Showing posts with label prototype. Show all posts
Showing posts with label prototype. Show all posts

2010/10/27

KanaKana Progress

new KanaKana now with:
a fully functional HUD (some glitches excepted)

a New Game function

a display of which letter is selected

and sparklies when the title is selected (will lead to the About page).

On top of that, I've also fixed it so that:
  • arrows will disappear when their letter is destroyed
  • the player can click anywhere on the board to move a piece after it is selected (a bit iffy in the builds though ... will sort out ASAP)
  • the menu buttons will switch out for a Japanese word when highlighted and return to English when not
Made a lot of progress today. And today's not even over yet.

2010/03/24

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.