For Game Programming we had to make a basic top down game set on an island. In my game you play as a tank and must collect as many cookies before the timer runs out.
Simple yet at some points the i couldn't get the game working as well as i would have liked too. First thing thing i did was map out the terrain and add basic water, then started to texture the terrain mostly sand and gravel textures for mountains. Then i began modeling some objects inside of 3dsmax. I created a Tank, Cookies, and a Pyramid. had some trouble applying textures on the objects.
The cookie texture wasn't working, texture was looking crushed, had problems with scaling the objects but got the right sizes in the end. had all lot problems with code couldn't get GUI working until the end and had to reprogram the box on the tank worked in the end.
end result still needs a little work on the code.
Tuesday, 25 March 2014
Tuesday, 18 March 2014
First Level 3-D Concept Sub Terror
Tuesday, 4 March 2014
First Level Objectives(Chapter.3 Question.3) Sub Terror
Most game levels have different objectives to complete missions or tasks, to progress through the game. In which the player gets rewarded with more content and features. In the first mission of Sub Terror you are given five paths in which to complete the main objective. The objective is to get past the main gets to warn the city of the apposing threat, the five paths are:
A. Tower Objective
In this path the player must reach the communication tower to send a message to the gate guards to warn them and to let the player inside the city.
B. Tunnel Objective
The Player must find the secret tunnel access to warn the city directly.
C. Vehicle Objective
The player and his companions find a vehicle that they can use to drive start to the main gate, however parts are missing from the vehicle so the player must now go and find the parts required to start the vehicle.
D. Water Objective
The player's companion know's of a water way near the gates that they could use. The Player will have to use stealth to sneak past the enemies to get to there objective.
E. Straight To The Gates Objective
As Straight forward as it is , for players that like to run and gun and take on huge amounts of enemies this is the path for them. charging head first into the fight with on direction, straight forward.
Each Of these Objectives will have a multitude of enemy groups and different types to prevent the player and his companions to reach their main task.
A. Tower Objective
In this path the player must reach the communication tower to send a message to the gate guards to warn them and to let the player inside the city.
B. Tunnel Objective
The Player must find the secret tunnel access to warn the city directly.
C. Vehicle Objective
The player and his companions find a vehicle that they can use to drive start to the main gate, however parts are missing from the vehicle so the player must now go and find the parts required to start the vehicle.
D. Water Objective
The player's companion know's of a water way near the gates that they could use. The Player will have to use stealth to sneak past the enemies to get to there objective.
E. Straight To The Gates Objective
As Straight forward as it is , for players that like to run and gun and take on huge amounts of enemies this is the path for them. charging head first into the fight with on direction, straight forward.
Each Of these Objectives will have a multitude of enemy groups and different types to prevent the player and his companions to reach their main task.
Blue Print For First Level(Chapter.3 Question.1) Sub Terror
These sketches are the concept for the first design there are three sketches that i am build on one level design
1. This is the first design of the concept of the set level with a few objects in place.
2. Starting to put some notes and coming up with some mission paths.
3. Final Rough Draft before i put it into photo shop and add some more detail.
3. Final Rough Draft before i put it into photo shop and add some more detail.
Game play Mechanics(Chapter.3 Question.2) Sub Terror
There will be three main game-play mechanics in Sub Terror, which are:
Non-linger weapon and gadget system,
In Sub Terror there will endless choices of certain weapons and gadgets used in the game. Depending on the choices that the player makes during the main story line, may effect the choices of the equipment that might be required for the level.
Level Paths,
In the first mission of Sub Terror There are five different paths the player can take in which to complete the main Objective. Sub Terror is all about making choices, and there is no such thing as the wrong choice however the level main change of some of these key choices.
Enemy A.I
The behavior the enemies will have a system in which they will learn the style of the player, for example: if a player wants to run and gun(or rush) the first group the player kills will get killed fast, but next group will have knowledge of this method and will use it to there advantage in any possible way.
These three main mechanics are important to Sub Terror because to have a proper role playing open world adventure game(in my opinion) choice and variety are strong elements needed, and these mechanics offer both these elements.
Non-linger weapon and gadget system,
In Sub Terror there will endless choices of certain weapons and gadgets used in the game. Depending on the choices that the player makes during the main story line, may effect the choices of the equipment that might be required for the level.
Level Paths,
In the first mission of Sub Terror There are five different paths the player can take in which to complete the main Objective. Sub Terror is all about making choices, and there is no such thing as the wrong choice however the level main change of some of these key choices.
Enemy A.I
The behavior the enemies will have a system in which they will learn the style of the player, for example: if a player wants to run and gun(or rush) the first group the player kills will get killed fast, but next group will have knowledge of this method and will use it to there advantage in any possible way.
These three main mechanics are important to Sub Terror because to have a proper role playing open world adventure game(in my opinion) choice and variety are strong elements needed, and these mechanics offer both these elements.
Monday, 3 March 2014
Sub Terror(Chapter.2 Q.3) Art Bible 1
This is the first Concept background i drew just to get the look for now still a work in progress and still working on character concepts.
This is basically the first look at what i want to capture in my game idea this is a view from outside the main gates of the city and wanted to capture a certain Bioshock reference, in which you the player get your first look of this what seems impossible city
These are references that i used the URL's are below:
http://www.askipedia.com/how-many-underground-cities-are-there-and-where-are-they-located/underground_city/
http://weburbanist.com/2007/10/15/7-more-underground-wonders-of-the-world-lost-caverns-and-cities/
First underground city |
These are references that i used the URL's are below:
http://www.askipedia.com/how-many-underground-cities-are-there-and-where-are-they-located/underground_city/
http://weburbanist.com/2007/10/15/7-more-underground-wonders-of-the-world-lost-caverns-and-cities/
Good Level Designs(Gamasutra Question 4)
Being there over thousands of video games, and with that over millions game levels. A good video game level in my opinion should have a variety of puzzles, action, mystery and have an original feel too it, for example: Farcry 3(Mission where you burn the marijuana fields while heavy music plays at the same time your character becomes slow and gets high)
One video game level i personality enjoyed from Call Of Duty 2 was the first mission you play as a young Russian private in the Red army. Set in world war 2 time this level captures the look and feel of a 1940s war zone. this classic first person shooter does a fantastic job with enemies and concert design.
But what makes the level stand out is near the end of the mission. In the Game your main objective is too capture a main part of the city you are fighting in, you must hold your position while the music sets the tone of the next event.
Then the music stops and the next thing you hear is hundreds of soldiers screaming towards you and your allies. As you defend the trenches there is a break in the enemies charge, before you now it its your turn to charge.
This in my opinion is what a game level should be like, with a mixture of visual appeal as well as the setting and intensity, and this is what this level has.
One video game level i personality enjoyed from Call Of Duty 2 was the first mission you play as a young Russian private in the Red army. Set in world war 2 time this level captures the look and feel of a 1940s war zone. this classic first person shooter does a fantastic job with enemies and concert design.
But what makes the level stand out is near the end of the mission. In the Game your main objective is too capture a main part of the city you are fighting in, you must hold your position while the music sets the tone of the next event.
Then the music stops and the next thing you hear is hundreds of soldiers screaming towards you and your allies. As you defend the trenches there is a break in the enemies charge, before you now it its your turn to charge.
This in my opinion is what a game level should be like, with a mixture of visual appeal as well as the setting and intensity, and this is what this level has.
Subscribe to:
Posts (Atom)