October 19, 2010 18:51
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October 19, 2010 01:56
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Fall Break
I have to admit that I got really lazy over Fall break and I didn't do what I originally wanted to do, which is have some sort of model done by tomorrow (10-19). But I did manage to go online and look at some pictures of space ships from other games and I think I know what I want to do now, but I first want to run it by the group to make sure that it matches our "art style" that we are suppose to stick to.
So here are some of the picture that I found that might be of some help.
October 8, 2010 23:30
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Trimming Down the Backlog
In the mean time we've decided that some of the most essential things for the game are:
- Menu screen
- Control scheme
- User interface (first person/third person) HUD
- Player's ships
- Enemy's ships
- Load out screen
- Save/Load game system
- Pause system
- Pods functionality
- Space box
- Planets/space content
- Radar system
- Combat system
- Mission screen
- Buy/Sell system or Ship upgrade system
- AI system (enemies and allies)
October 7, 2010 13:14
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Brainstorming Ideas
So on Tuesday we got into our groups and started to brainstorm ideas for our Backlong of all the features that we could possible have. We also included all the things that we would need to actually make the game work. This includes: 3D models, art, programing, etc.
This is our complete list of ideas:
Game Modes
- Versus - split screen/networking
- Campaign - split screen co-op/races/challenges, possibly salvage lost player's ship and lost player could operate in an auxiliary mode (gunner)
Environments
- Environments with gravity due to planets, black holes, stars
- Nebula
- Space stations
- Trash/Junk sectors
Enemies
- Fighters of different sizes and classes (bomber, interceptor, swarm, etc.)
- Capital ships (larger "boss" ships)
- Space stations
- Fixed weapon placements
- Medium cruisers
- Freighters
- Aliens
Targeting
- Target different parts of ships (hull, engines, weapons, shields, etc.)
- Switch targets
- Lock on
Missions
- Escort civilians
- Disable instead of kill
- Attack convoy
- Start with missions that are critical to the story and add more as time permits
Ship Customization
- Money
- Locations to purchase upgrades (stations, home base)
- Find loot/salvage
Gameplay
- Dog fighting
- Keep it "busy" - fast paced, lots of action
- Arcade fell instead of exploration
- Customization - find loot, buy parts
- Objectives - Could affect future missions? Dynamic objectives?
- Missions follow a story
- Pick your missions
- Soft abort/escape?
- Squadron of teammates? - Possibly command them
- Fast travel - select coordinates and jump to mission location
- Switch between fight/defense/travel mode
- Multiple ships
- Lose ships if you die
- Lose money if you die
- Different classes of pods - offensive, defensive, tactical
- Tutorial on ship functions, fighting, navigating, etc.
- Different corporations have different tech/upgrades available - need to earn renown with each corp. to purchase
Features
This is a list of all the things Roger went through with us to help us figure out what we need to develop.- Menu screen
- Tutorial mission - combat, flight controls, mission structure, etc.
- Control scheme
- User interface (first person/third person) HUD
- Player's ships
- Enemy's ships
- Load out screen
- Save/Load game system
- Pause system
- Pods functionality
- Warp animation
- Jump to active mission
- Space box
- Planets/space content
- Radar system
- Combat system
- Space loot/recover pods
- Mission screen
- Buy/Sell system
- Ship upgrade system
- Hangar/Home base
- Ship to ship communication
- AI system (enemies and allies)
- End game scenarios
So as you can see, this is a really long list. But that's the whole point of a Backlog, to writedown all possible ideas and then eventually trim it down to the "essentials" for the game to work and to give the player a good gaming experience.
October 5, 2010 18:15
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New Team
September 28, 2010 17:21
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Second Presentation
For this presentation, I had to finish the background for the game. Since we have an art style that looks like a sketch or pencil art, we decided that a background that looks like paper would be better. So I used a picture of graphing paper that I found on the internet and expand it.
September 23, 2010 16:44
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Some Art is Done
These arrows are going to help us show which way the gravity is pulling our character in the game. The reason I made them this way is so that it matches the art style of the rest of the game. If you look at the video that I posted earlier, the arrows stand out too much. This way they will look more natural.
I will post the rest of the stuff when I'm done. Thanks for reading.
September 21, 2010 16:30
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Gravity Shift Game Pitch Video
September 16, 2010 21:02
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Main Character Revealed
I worked a bit more on the art that I posted on Tuesday, and this is what I have so far. Please don't be too hard on me.
- I have to draw and complete the sprite for when the blob is in mid-air.
- Fix the sprite when the blob is not moving.
- Make a video for our mock presentation that shows some sample gameplay of the prototype.
September 14, 2010 16:41
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Art for Gravity Shift
September 9, 2010 20:59
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Theme and Goal for Gravity Shift
September 7, 2010 23:26
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First Assignment for Game Pitch: Gravity Shift
Anyways, today (9-7-10) we found out which games were selected and we also got placed into a group to further develop one of those games. I got placed into the group that will be working on a game called: Gravity Shift. And it actually sounds like a cool game. Heres the details of the game (keep in mind that this is the original game pitch and it hasn't been developed further yet): game pitch. (Your going to need a google account to view the document, sorry.)
September 6, 2010 13:24
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Game Pitch: Battle of the Ages
September 6, 2010 13:16
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My Introduction
I love to play video games and watch movies. I mostly play on my PS3 or on my PSP, so I tend to be a bit of a Sony fanboy. I don't play many PC games mostly because I have a Mac, but I have been thinking of getting Windows 7 for my MacBook Pro.
Some of the games that I've played recently are: Assassins Creed 2, CoD: Modern Warfare 2, Star Ocean: The Last Hope International, and Final Fantasy 13.
Apart from being on the EAE program at the U, I'm also trying to get a degree in Japanese. People often ask me why I want to get a degree on Japanese, and I tell them that it's because one day I want to move to Japan and hopefully work in the game/animation industry over there. While I know that it will be very challenging, I think that I should be able to do it.
I'm not very good when it comes to programming, so I tend to go on the art side of things (which is why I'm on the film side of the EAE and not on the CS). I'm good with Maya and I know my way around Photoshop.
Anyways, that's me.
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Bob and Roger (the teachers) weren't here today, but we had a couple of student from last year talk to the class. I don't remember their names, but they were part of the team that created Urban Space Squirrels.
They talked about the level editor that they created for their game and how important it was to not take it lightly. They said that they actually spend a great deal of time developing the editor, constantly making changes or adding features that they needed in order for it to work the way they wanted it to.
Basically, they created a game that is based around tiles. Their game is a bunch of little pictures put together to create a level. But they also created tiles for different things that happened in the game. They had tiles for lasers, buttons, platforms, etc.
It was really cool what they managed to do with their level editor because it looks really easy to use but very good at what it's suppose to do.
They also talked about what they struggled with. Overall, they were there to tells us what not to do, but how to do it in a way that will save time.
We are also going to start our sprints by next class, so pretty soon I probably won't have a social life (their words not mine). :(
Anyways, thanks for reading.