The Centrenauts: Introductory Thoughts and Details

To kickstart the development of our video game, our team met and had three objectives in mind: to name our team, to choose a topic, and to select our software. Naming a team is hard, but creating a game is harder, so we decided to pick a simple team name so that we could save our brainstorming for the actual project. So, our team decided to throw out name ideas until someone said, “Oh, that one sounds cool.” Thus, Jordan Cordoba, Yue Feng, Clay Hundley, Alex Wright, and I became The Centrenauts.

With our first objective met, we moved on to brainstorming a topic for our game. This step was crucial, as our overall goal for the day was to select the software to use for our game, which we couldn’t do if we didn’t know what kind of video game we wanted to create. So, our group began forming ideas. Out of the many we had (including, but not limited to, a Chernobyl survival horror game, a counter-factual Native American Revolution RPG, and a story-based Cold War espionage game), our group was really struck by one idea in particular: a role-playing game that follows a spy working for the Allied Powers in WWII-era France.

While our team discussed the possibilities of puzzles, code-breaking, multiple endings, and body counts, it became obvious that we only had one choice for software: RPG Maker. While the Twine software would have been useful for the storytelling of our game, our team wanted a game that focused on action and player-involvement just as much as the story itself. So, Alex downloaded RPG Maker and began the free trial that would carry us through the creation of our spy-thriller RPG.

Today’s objectives met, we hope to move on with the development of our storyline, creating a timeline, and familiarizing ourselves with RPG Maker. We’re very eager to begin creating our game and we all look forward to keeping everyone updated on our progress!

Bad Company Progress Report

This past weekend, Blaise finished the storywriting for our pilot scene of the ‘Midnight Ride’, and I finished the writing for our ‘Back to the Future’ scene, in which President Kennedy returns to Cold War era White House with our created player and Paul Revere. While we hashed out the final dialogue and plot of our respective scenes, Jon worked to improve the battles within our game, and built more scenery. Kaeman finished the cover art for the start menu of our game, which I have to say looks pretty freaking dope right now. He also worked to get the avatars created for our British and Russian soldiers. In class, we mainly discussed how we were to break up the portfolio and exactly what we would discuss in each of our chapters. Blaise almost has the introduction finished, and will soon start writing about the historical research of the Revolutinary era. I’ve been working on the section discussing the influence of other video games seen in our own games, and will also write about the problems we had in our game involving historical context. Kaeman will write about the history surrounding the Cold War Era, and will also write our conclusion. Jon has been tasked with the design document, and timeline of our project. We are much further than expected, but we also understand that there is much more work to do.

Group Desolation: Start Game

Greetings from Group Desolation. Trey, JD, and Andrew have teamed up with me to create an RPG-style game in which we have a young Japanese American who has been taken away to a (currently unnamed) internment camp. He is in love with an American-born girl, and the game consists of two main ideas: finding ways to contact the love interest, and gathering materials that can help the protagonist and his family escape the camp. The game is going to focus more on suspense, dialogue, and political dynamics within the camp and in surrounding areas rather than action.
Of course, this idea has just been born, so there might be some major revisions on the way, but this is our current end goal.

Hello from Senseless Violence!

Our group name came about after we traversed a loop several times when trying to brainstorm for our game.

“What do we want our game to be about? Well, we need to know the time period first.

Okay, what time periods do we like? Well, there are a lot. Maybe we should explore themes.

What themes do we want? Well, first we need to know what our game is going to be about. ”

And so on. We struggled for a bit, but learned more about each other through it.

Eventually, we got to the topics of the wild west and survival. We thought about the funny deaths that happen in some games, like where you’d walk into a bar, look at the bartender the wrong way, and suddenly have a “Game Over” screen. From there we discussed how that idea could be applied to plenty of different time periods and settings, and we created a rather large list of ideas and topics that we might like to explore, and we haven’t settled on one yet. However, since this productive branch of thought stemmed from senseless violence, we felt the name was fitting.

We used our time today to mostly get to know each other and find out what everyone was interested in. Everyone in our group comes from a different background and enjoys different types of games, so we have lots of different perspectives to bring to this game. We achieved an idea of the roles each of us will handle, though those may shift as we go. We spent a lot of time discussing potential topics, and near the end of class, we had almost too many to handle. To solidify our idea of what we want to do, each of us will be looking further into particular topics they were interested in and will present that idea to the group tomorrow.

The members of our team are Victoria Cummings, Evan Whitis, Clay Knight, Mackenzie Snow, and Leland Gray. We look forward to giving everyone further updates as Centre Term progresses!