11 October 2016

Website

For my final project to conclude my Masters Degree, I am creating a website to portray the knowledge I have gained, back to the general public. My target audience focuses on Christian youth workers, but can also be use by parents and young people, who are interested in knowing about the risks and benefits if games, and how they can be used for positive purposes.

The first problem I came across was a simple but enduring one. What colour scheme to use. I am aware of the impacts of colour, and endeavoured to use colours to make the site look professional, but not plain. I came to a point where I decided to choose a colour scheme, and to stick with it until I had some content ready, and this was the most important aspect.

Images of my initial design can be seen below.


This image shows the Home page, I wrote a brief explanation about what the website is for, as well as the content that would be on the site. The section of recent updates is one I created myself, so would have to update it each time I added to the site.



If a visitor to the site where to click on the game reviews tab, they would find this page. This page would have explained what the reviews on each game format would be about. The icons were created to visually show which game format is which, and when the mouse is hovered over them, the image inverts to show it can be clicked on.


This is the layout for the resources page. Again, I added a number of icons to make it visually obvious to the player what each game is about. I added a download icon for these resources, intending to upload them for people to download and use as they please.


The images on this page were used entirely for place-holder purposes. I also used the PEGI rating system icons to allow users to easily recognise the content and rating of each game. If a game did not contain certain material, then those icons would be faded out. Both the resources and review pages had a layout that was created by myself, meaning I would need to add another section to each page, should I add another review/resource, and repeat this for any I add in the future. A similar layout was also used for the Board game, Card game and Physical game pages.


I added a contact page, to allow visitors to send me a message with any questions they may have about the site. I was careful with the wording on this page. I did not was to make it seem like I was just running a blog, and wanted it to seem professional, so I didn't write in the first person. I also didn't mention 'We', as this would give the impression that there are multiple people running the site.

This layout for the website worked well in the beginning, but I soon can across rather a large issue in the design. If I were to continue with this initial layout, I would need to make a web page for each individual resource and game review that I add to the site. I would then need to link these pages to the numerous icons, images, titles and text on the site, to allow users to easily navigate to specific pages. This would result in a confusing and complicated web of links, that already exists in the typical blog. I therefore turned the main body of the website into a Wix blog, making it easier for myself to add content to the site. A blog is also something's that internet users can be particularly familiar with, so navigation would be even smoother.

The following images show the second layout of the site.


The new layout of the homepage contained much more information, giving users a better understanding of what the site was created for, and what the content of the site is about. There are also links that take a viewer straight to the block, making it quicker for them to access information, without having to navigate to the blog themselves. Images are also displayed of featured posts; blog posts that I have labeled as featured, which are posts that are particularly important or relevant to the site.  I have also broken up the text into smaller sections, making it easier for viewers to read.


The Wix blog made things a lot easier, and I was able to personalise the colours and the layout to fit with the theme and scheme of the website. I also added a number of tags, and categories to make it easier for viewers to find the information they are looking for.


The contact page remained the same, apart from the colour scheme.

This second iteration of my website has dramatically reduced the number of pages in the site, condensing the menu bar down to three tabs, with no drop-down lists from the menu. This much simpler setup makes it much easier for users to navigate the website, and for myself to navigate it too. Using the Wix blog feature also allows me to add posts to my blog from my mobile, meaning I can add to the site on the go.

Alongside my website, I planned to create a complete playable game. I soon however discovered that creating a complete game is a lot of work for one person to do, and there was not enough time to do so. I therefore decided to create a pitch document to display the game concept. I later discovered that in order to better display the pitch document, rather than having it printed and ring bound, I could add it to my website. This in itself would save a lot of time and hassle with ensuring everything was arranged on the pages correctly to nothing was cut during printing, as well as colour issues, double page layouts, etc.

So I added the pitch document to my website, adding a new menu tab for potential games. This new tab would have a drop down list that would list any other potential games I add in the future, and since such games take time to concept and create, it is unlikely there will be a large list there, that will negatively impact the visuals of the site. 

Images of the page showing the game concept can be seen below.


This initial image shows the title of the game, and instantly shows viewers what the art style for the game is going to be like. It also gives a brief explanation as to what the game is going to be about. When creating this particular part of the page, I initially attempted to layer the images on the site itself. However, I soon found that it was particularly difficult to do, and so I simply placed a complete image in the background, and added the text on top.


This part of the page shows information on the main character of the game, including the armour that he/she wears, the stats the armour provides, and the neighbourhood in which the character now lives. This page proved a slight challenge to ensure the text did not interfere with the image.


This image simply shows the house in which the main character lives.


This section displays information on the battles, homes and the main mechanic of the game; seeing into the spiritual realm.


These two images display the two versions of the room. The upper image shows how the room looks normally, and the lower image shows what the image looks like in the spiritual realm. Anyone who views this page is able to click on the upper image as it is displayed, and it will instantly toggle to the view of the spiritual realm. I was able to use this feature having learnt about it from the use of icons in my previous designs. It is an inventive way to use the feature, and also engages the viewer.

Displaying the concept on the site not only makes it easier on myself, but it also present my ideas to the public. If people are interested in the concept, then they are able to contact me if they so desire. It also ensures that at my MA show, all of my work is compact and well presentable, with no lonesome pitch document on display.

Minecraft - Pilgrims Progress

In June 2016, a youth camp was held at Hothersall Lodge, for young people who seek confirmation, but also for those who want to grow closer to God. Prior to the event, I was dropped a hint that it would be good to have a game that reflected the theme of the weekend; Pilgrims Progress.

I decided to use Minecraft as the base for the game design. I chose Minecraft because it is not only a game that I am comfortable with myself, meaning the building of the game would be more swift, but it is a very well known and popular game, that it would be likely that many of the young people would already be accustomed to the controls of the game, meaning they can engage more with the story. Using Minecraft also allowed for external help with the building of the world, allowing laborious builds to be completed quicker. There is also a piece of software called MCEdit, which allows a user to easily manipulate a Minecraft world and it's contents, allowing a larger world to be constructed easily, and the software tools allowed detail to be added easily.

As stated in a previous post, I have learnt from my previous research, the importance of understanding all aspects of an IP before creating a game. I therefore play-tested the Pilgrims Progress board game, watched the film, and read both the original and modern versions of the book.

Once I fully understood the story, I took to Minecraft, initially laying down coloured markers for where things needed to be built, and where the path would lead. I then proceeded, with the help of a friend, to work from the beginning to the end, building all the constructions necessary.

The World of Pilgrims Progress


Player Starting Area - Church Crypt

I decided to have the player start in the crypt of a church, an area that would never be used. Here they would find a number of signs describing the start of the story, the names of the map builders, and they would also be presented with the starting items needed for the story; a Bible and a heavy burden.

  
City of Destruction


To make the construction of villages easier, I decided to use the default Minecraft design for villager houses. This meant I didn't need to spend time designing appropriate houses, but also meant that the player could easily recognise the group of houses as a Minecraft Village. Each house only needed to be built once, and I was then able to duplicate them with MCEdit.



Swamp of Despair/Slough of Despond

The player will come across a swamp, which represents the sin that cuts us off from Christ. There is a path that leads across, but it is currently flooded.


Town of Earthly Ways/Carnal Policy

In the story, the protagonist meets a man named Mr Worldly Wiseman, who comes from the town of Earthly ways in the modern book, and from Carnal Policy in the original version. I added the town to the map as an area for the player to explore. I have also varied the type of wood used in the village houses, adding some variation to the game.


Town of Legality/Fiery Mountain


Mr Worldly Wiseman directs Christian (The Protagonist) to the town of Legality, so he can be rid of his heavy burden, but it means passing a dangerous a fiery mountain. I added boundaries to prevent the player from avoiding the mountain if they wish to explore the village, so they experience the story more fully. Unfortunately I did not have time to blend these boundaries into the scenery, as with the inaccessible area outside of the fences.





Beelzebub's Castle

The player will need to approach the wicket gate (The house of a man called Goodwill) in order to progress through the map. When they approach, they will be attached with arrows from Bee;Beelzebub's Castle, who does not want the player to reach their goal. This area has also been added for the player to explore, using materials that reflect the more dangerous realm of Minecraft; the Nether.







Wicket Gate - Goodwill's House

The player will approach the Wicket Gate, and in order for them to be attacked from the Castle, I added a great number of pressure-plates and tripwires. Each one sets off a number of dispensers on a tower at the castle. The tower is positioned so the arrows land around the door, and once the player enters the house, the arrows are stopped by a pressure-plate on the other side of the door. There is a possibility to sneak past the arrow triggers, which doesn't particularly reflect the story. But everyone's journey is supposed to be different, so if they take extra care to avoid being shot, then they will be more better off.


The Way

Goodwill's Job is to show people to the way, a path that leads all the way to the Celestial City. Here, I took literal inspiration from scripture, which tells of a straight and narrow path. The path is 100% straight, though does ascend and descend in places. The wall of salvation runs alongside the path.


Home of the Interpreter/Explainer

This is the home of the Interpreter, whom shows Christian a number of things that should help him on his journey,


Man in Cage

The Interpreter shows Christian a man in a cage. The man is imprisoned because he strayed so far from the way that there was no way he could redeem himself and return to the path.


Painting on the wall

Christian is shown a painting on a wall of a man with his eyes lifted to heaven, held the holy book in his hands, and had a crown of Gold on his head. Here, the player will step on the pressure-plates to make a gold block appear above the man (jack-o-lantern) at the rear of the room.


Room of Dust

Christian is shown a room covered in dust, and a man that is constantly trying to sweep the dust away. The dust represents the sin in our hearts, and how we cannot remove it in our own strength. The story then tells of a woman who enters, and sprays the room with water, making it possible to clean away the dust. The water is representative of Jesus, and we can only become clean through him. In this room, the snow represents the dust, and when the player steps on the pressure-plates, water will cover the room and wash away the snow.


Treasure on Earth and Heaven

The third room that Christian is shown to is one where two people are sat. One saves up treasure on earth, such as money, property and personal belonging. The other saves up treasure in heaven, by doing good, and following the way. The player can step on the pressure-plate, and the Gold will be removed from the Earthly person, since they wont have it in heaven. A Diamond block will then be presented to the other person, a better treasure than the Gold that they will receive when they go to heaven.



Fire of the Heart

In this room there is a fire that represents the heart, burning with desire to follow the way. Satan is constantly putting water on the fire, trying to discourage people. However, unbeknownst to him, Jesus is adding fuel to the fire from the other side, allowing the fire to keep burning. There are two villages named as Satan and Jesus, each one will randomly wander in their enclosure, triggering a pressure-plate to dispense water or coal.


Battle for the Gate

This room presents a number of guards guarding the entrance to the celestial city, showing that there will be difficulties to overcome before you can enter the kingdom.


Revelation Dream

In this room a man speaks of his dream; how he dreamt about the end of the world, and how people were gathered together and taken to heaven, and those that were left being were destined for hell... he was left behind.


The Tomb

The player will come across a tomb, being the tomb in which Jesus was buried. It is presented more as an open grave in the book, but I chose to show this as a tomb to make it more understandable to the player. The story tells of how Christian climbs the hill and finds the cross, whereupon he falls to his knees, and his heavy burden falls from his back, and rolls into the grave, which is then sealed shut. The player would simply deposit their heavy burden into the hopper at the base of the cross, and the tomb would then be sealed.


The Cross

Once the heavy burden is lost, Christian receives a new set of clothes, and a scroll containing encouraging words for his journey. Later in the story, Christian remembers he was given a key of promise, though it does not state when he received this key, so I decided to give the player this key along with the scroll and garments. As well as sealing the tomb when the heavy burden is placed in the hopper, six droppers will deposit a lever (key), paper (scroll), and a set of dyed leather armour. The colours of armour a player receives is random, meaning there is some variation, and also allows multiple players to trade for preferred colours.






Hill Difficulty

After the cross, Christian comes across a hill called difficulty. To the right of the path is rocky terrain, where a pilgrim is said to have fallen and died. To the left of the path is an expansive forest, where many pilgrims have become lost forever. Halfway up the hill is a place for pilgrims to rest; in the story, this is where Christian loses his scroll.





Castle Beautiful

At the top of difficulty hill, there stands a Castle called Beautiful. As Christian arrives, he is confronted with lions (dogs) on either side of the path. Players can either pass straight through the castle and miss the treasures within, or explore upstairs to find the Armour of God; the Helmet of Salvation, the Breastplate of Righteousness, the Belt of Truth, the Shoes of Peace, the Shield of Faith, and the Sword of the Word of God. There are also a number of Christian artifacts on display, such as the staff of Moses, and the sling and stone David used to kill Goliath.






The Valley of Humiliation

In this valley, Christian faces Apollyon, but the story also tells of his friends; ........... In this valley, each of these enemies is represented by some form of monster, with Apollyon being the last one the player encounters. The story states that Apollyon fires flaming arrows, so there are dispensers with fire charges in the hands of the Apollyon figure. There is also a skeleton spawned with red leather armour, a fire aspect bow, and with the name 'Apollyon'. This gives the player a physical entity to battle against.




The Valley of the Shadow of Death

This valley is representative of the difficult times a Christian goes through in their lives. In the valley, there are a number of monsters. It was here that I found an issue, as even with armour, hostile mobs would die after prolonged exposure to sunlight; so I ensured the enemies placed were not affected the light of day. Half way across the valley is the gateway to hell, and at the end of the valley, is a giant that is said to eat pilgrims who stray too close.



Vanity Fair

Vanity fair is placed so to distract pilgrims from their journey, and tempt them into believing that riches and personal gain are more important that the final destination. Here, there are a number of attractions, including a Merry-go-Round, water slides, a roller coaster, a Bouncy Castle, and a Helter Skelter. There are also attractions where players can win tickets, including Hood a Duck (Chicken), a Dunking Booth, and an Archery Range. Players are able to spend these tokens to buy items at the stalls, though there is nothing preventing them from simply using any item as payment, or stealing from the food vendors. This is all built in order to distract the player.




Court and Lord Hate-Good

This is the court where, in the story, Faithful is sentenced to be burnt at the stake. Inside the court there are a number of villagers that each correspond to characters in the story, including the witnesses and the jury. The judge himself is known as Lord Hate-Good




Lucre Hill

Lucre hill is a silver mine, and it is placed to tempt players to stray from the path. In the mine, the story tells of pilgrims falling down a mine shaft to their death. In this mine, there is a trapped chest full of silver (iron ingots) which activates a number of sticky pistons, that move the floor away, thus making the player fall into a put. There is a lever in this pit that reveals a secret passage way back to the surface, so that players can continue. This will prevent players from having to restart the entire game in order to proceed.


Pillar of Salt/Lot's Wife

The bible tells of how Lot's wife didn't obey the Lord's commands, so she was turned into a pillar of salt. In the story, this pillar is placed to warn pilgrims on their journey, not to stray away from what God has instructed for you.



Relaxing Plain

The story tells of a plain that pilgrims walk through, with a river on the left of the path, fruit trees on either side of the river, and fields of purple flowers on either side. Players are able to take apples from the trees in this area.








Doubting Castle

Along the journey, a player may choose to divert from the path. If they climb the stile that leads to doubting castle, then they are instantly teleported into the dungeon of Doubting Castle. In the story, a Giant named Despair provides them with three options with which to kill themselves; a knife, a rope and some poison. The player can however, escape from the prison cell. When they deposited their Heavy Burden at the foot of the cross, they were given a Key of Promise (Lever), and they can now use this lever on an iron door to escape. The players can explore all areas in the castle, including upstairs. Ladders and blocks have been placed so players are able to climb up to the upper floors. Players can make their way back to the path, passing an angry giant on the way, and piles of bones from the giant's victims.




Delectable Mountains

After passing Doubting Castle, the player will come to the delectable mountains, where there area orchards, vineyards and gardens. There are also four mountains, each with their own name, and each has a different shepherd at the top, to explain about certain features of the mountains.


First Mountain

On top of this mountain, one of the shepherds explains about how people have fallen off the edge of the cliff, having not looked where they were going. Their remains are left as a reminder to Pilgrims


Second Mountain

Here, the player can see the victims of Giant Despair. They have been blinded, and are left to wander among graves for eternity.


Third Mountain

This mountain has a doorway that is a shortcut to Hell.


Fourth Mountain

From the top of this mountain, pilgrims are supposed to be able to see all the way to the Celestial City, which can be just about visible in the game.


The Flatterer

The player will come across the Flatterer, a person that attempt to lead them down the wrong path, and away from the Celestial City.



Enchanted Ground

The player is warned not to sleep on the enchanted ground, and to reflect this, I placed beds in the ground. As punishment for players who attempt to approach the beds, I placed pressure plates linked to TNT. If a player approaches a bed they will get quite a surprise, as it is difficult to see in the tall grass.



Gardens, Vineyards and Orchards

Towards the end of the story, they player will come across a number of a number of gardens, orchards and vineyards. Here the player can take fruit from the trees, and recover from their journey so far.


River

The final challenge in the story is the crossing of a mighty river. Pilgrims whose faith is strong will find the river to be shallow, and can easily travel across. But for those with a weak faith, the crossing will be difficult, as the river will be deep.








The Celestial City

When the player finally reaches the celestial City, they must place their scroll in the dispenser as indicated. This will open the way for them to enter, and will also trigger a number of fireworks to celebrate their arrival. At the top of the City, there are a number of buttons that can be used to Teleport players back to various points in the story, if they wish to explore areas they missed.