Tuesday 28 September 2010

Getting the idea to work

Now we have our concept we need to start getting the idea working. The 3 main things that need to be done are:
  1. Sorting a 3rd person camera
  2. Making the camera move on a rail in a straight line down the tunnel
  3. Get the accelerometer connected 
   
These are my project killers if i can get past them then the project will succeed.
To get the 3rd person camera working I followed a easy YouTube tutorial video, the result was just what I was looking for.

















I set an offset to centred the camera just over the players right shoulder.

To get the camera to move down the hallway was abit harder, until i thought to use the same technique i used in my last project in unreal to open and close doors.
Using a mantinee i set up a movement track to move the camera along the hall.





















Now I need to combine the camera movement and the 3rd person camera, I want the camera and the player to move down the hallway automatically and leave only left and right movement control to the player. 

Wednesday 22 September 2010

Ideas and concepts part 2

we worked to refine the ideas we had down to only 2 consepts, we found that ideas from different concepts could work together to make a single game. The two ideas we are left with are what we thought to me the most original and the most realistic to make while meeting with the goals we aim to achieve.

“Freerunner”

The player controls a character who must navigate levels of obstacles and enemies at extreme speeds.

The control input for the game would be a series of proximity sensors and motion sensors. The player is not able to stop moving and gradually gains speed as they progress through the level.

The player will be challenged by obstacles generated in their path, such as crates or chasms to leap over, and ledges to slide under.  The player gains points for dodging obstacles, attacking enemies and proceeding forwards.

Combat in the game is for the most part optional, the player can avoid enemies in some cases, missing out on points but preserving their health. Other times the player will be faced with enemies they cannot  avoid. In a combat scenario the enemy will attack the player, and using the same mechanic for dodging can avoid the attack. The player can fight back by using one of the phidgets to simulate striking the enemy.

Players can also break through certain obstacles, in order to access different areas requiring an attack to get through.  If the player does not attack at the correct time then they will be harmed.

Alternate pathways for each level would be available by traversing obstacles in different ways. 
For easing a player into the gameplay, it starts out slowly with few obstacles coupled with on screen prompts.

“Wrong Turn”

In wrong turn the player follows the main character as they try to escape the confines of a strange alternate reality, visiting places they once knew being pursued by sinister enemies hiding in the shadows.

The gameplay would be a mixture of platform based, puzzle based and require the player to think through the scenario before diving straight in. The player is entirely unarmed and must use the environment to defeat enemies and progress through the level.

The game will be driven by its atmosphere and ambience with the puzzles following the same theme, being interesting and well thought out and also dark and strange at the same time.

While the player is trying to overcome a puzzle they must fight against their own madness acting as a timer, the longer you spend in the game the more you will fight against your fear. Get stuck and don’t progress the faster you will go made and lose. There will be pickups or events along the way to lower the fear bar such as completing quests or defeating enemies.

Each area would be centred around a single puzzle or enemy encounter, with some providing a safe zone to allow the player to plan out their next move, however others will be impulsive and force the player to act on instinct.

This game would not feature phidgets as the functions they would provide would be catered for easily by the keyboard.

Our conclusion

Well as we as a group want to try something new and experimental, we have decided to chose “Freerunner” as it is going to be made using phidgets and i personly am looking forward to playing with them!





Ideas and concepts

I wanted to try something new with this game i would be making with my team, we had been shown devices called phidgets in class, each with a different use such as motion sensors, force sensors, heat sensors ect.

We could also make a game just using the normal keyboard and mouse input, but base it around a theme we where given this was:

“Container for Unknown Belligerent Entities (CUBE)”

And here are the ideas of myself and my team
Our initial concepts:

“kill or be killed”

A game of players stuck inside a square maze, the play must chose a good or bad path to escape from the maze using the other prisoners to help u escape or taking a darker options and only thinking of number one.

“Free runner"

Player users motion sensors to dodge or attempt to run though objects in their path, the run speed will get faster and fast until the player dies

“Labyrinth”

Puzzle game in which the player starts in a dungeon. The player is presented with 4 objects with different attributes. The player has 30 seconds to figure out what each object does before a hint appears on screen and they must solve the puzzle. The timer changes depending on the difficulty of the puzzle. The controls are 4 phidgets, each controlling one of the objects on screen. E.g. slider for brightness, proximity for size, accelerometer for movement. The objects change on each level.

“Wrong turn”

The player controls a person trapped in a strange alternate reality populated by enemies with cube shaped heads. Unarmed, the player must venture through places they once knew to escape this twisted world defeating enemies in intuitive ways through puzzles, traps and sometimes just running the other way. The cube theme would be used to explain the enemies appearance, the cube containing an evil entity is in fact the evil residing within their minds.

Tuesday 21 September 2010

Welcome

THis is the first post on my design blog, working on initial consepts for our game. team "oman games"