Showing posts with label Abby. Show all posts
Showing posts with label Abby. Show all posts
Thursday, 9 May 2013
Thursday, 21 March 2013
Game Assets
Scripts:
- AI Enemy (Goblin)
- Character/Controller Movement
- Weapon fire and aim
- Time limit (after detecting that the player has picked the orb source)
- Detection during the mission
- Pause Menu navigation
- Life/health
The audio is currently being discussed between wind and sound effects only or added music; western style - fast paced. With no music the player can concentrate on the game, and the sound effects will be more appreciated. On the other hand, music will help it feel more exciting.
Tuesday, 19 March 2013
Example Game Design Documents
For purpose of research and planning the structure of our Games Design Document, I looked into different styles. Here are three of what I thought were most helpful:
http://www.scribd.com/doc/5402045/The-Design-Document-Justin-Kelly
http://www.scribd.com/doc/34994424/Viral-Light-Interactive-GDD
http://www.scribd.com/doc/2056160/KiloKiloFoxtrot-FINAL
http://www.scribd.com/doc/5402045/The-Design-Document-Justin-Kelly
http://www.scribd.com/doc/34994424/Viral-Light-Interactive-GDD
http://www.scribd.com/doc/2056160/KiloKiloFoxtrot-FINAL
Our Game Plan
During early stages of development we talked about having a free roam level that was quite large, giving the character plenty of room to run about in and manoeuvre whenever being attacked by goblins.
Originally we planned to have the character in 3rd person mode with two pistols, an extra character to help the player out and two sets of goblins; the little for main attacks and as the level progressed the bigger goblins would start to appear. However, after discussions and further planning, we decided to narrow down the mechanics to a more basic gameplay.
The game now sets out with the character in first person mode with one arm and pistol constantly visible, no extra character, and only little goblins attacking as we decided to take the larger goblins aswell.
The object is to kill many little goblins as possible before either the timer runs out or the player dies.
We also looked into the development of the game environment. As our theme is based on a dark western deserted town, overrun by goblins, the original design didn't come out looking right, so we decided to change that to make it look more beaten and run down. We also made the environment smaller and shut off, giving the player restricted space and making it harder to avoid the goblins. the goblins will now spawn from behind barrels and blocks so the player cannot see them coming.
The Goblin - Development
These images represent the Goblins development stages. The Goblin's structure is good and the model itself is interesting but it stood out for being bright, colourful and happy looking. The nest part in its development was changing the texture and making him more scary looking to fit into the game scene. Andrew took on this role and designed the next darker texture and I adjusted it by adding yellow eyes and blood. He now looks much scarier and fits in more with the level.
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