December 26, 2005
Cloud DS?

I've spent a little of my holiday drafting a potential concept for porting Cloud to the Nintendo DS. Here is a link to the PDF I drafted.
Posted by edinehart at 12:43 PM | Comments (0)
November 8, 2005
Extra Level
Jenova has asked me to create a level, so I thought I'd document my progress. At first I was trying to think of interesting mechanics, but I soon realized it would be nice just to create some sky drawings that people can just enjoy flying around and viewing.
This is my first attempt to use my Wacom Graphic input tablet to draw in cloud space. It might not look like much but it is my first step to achieving a higher cloud drawing aptitude.



Posted by edinehart at 10:34 AM | Comments (1)
September 17, 2005
Added Dialogs & Instructions for Dream 1 and 2
After working with Kellee today, we got some pretty solid work done. Please refer to the latest Game Design Doc, under level area.
Posted by Jenova at 11:06 PM | Comments (0)
August 28, 2005
Cloud Design Beta Aug 28, 2005
After all the effort, we finally have a pretty solid design to work on.
In case when I'm not available, you can still find it at this link.
http://interactive.usc.edu/projects/cloud/Cloud%20Design.htm
Posted by Jenova at 8:12 PM | Comments (0)
August 17, 2005
Some new ideas, need feedback!
When color meets Cloud
Today Rick shew me the slider GUI he had been working on these days, in his example he useed three sliders to control the RGB colors. I was pretty excited to see it runing in Bushido and joked about why not add this and let the player custmize the cloud boy's hair and underware's color. However, as I think about the colors more. I become more and more excited about them.
Remember how cool it was to paint cloud on the sky and write letters with them? Now with colors not only shapes but more meaningful colors you will be able to create.
Why do I think color based game play fits our project?
1) We have very cool normal -> purified cloud transition, it's one of the most satisfying thing in the game. Drop a tinny purified cloud can convert a large cluster of cloud. It's not exactly what we wanted before. But it fits perfect for the color mixing. Imagine you drop one pure red cloud into a big cloud cluster, and you will see the color start blend into the rest and create a nature monochroic color sphere. If we assume the cloud boy is the tube tool in photoshop, then we can use him to do color mixing and paint the whole sky.
2) Color based play, no need for dark clouds AI and simulation. If we put everything under the idea of mixing color, then to remove the bad color on the sky (red, brown and greenish), you will need to use the opposite color to counter ballance it. If the red meets cyan, it will goes to neturel tone. We can also consider the nature paint pallete, like yellow + blue -> green. All of these are based on dot to dot converting, by passing an extra color info based on what we have, I believe it will be relatively costless and much easier to implement than the cloud bag size specific behavior. Maybe you are still confusing how are we gonna make a game of colors. It's inspired by a mini game did by Ken Perlin that teaches kids how to mix colors, try it first.

3) Once we use color mixing instead of dark clouds we will save a lot of time and use them to emphasize the quality of flying and simplify the control more. The main interactions will be releasing and sucking the clouds. We will still keep the drag feature, but its just a more effecient way to collect color. Instead of using push and drag to create shape, releasing AKA drawing will be the main tool you use to create. Weather will be the presentation of color interaction. As you put a purified cloud (bleaching cloud) to the other colored clouds, the color will drop off through rain. Storm maybe the result of the two contrast color including white & black.
Why color may be a stupid idea?
1) Although cloud is a surreal game, colored clouds may not be acceptable by normal people. I can, but others may not. Maybe we can start from simple white and black clouds, as the story develops, more and more color become possible.
2) RGB or RYB?? RYB is a psychological color pallete, I don't know any mathmetical model for it.
3) It is different from the original, big eats small idea. There maybe hidden technique issues.
Here are some test for having colored clouds on the sky:
Switch Hue

Color Dodge

Posted by Jenova at 12:40 AM | Comments (5)
March 17, 2005
Level X Design
I discussed with Aaron today, and here's the result about our level X.
This is a list of encounters we need for the level:
1) Cloud boy pickup his first cloud (not purified cloud)
2) Gathering clouds to make them larger
3) Figure out bigger cloud will suck player's cloud
4) Move clouds from one place to other
5) Create shape
6) Bring rain to island
7) Dark cloud infects all the player's clouds
8) Player start gather cloud again, but dodging the dark cloud
9) Find purified cloud
10) Environment interactions like birds, trees, balloons
11) Create lightening
12) Convert the first dark cloud, collecting the first Dark Matte
13) Destroy factory
14) Create tornado
15) Boss
And based on the content, we designed this map.

Hopefully we can start making and testing it soon. Any questions, comments?
Posted by Jenova at 6:35 PM | Comments (2)
March 16, 2005
Game Design Decisions and GDC After Effects
The value of this year's GDC is enormous. I believe it brought all of us wider views and fresh ideas in game design, programming, art and music. I'll summarize the sparks from GDC and demonstrate what we will change in the game design. Again, change is not a bad thing:
1) Project Scope Narrows
According to production schedule on Feb 20th, by May 1st we will have multiple playable levels (though it is in the same map) which requires us to tweak not only the level X but also the other follow ups. This plan is hard to accomplish due to the limited resources of art content, engine integration and level design iteration lifespan. However we should not feel panic.
Takahashi’s presentation about Katamari Damacy is very encouraging. His story proves that a good prototype does not require multiple levels or loads of contents. Fun factors can come from very simple rules. Takahashi brought his experience about teenage’s love to the game with a simple mechanics. I believe we can deliver our experience in limited scope too.
In the rest of the production, we should narrow down the design to only one level and really iterate and polish it to a convincing state. The core design challenge for CLOUD is to bring player the familiar experience from their childhood, the feeling they had when they imagine and guess the clouds. This is our design goal for the level.
2) Level Editing is part of the game play
Will Wright and his SPORE really broke my confidence. I was not a SIMs player. After listen to his speak and thoughts about game design for multiple times, I did realized some fun I had never paid attention to: The fun of editing, his original inspiration for SIMCITY is actually from his joyful experience of editing islands for a helicopter game.
Interesting enough, when I saw John playing with his new prototype by adding clouds on the screen during the game, I suddenly realized the feeling Will Wright talked about. As SPORE emphasize player to create content, CLOUD offers the same potential for player to create their own skyline and map to share with the others. “Welcome to my sky.” Additionally, it is also a perfect level design training sample for the other students.
As I discussed this idea with John today, the level editing will happen when the game runs. Level editing and gaming languages are shared, so that once the player knows how to play the game, they can edit the game too. I hope all the team members can contribute their own creativity when we have our editor done.
3) We are all designers
Toru Iwatani, the creator of PAC-MAN and RIDGE RACER mentioned the importance of a design team. Ideas need to be bounced back and forth. I started noticing CLOUD is lack of debating and new ideas like DYADIN. Once we have our first iteration ready, please feel free to shout out your ideas.
4) Let the first iteration start ASAP
We have nearly one and a half months left for the deadline. Rick and Glenn, I was very strict about the looking and asked all kinds of visual features before. However, I think we won't have enough time to do game design iteration which is the most important aspect for this project. If you are still not satisfied with your cloud rendering and camera, feel free to throw a temporary version. Let the big snow ball start rolling. We can iterate them later. We need to have our game running ASAP.
Posted by Jenova at 11:05 PM | Comments (1)
February 25, 2005
John's prototype Updated
You need to extract and run it on your own pc.
Version 5
This prototype demonstrates 100,000 cloud particles over a very large area. A local 'sim window' limits the scope of simulation to the vicinity of the boy. Bugs: jittery at the edges, and wrap-around is not fully implemented.
Download all the versions
Version 4
Added in a new particle type. Now they are repulsing to each other. But still a bit away from the dark and natural clouds.
Download cloudplay_p04.zip
Versoin 3
Stable, bubbles and more particles.
Download CloudPlay_p03_grid_uniquecell_GOOD.zip
Previous Version
Download CloudParticles_03_Poofy.zip
Comments are welcomed.:>
Posted by Jenova at 10:56 PM | Comments (3)
February 13, 2005
Creative Summary

Here is the first interation of the Cloud Creative Summary. It is a Word doc, please give me feedback so this doc can improve.
Download Creative Summary Document
Posted by edinehart at 2:20 PM | Comments (0)
February 8, 2005
Cloud Camrea Mockup Updated

Today, I did a quick mock up about what the game gonna looks like. I'm very excited about the result. But I also encountered new chanllenge.
Check the movie first:
Download .avi file 7MB
The cloud boy looks too tiny on the screen. I tried to put another representation about him close to the camera, like a over shoulder view. But I feel disturbing, because I can't concentrate on the cloud I'm controlling. So, where should the cloud boy be on the screen? I love suggestions and complains.
Update:
I added in the close up view, so actually player can scroll in and out freely by themselves at any time. But if they zoom out too much, the view will blocked by the higher clouds.
Download cloudcamera2.avi file 7MB
Another attemption to test out a lower angle with cloud boy's head and shoulder.
Download cloudcamera3.avi file 3MB
In responce of Tracy, here's a billboard with 2d cloud boy on it. The angel is tuned down a little bit too.
Download cloudcamera_rev.avi 7MB
Posted by Jenova at 2:36 PM | Comments (5)
February 7, 2005
Creative Briefs
I came up with a list of essential creative briefs for the team last night. Maybe you guys have some input on what docs(features) you think are essential to the document.
Creative Summary Outline:
1. Yun
2. Cloud
a. General
b. Dark
c. Light
d. Other?
3. Islands
a. Desert
b. Forest
c. Factories
d. Other states?
4. CloudKeeper Culture
5. GUI
a. World view
b. Mini-map
c. Thermometer
d. Barometer
e. Wind Direction?
Posted by edinehart at 10:01 PM | Comments (1)
January 30, 2005
Cloud Scale, Camera & Cloud
The scale change in the cloud game is about 25 times on one dimension.
The scale of the cloud goes from
Radius 50 units to 1,250 units
The first camera view is 640*480 units
The largest camera view is 1600*1200 units
Posted by Jenova at 3:06 PM | Comments (0)
January 27, 2005
Quick Prototype about attract and repulse
http://interactive.usc.edu/projects/cloud/cloud_prototype2.html
A quick prototype about the good and bad cloud concept. You will attract and repulse different clouds that are smaller than you. Please try it and comment about how do you like it or not.
Posted by Jenova at 9:15 PM | Comments (3)
January 24, 2005
Experience Script (Updated 2)
Cloud Experience Sheet
This document gives an overview about the whole game experience. It will help everybody to have a better vision about what they needs to do in the future.
http://interactive.usc.edu/projects/cloud/experience sheet.htm
Thanks for John's grammar editing, I corrected a lot of grammar error in the page. If you see any other language problem, please feel free to let me know. It will help me a lot. Thanks!
Posted by Jenova at 7:37 PM | Comments (4)
Cloud Prototype
Here is the prototype as of our meeting on Sunday, the 23rd. Expect a lot more functionality by the next meeting.
Posted by adm at 11:20 AM | Comments (3)
January 23, 2005
Story

o Once there was a boy named Yun, he lived among his friends the Clouds, in the sky of Dao.
o Raised thereby the Cloud elders, he learned the ways of the wind.
o One day while playing in a cumulous valley he saw a dark cloud that laid a putrid precipitation on the planet of Urr far below.
o The cloud absorbed Yun and despite his powers he could do little to fight it.
o Luckily the dark cloud spat him out, for small boys where not of his taste.
o When Yun awoke he found himself far away from his home sky of Dao.
o He followed the sun for a day but it was no use, his cloud family could not be found. Making friends with the local Clouds, he settled down for the night.
o As he slept a great wind carried him, unknowingly, to a new sky; and when he arose the next morning a great Skyity lay before him. Excited, Yun explored the ancient, seemingly abandoned, civilization and found many a curious thing.
o While wandering the cloud gardens he discovered a doorway that was just his size, he thought “ Surely this place was not made be Cloudkind.” Traveling down the corridor he found another entranceway, this one larger.
o Upon entering, a massive hall was revealed unto Yun. In the nicest way he could Yun shouted, “Hello, I’m a friend”, as not to make enemies. The echoing of the chambers shook the great hall and as it shook a great spirit awoke from a shrine centered in the room.
o The spirit surprised to see a CloudKeeper alive revealed to Yun his origins and purpose.
o For a time Yun stayed in the city and trained with the spirit, learning his peoples ancient ways of service to the sky, and the planet Urr.
o One sunset a dark cloud could be seen on the horizon, it gave Yun a fire in his heart, so he set out to save the Sky of Urr, a CloudKeeper dedicated to cleanse the darkness.
Posted by edinehart at 3:48 PM | Comments (0)
January 18, 2005
Flowchart Script
I quickly threw my sketches and some ideas together, basically went throw the whole procedure of the game. But it's still the first version, there will be a lot of changes coming soon.
I'm going to start a new chart with arrows and relationships of each componet tommorrow.
http://interactive.usc.edu/projects/cloud/flowchart.htm
Posted by Jenova at 6:15 PM | Comments (1)
January 8, 2005
Cloud Game Play Charts
Posted by Jenova at 3:10 PM | Comments (0)
Cloud Interface Sketch
Three viewpoints:
1)Game Play view, where you play with the clouds.
2)Cinematic view, where you can enjoy looking at your clouds from any angle.
3)World View, where you can look at much larger area around you to seek new cloud resource

Posted by Jenova at 1:58 PM | Comments (0)


