where they woke up every night, and that this was their own personal area.
Of course with a basement, it also needed a ground floor. Again, I felt like it needed to show the player that they'd been living in the house for a while. But at the same time I wanted the house to feel uneasy. So I made sure it was relatively empty. Empty baskets and pots. However, I needed to show that the player had indeed been living here, it couldn't just be empty. So I added a few books on the table and a potato sack.
Finally I created a video, explaining the concept of the game, and touring the map. The music is not in-game, and I only currently have one player as a placeholder.
2D Game Development
The next thing to do was design a 2D game, so I decided to design a level, based around the sort of RPG feel, like pokemon or other similar games. The program I decided to use for this was RPG maker XP. The program was easy to use, and allowed quite a bit of freedom to do what you wanted. Now all I needed was an idea of what I wanted to make. It couldn't be too complicated given the time restraints, but I still wanted it to be unique. Eventually I decided to make a game designed for two players, Either online, or at the same computer.
I came up with a basic concept of utilising a day-night cycle to have two players interact, who never actually saw each other. One player, would wake up in the day time and walk around a forest, interacting with various things they found around the map. Opening doors, placing down objects, and overall changing the world they were in. Then, at night time, the day time player would be sent back home, and the night time player would activate. They would do exactly as the day time player had done, but at night, and with different paths. There would be certain doors that were open to one player but closed to the other. Certain objects one player needed that only the other could access.
The players would be able to make choice. Work together, or against each other. After five days of this cycle, a disaster would strike, killing just one of them, both of them, or neither of them, depending on how the game had played out. The hardest option, obviously would be to have both of them survive. The easiest, to work against your other player. However this would depend on who you were up against. You may lay down a trap, then the other player finds it, and reworks it, so it only works on you, then when you go to check it, to see if it weakened the other player, you end up falling into it yourself.
The death system will work in such a way that it will usually not end a game early. The night time and day time player each have a set of abilities, with each death, The day/night ends for you, and one of these abilities are taken away, restricting you further, but making your remaining abilities stronger. Until you are left with just one ability, but one very powerful ability. If you are killed and you lose your last ability, the game ends, the winner, being the survivor. If you decide to work together however, you keep all your abilities (Unless you manage to get yourself killed) and you have a chance of both surviving the disaster.
My Idea
So, I wanted the game to be unique, and playable for two people. I wanted the game to be in-depth, but not overly complicated, it was 2D after all.

I started making the game with a simple room, adding a few basic objects and such to give it a "roomy" feel. This house will pose as the home for one of the players, and will be the area they respawn each day upon death or when night time begins. I wanted it to seem quite bright, so I made sure most of the objects were by the walls of the room, and added a window of course. This meant the room felt a little more spacious for the player.
This shows a few of the interactive elements I currently have in the game. You are able to look out the window, or look over the bookshelf, each with their own text prompts. A few of these give hints. And once complete, they will seem out of place to the player. The text prompt here is stressing about the fact that it's still light, and combined with the books they will be able to find, it starts making the player really think.

The next thing I worked on, and probably the most important thing, was the forest outside the house. I made sure to keep it basic, scattering trees and shrubs, and putting in a few easter eggs, such as an abandoned campfire, or a pond with an island in the middle. The campfire can even be seen in the top right of this picture. And the stump of a tree just at the bottom.
Of course, in order to leave the house, the player had to be able to go down a floor to get to the door. So I made the bottom floor of the house quite simply. Adding the basics, such as a small kitchen, a log fire, as if to show the player has been living here for at least some time. I made sure it felt quite cozy. Not too empty or creepy, just so the player would know this is the day, and this is safe.
The next thing I worked on, was the night time house. I wanted it to have a very different vibe to the day time house, almost opposites. So instead of giving it an upstairs, I made this house with a basement. The house needed to have an air of uneasiness about it, but at the same time, the player needed to feel like this was where they were safe, where they woke up every night, and that this was their own personal area.
Of course with a basement, it also needed a ground floor. Again, I felt like it needed to show the player that they'd been living in the house for a while. But at the same time I wanted the house to feel uneasy. So I made sure it was relatively empty. Empty baskets and pots. However, I needed to show that the player had indeed been living here, it couldn't just be empty. So I added a few books on the table and a potato sack.
Finally I created a video, explaining the concept of the game, and touring the map. The music is not in-game, and I only currently have one player as a placeholder.










































