Thursday, January 26, 2012

Wednesday, January 25, 2012

Platform

from here ---->   http://www.gsarchives.net/index2.php?category=all&system=nes&game=mega_man_4&type=backgrounds&level0=non-animatedtiles

Tuesday, January 24, 2012

Hey guys, I wont be able to make it to class tommorow 1/25, my mom is in the hospital and I am gonna be going home to see her.

Monday, January 23, 2012

map

Rough first draft for the paths

Partial Enemy List

Some of the enemies, lots or random blocks of information >.<


Name, Stats, Visual Effect, Bonus, Description, Actions,

Blaster: 15Hp 3Dmg  1.75(per second) Attack Rate, Scale Ranged Weapon Up, +10% weapon fire rate and +2 damage.  Slim and slow or immobile. Fires horizontally in the direction of the player when within half screen distance.

Scattershot: 40Hp 7Dmg per projectile, 3 Attack Rate, Added detail to ranged weapon, Weapon shoots one additional projectile, projectile size and damage increased by 10%,possibly humanoid with gun arms, would wander back and forth and fire directly at the player when nearby, one projectile going straight for the player and two more at opposing 30* angles from the original projectile.

Juggernaut:  100Hp 20Dmg 3 Attack Rate, Add Chestplate visual or increase size by 15%, 50+ Max Player Hp,  -10% Movement speed, -10% Jump Height.  Large and broad with most of the body being torso and hands, attacks using a slow punch towards the player and will move towards player.

 Slicers: 20Hp 8Dmg 0.6 Attack Rate, Adds melee weapon to non gun hand or increases blade size,  Initial weapon dmg 8, +3 per upgrade after, +15% movement speed, Slender hunched robot that rapidly swings blades attached to its arms. Will rush the player within ¾ screen distance.

Steelwing: 15Hp 10Dmg  4 Attack Rate, Adds wing upgrade to player or scale wing size, Initial while holding up 30% slower fall rate +15% per level after, +5% boost speed if boost has been acquired, mechanical birdlike foe with large wings, will fly back and forth in a small area and will drop bombs onto the player if they are below it.

Pounder, 35HP 15Dmg 3.5 Attack Rate, Adds boot model to player additional upgrades scale boot size, deals damage when jumping onto smaller foes or breakable platforms, Increase fall rate by 10% when holding down. Main body feature is the large boots.  The enemy jumps high into the air and slams down continuously.

Ghost, 10HP 3Dmg 0.5 Attack Rage, Adds the dash feature and further upgrades increases speed of dash by 15%, increases fire rate by 5%. Small round hovering enemies that can move through walls. They rapidly dash in random directions while in combat while shooting a standard projectile.


Update

Finished the rough draft of the map, hopefully we can get collision going so i can start setting it up and doing test runs this week.

Sunday, January 22, 2012

This weeks schedule

So we have the basic move / jump / sprint functions working, this upcoming week we should get collisions with platforms up and running and the basic sliding backround features up, potentially a little enemy AI? From the art team I would like to see atleast a basic character model and have both of our artists show up to class. I would also like to see a starting level design from Kevin.

Wednesday, January 18, 2012

Bout Dat Class?

Alright, so from now on I need everyone to show up to class, even missing 1 person slows down our development process, if you cannot make it to class for a medical or personal reason, please post here or E-mail me at Zgentry@gentryweb.com. Please do not just skip class because you feel like it.

Been Workin On

So I have been working on the list of enemies in the game along with, what their behaviors, stats, what animations they will need and what bonuses they will give / what characteristics of the player they will alter.That should be finished and posted by tonight and I should have the first draft of the level posted before class next week.

Monday, January 16, 2012

Feet hitting the floor

Alright, so the plan is by the end of Wednesday is to have a simple jump bot up and running, this will help us get the feel of moving and jumping around the world. After that adding art and levels will be a matter of time, the most important mechanic I feel in our game will be the simple things the character controls.

The Plan

The game is quite simple compared to most games I've tackled before. Based on my experience with Unity the hardest part of this game would tweak the animations to look natural or be advantageous (jump physics). Another issue might be to make the animations flow together, such as the drill interacting with the world and I think it will take some effort from art to make the animations and programming to integrate them properly.

So far I have started looking into the jump physics and platform. I have only done 3D games in unity and I've started to set up the level for 2D emulation.

Work graphic overview:

Week 3: Jump Physics and platform, player
Week 4: Enemies and unique attack behaviours
week 5: Sounds and movement tweeking. Start working on the drill.
Week 6: Damage to player along with all the other stat tracking
Week 7: Debug current code and start applying art.
Week 8: NOT SURE.

Overall the project we are creating is very simple and I might start looking at how to port the game into Android; from my understanding it not hard.
I transfered my charactered and finished color and design on photoshop and I also worked on a background image for a level. If anyone has ideas for levels or character design changes let me know.

Sunday, January 15, 2012

Survival Horror Game Idea

1)   Invasion // Cold Death // Dehydrate
2)   Survival Horror/ Mystery
3)   Similar Games: The Thing, Dead Space, Lost Planet.

4)   You are a scientist working at a research station investigating the climate change located in desolated Siberia. There was a recent incident which seems to have caused the disappearance of all of your teammates at the station. The incident included the crash landing of some mysterious craft from space near the research station. During the incident you were working in an underground lab at the station. After you have gone above ground you have realized that all of the crew was missing and there were no bodies to be found. When you explored the outside premises of the facility you begun to uncover a series of clues that had led to you to uncover a half a barely visible spacecraft definitely not human made. From there on you go on a quest to unravel the mystery of the ship as well as you teammates' whereabouts.

As you progress through the game you find out the purpose of the alien invasion, which is to harvest all of the Earth's water and make it unlivable for any organism. The player will solve mysterious clues as well as battle the alien creatures and the mutated humans caused by the alien virus. You are the known sole survivor at the station and you mission is to fight of the hordes of enemies and to gain communication access to inform the outside world of the disaster and the plans of the alien invasion, before it's too late. Can you survive?

5) The hook of the game is the ability to fully build your equipment and weapons from scratch from found items. Also there will be cold meter incorporated into the gameplay that would determine the amount of time you can spend outside the station during the Siberian winter. You will have to manage your time wisely from being outside and risking from being frozen to death and from being inside the plant where many out of this world threats await to take your life.

6) The target Demographic would be a more mature crowd, and players who enjoy a good scare and have the will to solve mysteries while killing off hordes of alien enemies in the middle of nowhere.

Tuesday, January 10, 2012

Fighting Game Idea

1) Time Fighter // Battle of the Swirling Sands // Hourglass

2) Fighting / Strategy / RPG

3) The world is in Chaos, People are dying, priceless artifacts have been stolen, power is shifting uncontrollably, you find yourself suddenly capable of shifting time. You discover that you are not the only one, the mysterious deaths and missing items are a result of different "shift" gangs that have been forming. These gangs have been battling for power with their new found abilities.

4) You are the reluctant hero, being given these new powers has turned out to be more of a burden than a blessing, new "Shifters" are hard to find, so each gang will either recruit you, or kill you.

5) The main hook is that you will only be able to stop time for limited amounts based on the setting / mission, which requires tactical use of your shift abilities.

6) Target Demographic would be people who enjoy fighting games, but want more than just the button mashing.

Meet before

Lets try to meet possibly an hour before class starts so we can go over everything and possibly get the concept art into the powerpoint.

Game Pitch for 1/11

So Kevin is throwing together the initial design for the powerpoint pitch tomorrow, I'll add my programming nonsese to it, and hopefully it doesnt crash and burn.

Monday, January 9, 2012

2D Game Idea

Possible Names: Assimilation, Upgrade,

Sides-Scrolling Action Rpg
Megaman+Kirby+RPG Elements

The player plays a humanoid robot that has the ability to combine with the remains of his robot enemies, these pieces give him new abilities depending on the enemy. The player is being chased by a slow massive robot which he wants to eventually fight so the player has limited time to reach the end and assimilating an enemy takes a few seconds so there is not enough time to get all of them. Each playthrough could end with the player looking completely different .

Hook: Having to make quick decisions about which enemies the player wants to absorb while racing against time.
Platform, PC, Possible Mobile Application
Demographic: Retro game fans

Robo Is Going Home

You are robot battling it out on the battlefield trying to get home. The battlefield has many obstacles and features which give you an advantage and disadvantage; being higher up limits your enemy's sight; being down low exposes you to enemy fire; objects give you cover but limit your ability to avoid larger projectiles. You are to defeat your opponents using a combination of movement, location and weapons at your disposal and clear the path you must follow.

You fight alone against a number of incoming enemies. They are in constant attack and will use whatever resources they have to stop you. Your goal is to move across the level while fighting off incoming enemies until you reach your destination. Movement across the level is not easy and you must think through your movements to avoid being destroyed. Destroying a few in an area does not mean you have cleared it and have safe passage. Weapons and ammo will appear throughout the level and it may sometimes be advantageous to go back to pick up ammunition. Resources (ammo, weapons) will appear only in areas you have explored, so you will have to be smart about your movement and ammo conservation to avoid having to go back. The faster you manage to get to the other side of the map the more points you will relieve.

Platform: PC but Unity can do Android/iPhone that might work really well too.

Basic idea: Top down shooter and some RTS elements.

Titles: Robo Is Going Home, I Will Kill All Savages in My Way, Rwalrwu Get To the Choppa!

Hook: Offers something a little different to player who like top down shooters; the need to manage ammunition/weapons and having to push forward. However, the only way to obtain weapons/ammo is to go back, almost like resource managment in a top down shooter.

Target Demographic: I almost want to say people who play these types of game of cellphones. I can't see this capturing an audience on the PC or even console. It seems like one of those games that people want to play quickly for short periods of time and not on a serious platform.