2010/03/31

Zombies build 2 #1

Starting into the second round of Zombies and after some discussion, the team (Paul, Dan, and myself) has decided to angle the game in a new direction.

The game will be now an RTS/Tower Defense hybrid. The objective is to have a dual-play system which has a daytime and a nighttime component, during the day the player controls units to gather resources before returning to base in time for the waves of enemies attacking at night.

We have also brought James on board to help with the environments. With some luck by the end of this round we'll have something resembling a game to present to everyone.

My main role in this round is to create the unit models. First up is the Zombies themselves.





2010/03/24

Asset modelling

Aside from the major game projects, there is also the individual development angle in which we pick a speciality to focus on and work towards. For me that would be modelling. So for my personal project I'm going to be working on asset modelling.

For this I need to develop skills in speed modelling, low-poly modelling, and efficient texturing. Matt has recommended that I take a picture of a warehouse or something similar and attempt to model every item in the image with varying styles of texture, therefore I've scoured Google for some source images to work from (below).

I'm looking forward to this challenge as I tend to find modelling a fun and interesting task (just not the high end crap or viciously rigged animations). So if any of the groups need some assets done up for there games I'd be glad to lend my help. Hopefully by the end of the year I'll be a lot more skilled and have an impressive stable of models to demonstrate.





Prototyping phase complete

Today marks the end of the first prototyping round.

Overall it was a rousing success, everyone's game is shaping up pretty well. There is lot of potential for all the ideas, and now that the first pressure test is out of the way it's time for the tune-ups to begin (or in some cases complete tear-downs).

Alright, on to the parts concerning me.

Blockets
. Four-player rocket/jetpack fun. The demo turned out great, although my character models didn't wind up being used. It was simple, playable, and above all functional. The biggest problem was that it wasn't really captivating from a spectator perspective and there was absolutely no HUD to assist in gameplay. In preparation for the next step, James is planning on rewiring the code to function better ergo I have been advised to focus on Zombies while he does this.

Zombies
. Post-apocalyptic RTS. The demo worked perfectly with our set goals of constructable buildings and movable units (many a wall charging kamikaze did appear). The main issue now is the need of a proper outline for how we see this game working, so over the next few days each of us is going to write up what we think this game should do and compare them on Monday.

That is essentially it, everyone survived the first blitz (or at least I think they did), so come end of year we shall have a fine batch of games to show to everyone.

Blockets Prototype #5

All four players.

Player 1

Player 2

Player 3

Player 4

Blockets Prototype #4

Fully textured Blocketman.


Zombie prototype #4

Yet another model.

Outdoor shelter

2010/03/22

Zombie Prototype #3

Some more models including a fully textured version of the last model.

Pro shop

Residential house


Stylish golf cart

2010/03/17

Zombies prototype #2

A couple of renders of a building I am modelling and texturing for the zombie RTS. Should have the completed version up pretty soon.


Blcokets Prototype #3

A couple of renders of the first Blocketman design. Simple 3D stick figure.



A few Jetpack renders. Jet and straps.




Some renders of the Launcher gun. A barrel, a scope, and some hand restraints.



Combined.



2010/03/13

Blockets prototype #2

I've managed to draw up some concept art in terms of various jetpack designs and a couple of rocket designs. Here they are:


Jetpacks. All that's really needed is a box, some straps, and an exhaust for the jet. There is room enough, design wise, for a great many things to be done. It may even be possible to design a unique style for each of the four players.




The fox rocket. Originally it started as a design for a simple rocket but soon evolved into something else. I like the idea of a powerup that fires a fox at the opponent. Possibly the homing missile.




The dragon cannon. Based off of ancient Chinese military artillery this would be the BFG of powerups, a single purpose shot of colossal power. The dragon head separates as a rocket and explodes with massive force.

I plan to discuss these with the group and see what they think.

2010/03/11

Blockets prototype #1

Blockets is a game involving four players flying around on jetpacks firing rockets at one another Smash Bros. style. For the prototype it was decided to just go for finish and make as much of the game as possible.
For my part of the project I will be working on the character design, which includes the character, the jetpack, the rocket launcher, and the rocket. Considering this is meant to be a fun little smash-em-up I feel the stick figure type characters used in the original pitch would work best for the overall game with the emphasis being on funny. Therefore the design will be kept as simple as possible.

Zombies prototype #1

For the RTS prototype the main requirements are for a unit to be movable via the standard point-click-go-there method. That being the case means that we have plenty of room for expansion once we have the core mechanic set.
For the level layout we decided on something reminiscent of the classic Age of Empires/SimCity style layout overlooking the game pieces.



For the prototype level we decided on a section of golf course with walls and a few buildings such as a clubhouse and a nearby farmhouse, as well as a unit to move. For my part of the project I will be modelling the buildings and a very simple character unit.



Prototyping phase

After yesterday's Game pitch, several ideas were chosen to be prototyped.

I am currently working in two groups to produce functional prototypes over the next two weeks.

Blockets, a fun little game involving jetpacks and rocket launchers; and an RTS based off of my Worldbreaker idea.

2010/03/09

Game Idea #3: Cart dasher


Everybody's done it, pushing the shopping cart around you kick off and ride it down the aisle. The wild rush of adrenalin as your rickety cart rockets down the aisle. The constant thrill of narrowly avoiding running down the pedestrians. The inevitable point where you either stop or flip the cart trying. This is cart dashing. This is life.


The object of this game is to get your trolley up to maximum cruising speed without crashing. As you move you collect items to weigh down the cart, if it's too light it'll flip over. As you progress down the aisle you must avoid collisions with stock crates, the shopping elderly, and rival dashers.


An over the top view angled just above the cart would work best as used in countless racing games. This game would work be developed for the iPhone and controlled by tilting the screen in the direction you want the cart to move.