Wednesday, November 2, 2011

Web Media Year 2 semester 1 update!


After a somewhat long summer vacation, the Web Media kids are back at Bahrain Polytechnic doing what they do best: attending!

This year, the Web Media degree kicks off with three main courses: English communication 3, this time with Ms. Jennifer Mcwatt; Audio and Video 1 with Owen Gallagher, and Content Management with Vasileios Paliktzoglou. 

The blog has been changed to be about web media related topics and courses and not just Game Design.  However, the aim this time is to reflect on the Content Management project "e-magazine" that I am currently undergoing along with my team (i-awesome) which includes: Dana, Maryam, Abbas, Fatima and my self. So here goes:

On the first week, Mr. V asked that each group assigns its own leader on a weekly basis. I was fortunate to be the first leader of the group, and I have attempted to organize and split the tasks among ourselves. We were to find information related to content management systems for next week with a scratch-the-surface approach, i.e, we weren't doing massive research, just basics.

On October 2,  following the end of the first week, we agreed on what was needed to be done and I had documented the tasks as evidence using edmodo:




















Even though I had created the cloud notebook for the group to share our findings, the group felt it wasn't necessary and that edmodo was enough, therefore it was revoked, but still up in the fluffy cloud, probably going to end as digital waste.


On October 6, we presented our short abstract for the e-magazine in Mr.V class. We had a short 3 page PowerPoint slideshow compliled by Maryam using resources gathered by other members



On October 8, following online discussion on today's meet http://todaysmeet.com/iAwesome
And in class meetings, I posted on edmodo stating the tasks to be done in order to prepare for the upcoming proposal presentation. At that point we hadn't decided on a name for the e magazine yet.  
















To be continued…


Thursday, July 7, 2011

Post 23rd july, bail out plan, and final two weeks overview.

As mentioned in my previous post, G4 productions agreed on a bail out plan which included several changes that affected the content of the game in terms of quantity, game-play, and play time.

"We ended up with a game that is visually similar to our planned one, lacking a couple of pages and extra cut scenes. Despite that, the main objective was altered so much that I felt our game isn't actually the same game we sat out in our design document. The reason for that being the elimination of the 3 key items that were supposed to be obtained after the completion of each level, as well as the cancellation of level 3 maze and replacing it with a much simpler one. The boss stage and all the awesomeness in the finale were also scrapped."

During week 11, intensive work had been happening, Abbas, the lead designer, drew a substitute  maze for level 3, and then handed me a copy so that I could trace the lines, apply the background and interface, and then send it to Mohammed. In a way, it's similar to our old workflow only this the time, the flow is faster and energetic; more effort is being put into trying to finish the game by next Thursday, June 30th.

Original maze 1 drawing from Abbas



While Tracing the lines in Flash by making a symbol called 'wall which has a single line, and then copying and modifying several copies of the symbol to complete the tracing.'.

Level 1 completed. Note: The color red was just to distinguish my tracing from the original drawing, the final color will be black.

Maze 3 drawing from Abbas.

Changed the 'wall' symbol temporarily to red to be able distinguish between the drawing and the symbol while tracing.

Maze 3 completed, with changes in the ladders' drawing because I thought problems would arise when placing the invsible borders around the original borders which were curved.


After completion of these two stages, Mr.coder did his job and by Thursday, we had a working prototype of the 3 playable stages. A week ago, the game development was catastrophic, but a week later, we had finaly finished compiling all of the mazes! Mr.Owen seemed pleased this time and thought we have done ok.

This week, week 12, is the final; fortuantly, all we had to do was add the additional pages and cutcenes. Abbas fixed the logo, added the opening and ending cut scene animation, as well as the stage complete pages. He then gave me a copy in which I did the following:

The project kept showing errors and was crashing often, I then identified the problem, it was with my sound effect that came with the logo animation.


As always, I'm the content manager dude, I bring everything together.*Paromath: "bragger!!"*
Unfortunately, labeling out the main timeline and putting each page's symbol turned out to be the inappropriate technique to display the pages correctly. Right now, transitions to different pages are being done by adding and removing child in action scripts, and there isn't much time to figure out another way to do it, therefore, this has been changed.

The instructions page. I tried making it look as if some student just came and wrote in the notebook by aligning the texts with the lines.

Finaly,even though it's late, I think I can focus on my role and gather the sound effects and make the real theme song! hopefully by today 7th july (it's 12:30am right now) we'll be doing the final proofreading, debugging, and add sounds and submit!

Wednesday, July 6, 2011

July 23rd, 2011: The day G4 productions faced annihilation!

"A day to remember", is the name of an American rock band my friend introduced me to on the 22nd of July. Ironically, the following was indeed a day to remember!

G4 productions, our game development team hadn't been functioning well in the last 2 weeks (namely weeks 9 and 10). The main issue being the workflow and teamwork

Despite the fact that every member had a specific role in the team, and that almost everyone was doing their part, the problem was with the end product: It looked like it was all Mohammed's work. The workflow was supposed to be something like this:  Abbas (project manager/ lead designer/co-animator) would convert his drawings so that they could be used in Flash, set up the environment and interface, hands them to Fatima (lead animator), who would then add animation and send the Flash file to me (sound designer/coder). I would then add sound effects and make adjustments where appropriate and finally, send the file to Mohammed (lead coder). I've highlighted our roles because now I'll explain the actual workflow and how the roles were thrown around.

The actual workflow was something this: Abbas converts the drawings and sends them to me, period. The reason being the poor communication between him and Fatima, and that she and I communicate more in Facebook therefore I ought to send the files to her myself. Knowing that it would take time for Fatima to finish the animation from past experience, and that Mohammed was impatiently waiting for the actual scenes to apply the codes on, the files were not being sent to her. Khalid, the sound designer and coder had volunteered to design the user interface, put a background, add texts that would simulate notebook writings, and draw a ladder. (For reference, see my previous work). After that, the files would be sent to Mohammed for him to apply his functioning codes that had waited so long for the actual mazes to be applied on. 

However, the final content that had been going to Mohammed wasn't professional and up to the quality of a video game. The main problems were the postioning and alignments of the maze symbols which created placements problems when the ActionScripts were applied. Therefore, Mohammed had to re-do and fix nearly everything himself. For maze 2( the sea maze), He had to fix the positioning issue, and animate the enemies himself; issues that he shouldn't had to worry about. Despite that, Mohammed at that time claimed he was fine with what happened, however, he had hinted out something like: "I am the coder, I can't worry about everything else". 

What I received from the lead designer.


What was added excluding the waves and small box below. And no, that object doesn't resemble a lost key; it's merely a key item that was forgotten and should've been taken to the back and shot, along with the rest of the ideas that were scrapped because of the bail out plan.

For the colored boxes maze which was later scraped, a similar workflow had been followed. Despite being cautious about the alignments, and that the lead designer, knew more about alignments having fixed the sea maze's problem, I designed the box puzzle stage and the same problem preceded in the second maze, the positioning and the codes. This time though, Mohammed not only fixed the issues, he had to change the whole puzzle just to get the maze working and the playable character moving,  The coder was seriously annoyed and frustrated; this time it showed strongly by actually telling us that he is the coder and that he shouldn't have been doing what he did, wasting his time on a final product that is mostly his work. In other words, the final output would look mostly like one man's work, not teamwork.

Even though  it may seem like I am attacking my other team members, I am not trying to point fingers and saying that it had been all Abbas' and/or Fatima's fault for this workflow and its outcomes, nor am I trying to say that I did nearly everything where as they haven't contributed with anything. As a group, it was our fault for what happend , I am just stating the facts while trying to be as objective as possible. Still, in my opinion, Mohammed took most of the beating.

Which leads us to the main topic of this post, the day to remember.

Having been working on the game for two weeks now, by 23rd of June, our functioning prototype had been made up of two mazes, one worked as planned, and another completely changed in terms of maze idea. Mr.Owen, our multimedia tutor sat down with us and and became our worst nightmare that day (for the better though).

After looking at our puny progress compared to the other groups, who were mostly half way through completing their games, Owen started criticizing each member of the team constructively; the issues mentined above were addressed and all of us took a lot of beating in the face, Mohammed being the least of course. The rest of us, according to our tutor, weren't really doing our parts as we were supposed to. For instance, I'm supposedly  the coder and sound designer but I've only made a demo theme song and an opening sound and had never done any coding for the game. However, what made a huge impact on me from Owen's comments was when he said that was considering a split up solution, in which our group, while still working on the same game, would be split into 2 pairs. In my opinion, I thought it was a very revolting , depressing, as well as demoralizing solution that could kill our game's potential. However, that was just an idea for a solution being suggested; a last resort, but wasn't the only solution!

However, despite being very direct and firm,  I belive that our tutor's apporach and intervention were very appropriate and timely given the circumstances and the situation our group was in; we only had two weeks left and what had happened that day was obviously a wake up call for G4 productions to act immediately.

Everyone seemed disgusted from the split up idea (no offense Mr.Owen), however, besides Fatima, who took off  just after the beating, and was generally displeased from Owen's comments and his approach specifically, the boys and I got our spirit and momentum back and decided to come up with an emergency rescue plan to save our game and team from demise. We ended up with a game that is visually similar to our planned one, lacking a couple of pages and extra cut scenes. Despite that, the main objective was altered so much that I felt our game isn't  actually the same game we sat out in our design document. The reason for that being the elimination of the 3 key items that were supposed to be obtained after the completion of  each level, as well as the cancellation of level 3 maze  and replacing it with a much simpler one. The boss stage and all the awesomeness in the finale were also scrapped.

Following the end of class that day, the boys and I talked about what had happened and we all agreed that it had been a good experience and that we've learnt a lot from this unfortunate event; communications were very shallow, we talked much about what was needed to be done but hadn't really done much, as well as the workflow. On the other hand, our only female member, as aforementioned, wasn't pleased with what had happened, and thought that Owen was very harsh. In regards to that, we all agreed  that if Fatima couldn't handle this now from her tutor while inside a higher education institution, what is she going to do in the real workplace when her boss makes negative comments on her work and/or work ethics?

Overall, We all experienced a soft and light simulation of the real workplace in which employees receive  some beating from their managers and bosses when work isn't being done, or done adequately.

In the next post I will elaborate more on what we did with the game in week 11 & 12.

Another reason for being 23rd July a day to remember is because this day was the day our Research paper of the use of Flash on the web had to be submitted. I had not done much even though I had ".. a month to do it" according to our English tutor, Ms. Alyson, who refused to give me an extension alongside Mr Owen. I had only started gathering resources at the beginning of the final week when I should've been already done with the research paper. I should've been proofreading on that day like everyone else!

I felt really embarrassed  and disappointed with myself as a university student, and as an Arab. Paromath, my alter ego  talked to me on the back of my brain: "what are you doing? This not like high school dude! you're not being taught by those lazy and uncaring Arab teachers!". Not that all of my teachers were bad, however, most were and probably still are. The point is though, having been criticised by Bahraini and Arab teachers, while most of the time wouldn't really affect me , the feeling was very different for when a western teacher does the same, especially when I have much respect for that teacher. In my case, my multimedia and English tutors, Owen and Alyson, who were both disappointed with my lousy performance.

I felt super stupid and dispirited that day for not working enough for the game as well as the research paper. I think I've really learnt my lesson this time, and for everytime Paromath would tell me to procrastinate, I would say: "Remember 23rd of July, my worst day as a university student in terms of academic performance", a day to remember.

Saturday, June 18, 2011

My work on project stickman & the magic key.

During week 9, Mr.Owen, the multimedia course tutor asked all of the 4 groups to work on a functional prototype of the games that are being developed. Each group would present their own prototype and demonstrate how it works to the rest of the class. The presentation was due on Thursday 16th july which is my mother's birthday, (happy birthday mama!!).

While Mohammed had been working on the scripts, I had put on the designer hat for a day( EDIT, 5th july: or so I thought!!). We chose to work on book 2's box puzzle; I took the initial stage design done by Abbas, and added the polytechnic logo and slogan, some texts, and added the yellow note with the hint it along with the pixelated Mr.Pencil.
Abbas' drawing.

I thought hey..stickman isn't anti-gravity! We need a ladder.

Added a notebook lines background, Drew the ladder, poly logo, added "plain body" and "exit".

Even more upgrades. Added the timer, the hint an Mr.pencil.





A closer look at the hint and timer, I feel there's something wrong with the description.


Fatima's stickman felt lifeless, he dident have any facial features. so I gave him a face expression which I think is similar to our english tutor Ms. Alyson's "the look". Drew/grew him some hair. and yeah..look at his pants.

stickman in all of his glory and epicness!! look at his pants! NOTE: this is not how the final stickman will look like, I just did this 4 the sake of....stickman's existence!!

As the sound designer for the project, my task was to gather sound effects for every part of the game, and come up with a background music. Having had some experience messing around with music and some music theory, I thought  that I should give it a go and attempt to compose a theme song, and an opening sound effect for our animated logo. I've been using Mix craft 5 to compose using the keyboard, along with a cool plugin called peach. Peach allows me to compose using 8-bit sounds, pretty cool huh?


Finding the right instruments can be a hard task..


                         G4 productions opening
                      
                          I know it sounds too cinematic, but I think it will work!


                  
                        The main theme demo.
                   
   This is just a quick demo, anyone with ears will notice rhythmic inconsistency in the drums,  that's because nothing was pre-programmed, everything was done by hand, actually, both hands' index and middle fingers. Hopefully a final ful length version will be composed, and ideas of a score for the whole game is being thought of.





Thursday came and a stickman demo was nowhere to be found, yet. Despite the fact that I've informed my fellow G4 members, we were only able to compile a working demo seconds prior to our turn to present. Luckily, we weren't the only group with that problem, even though Mr.Owen (who looked in raged) had set the time for each group ( first group would start at 11.:15am, 5 minutes each), it appeared as if all groups at the time were just beginning to put everything together just like us, G4 productions. The reason for our lateness was because we picked the hardest puzzle to mockup, Mohammed had underestimated the coding techniques required such as gravity, therefore, we had a problem getting the whole game to work. stickman wasn't even playable, he couldn't move, he was stuck!

Giving orders can be fun. especially when your orders are followed!! I liked when our drupal teacher, Rox, said something  like that slogan below so I thought we should use it: "just do it". Too bad some shoes company called Nike have already been doing it.

In the end, we were able to bring everything together on time, Mohammed had fixed the codes, Fatima did the main menu and our logo animation , Abbas worked on polishing up the logo's animation, while I brought in the G4 short opening anthem, and the game's theme song demo.


Even though things went by very fast, I was astonished by the way we functioned, how each member had a specific role in the team, and how all of our work came together in an awesome manner! I thought to my self: if I were to do all of this on my own, it would take much time, thank god for teamwork! long live G4 productions! Viva la G4!

Saturday, June 4, 2011

Interactive Story book flash files + video

Hi Mr.Owen, I know I'm late but here there are anyway
the flash file with the Main.as on 4shared, and the video on youtube. ^_^

Flash file:
http://www.4shared.com/file/lk6QL5Fq/Khalid_A_Majeed_-_Interactive_.html



Video:

Friday, June 3, 2011

Short evaluation essay on cloud operating systems for English communications^^


Cloud computing has emerged in the last couple of years as an essential technology for the Web 2.0, offering services we all come to know and utilize in our daily lives, such as: web based email services like Yahoo! and Gmail, images and file uploads, music, videos, news and many more. Among these great services is a young service that has applied the Cloud concept in bolder way, it is called ‘Cloud-operating system’. The aim of this short essay is compare and evaluate two websites “EyeOS” and ”Glide” that offer service.

In terms of visuals, the two web applications simulate a computer desktop in which the user can interact with just as he/she would with an actual operating system. In one hand, Glide’s interface is modernized and more visually appealing, in the other hands, EyeOS’s interface is much more user friendly. One reason being the the fact that upload and download buttons are easily found in EyeOs, while it is harder to find them in Glide.

In spite of being visually appealing, these two apps suffer from serious issues. EyeOS is not a cross-browser web application, making it unreliable when used in computers that have their own built in browser, or that use browsers that have issues with EyeOS. Glide also suffers in terms of reliability because it is a flash based application, therefore, it needs a frequently updated flash player installed in the user’s computer as well as a broadband connection.

In conclusion, despite the fact that both cloud operating systems have advantages and disadvantages to them, I, for one, would not rely on a cloud OS that relies on a technology that  is demanding and bandwidth consuming, in this case, Glide. In the contrary, EyeOS does not rely on flash and is, despite its issues, less likely to have accessibility and compatibility problems