Showing posts with label game development. Show all posts
Showing posts with label game development. Show all posts
Wednesday, December 2, 2015
Meat Your Majesty
The final project for 3D and Game Design this semester, a workshop environment with capacity to be adapted into a short 'puzzle' game, with interactive elements and useable items.
My workshop was a butcher shop, where a murderer has disposed of his weapon. You, Sherlock Holmes, must find this needle in a haystack to help your investigation! (the thumbnail is a lie, the video is in HD)
Wednesday, November 18, 2015
Project Update: Knight of the Tower of Time
During the semester I have been working on a side project, a small adventure/RPG game inspired by classic roguelikes.
At the moment, I am planning for 4 'acts', which are each moderately sized overworlds with 2 possible endings. The player will have 30 in-game days to complete these acts, with occasional opportunities to expand their time limit. Each ending will affect the outcome in the final level, placing the player on the path of 'Sun' or 'Moon', forcing them to adapt a different strategy than the one they preferred.
I don't have very many notes to add at the moment as I am only developing the base system at the moment. Here are some shots I have taken during the development process:



I have added a Knight of the Tower of Time tag as with my other projects, so if there are any major developments in the process I will be sure to add them in another post.
At the moment, I am planning for 4 'acts', which are each moderately sized overworlds with 2 possible endings. The player will have 30 in-game days to complete these acts, with occasional opportunities to expand their time limit. Each ending will affect the outcome in the final level, placing the player on the path of 'Sun' or 'Moon', forcing them to adapt a different strategy than the one they preferred.
I don't have very many notes to add at the moment as I am only developing the base system at the moment. Here are some shots I have taken during the development process:



I have added a Knight of the Tower of Time tag as with my other projects, so if there are any major developments in the process I will be sure to add them in another post.
Tuesday, August 4, 2015
Dog Fighter Development 1
So I unfortunately had to set 50 Ton Sword aside for a while, as it
turned out that the vast majority of that project required a lot of
non-humanoid animations which is, at the moment, well beyond my
knowledge and would in my opinion be better to learn from my instructors
this year than to try and wade through myself.
In the mean time though, I started making something else that was more feasible, Dog Fighter.



So it started off as an idea to make essentially First-Person Asteroids, which went along pretty well. The ship controls very closely to the one in Asteroids, with lots of heavy drifting, very difficult turning, and terrible brakes. Basically, just like in the game, you have to be aware of what you are doing and how fast you are going in order to maneuver effectively.



After getting the ship to work, I felt like just shooting floating rocks would be pretty boring, considering the whole point of a first person perspective is to put you directly into the action so there should be at the very least some stuff to look at. So I built a dystopian metropolis.
I also made it rain



So while I was working on rain I came up with this idea for the player to sort of get introduced to the setting by walking to a parking garage from your messy apartment, which meant I would have to make an apartment and a parking garage and while in retrospect that may have been a bad idea it did lead to further ideas on the gameplay.
I then had a friend do some voices for me and by this point it turned into an adventure game (as things inevitably do when I make them). Think of Walker Texas Ranger but on Venus. I am still juggling around plot so it's all still very vague but trees are involved.



Since it's a space cowboy story there's gotta be some quick-shooting! The main character is a cop and has taken a personal oath to never kill, so he disarms his opponents with fancy shooting. This character is BAD-I, who is basically a tutorial baddie for when I work out how the shooting system works. I want it to be a minigame sort of thing but I loathe quicktime button press nonsense so I need to work out a good, non-repetitive system.

And here is the parking garage atm, which is getting pretty close to being done so I can go back to working on the flying parts.
So anyway, that's what I've been doing the past few weeks. I'll try to keep this updated as I go (for real this time haha) since there haven't been any roadblocks nearly as massive as with 50TS. Obviously character animations will need to wait until I learn how but the base game is definitely feasible so far.
If you have questions about this or Unreal in general feel free to ask away, this is primarily a learning exercise for me so explaining stuff helps me to understand it better as well as you.
In the mean time though, I started making something else that was more feasible, Dog Fighter.



So it started off as an idea to make essentially First-Person Asteroids, which went along pretty well. The ship controls very closely to the one in Asteroids, with lots of heavy drifting, very difficult turning, and terrible brakes. Basically, just like in the game, you have to be aware of what you are doing and how fast you are going in order to maneuver effectively.



After getting the ship to work, I felt like just shooting floating rocks would be pretty boring, considering the whole point of a first person perspective is to put you directly into the action so there should be at the very least some stuff to look at. So I built a dystopian metropolis.
I also made it rain



So while I was working on rain I came up with this idea for the player to sort of get introduced to the setting by walking to a parking garage from your messy apartment, which meant I would have to make an apartment and a parking garage and while in retrospect that may have been a bad idea it did lead to further ideas on the gameplay.
I then had a friend do some voices for me and by this point it turned into an adventure game (as things inevitably do when I make them). Think of Walker Texas Ranger but on Venus. I am still juggling around plot so it's all still very vague but trees are involved.



Since it's a space cowboy story there's gotta be some quick-shooting! The main character is a cop and has taken a personal oath to never kill, so he disarms his opponents with fancy shooting. This character is BAD-I, who is basically a tutorial baddie for when I work out how the shooting system works. I want it to be a minigame sort of thing but I loathe quicktime button press nonsense so I need to work out a good, non-repetitive system.

And here is the parking garage atm, which is getting pretty close to being done so I can go back to working on the flying parts.
So anyway, that's what I've been doing the past few weeks. I'll try to keep this updated as I go (for real this time haha) since there haven't been any roadblocks nearly as massive as with 50TS. Obviously character animations will need to wait until I learn how but the base game is definitely feasible so far.
If you have questions about this or Unreal in general feel free to ask away, this is primarily a learning exercise for me so explaining stuff helps me to understand it better as well as you.
Thursday, April 30, 2015
Arcade Game: Get Rich or Die
For our final project in programming, we were split into groups to recreate arcade games in UE4 with Blueprint. Me and my classmate Zaq chose to do Smash TV, a room-to-room horde shooter. We chose not to completely mimic the game, going for a slightly different spin on the same general concept both for better PC controls and less work-intensive assets (we needed to do this in 2 weeks).
The end result, in my biased opinion, is pretty fun! This was easily the best assignment this year, and definitely the most useful one in terms of putting all of the things I learned to use in one project, a game that I built from the ground up from scratch.
Tuesday, April 14, 2015
50 Ton Sword: Development 1
So I'm building a game over the summer (and ongoing as time allows
for it), primarily for game design portfolio purposes and also to get a
good grasp on UE4/Blueprint and any other areas that happen to arise. It
is absolutely 100% for professional purposes and there is no relation
to my obsessive love for robots.
It'll probably be in the ugly flat colors and simple models stage for a while, since right now I am working on the systems/weapons/etc. which don't exactly lend themselves to being very pretty to look at, but from a functional standpoint I think it's kind of neat. That may of course be personal bias related to navigating the Blueprint spaghetti soup for too long.
So let's bring everyone up to speed:
These are the Lances: Hunchback, Petard, Zeus, Pummel, Buzzard. Lances are highly personalized, sophisticated war machines, which can only be afforded by wealthy Barons and Dukes, who consider their Lances to be their most prized possessions. Most of them are pretty apparent functionally except for the Pummel, which has massive 'fists' instead of the standard arm-gun setup.

In Maya measurements, they are actually only about 5-6 feet tall, although a person stands only a little higher than their feet at roughly 5 inches. The dropship on the other hand is pretty massive, it's basically a flying garage.
50 Ton Sword is kinda like a MechWarrior Lite. While there probably won't be custom loadouts/armor building as that's kinda outside of my expertise at the moment, it's got a very fighter jet-esque control scheme similar to MW, and the different lances will offer varying loadouts for all manner of property damage. This is mostly the Pummel's fault, because it has some very large and unique weapon functions planned that would make a loadout system... more difficult than usual.

Right now I have the movement and weapons systems implemented, along with most of the HUD. Movement is fairly simple, kinda like flying a plane, your forward/backward speed is constant movement based on the throttle, while you 'manually' turn, and firing is a matter of arming the desired weapons and firing. There is also of course a Fire All button to noobspam things close to you.

There are also jump thrusters and a spotlight, because duh. For some reason it has not occurred to me to add an indicator for the lights until just this moment, so that's probably going in there. Also toggling viewports. I am debating swapping out the rear-view camera (which I am finding surprisingly difficult to work out) for just a third camera option but there may be some confusion as a result of that kind of thing.
So yeah, right now I'm working on making the actual weapon parts of the weapons, which is mostly a matter of figuring out projectiles and making them go in the right direction. I'll try to update fairly regularly, although it will depend on how interesting I think the part I'm working on is, haha.
It'll probably be in the ugly flat colors and simple models stage for a while, since right now I am working on the systems/weapons/etc. which don't exactly lend themselves to being very pretty to look at, but from a functional standpoint I think it's kind of neat. That may of course be personal bias related to navigating the Blueprint spaghetti soup for too long.
So let's bring everyone up to speed:
These are the Lances: Hunchback, Petard, Zeus, Pummel, Buzzard. Lances are highly personalized, sophisticated war machines, which can only be afforded by wealthy Barons and Dukes, who consider their Lances to be their most prized possessions. Most of them are pretty apparent functionally except for the Pummel, which has massive 'fists' instead of the standard arm-gun setup.

In Maya measurements, they are actually only about 5-6 feet tall, although a person stands only a little higher than their feet at roughly 5 inches. The dropship on the other hand is pretty massive, it's basically a flying garage.
50 Ton Sword is kinda like a MechWarrior Lite. While there probably won't be custom loadouts/armor building as that's kinda outside of my expertise at the moment, it's got a very fighter jet-esque control scheme similar to MW, and the different lances will offer varying loadouts for all manner of property damage. This is mostly the Pummel's fault, because it has some very large and unique weapon functions planned that would make a loadout system... more difficult than usual.

Right now I have the movement and weapons systems implemented, along with most of the HUD. Movement is fairly simple, kinda like flying a plane, your forward/backward speed is constant movement based on the throttle, while you 'manually' turn, and firing is a matter of arming the desired weapons and firing. There is also of course a Fire All button to noobspam things close to you.

There are also jump thrusters and a spotlight, because duh. For some reason it has not occurred to me to add an indicator for the lights until just this moment, so that's probably going in there. Also toggling viewports. I am debating swapping out the rear-view camera (which I am finding surprisingly difficult to work out) for just a third camera option but there may be some confusion as a result of that kind of thing.
So yeah, right now I'm working on making the actual weapon parts of the weapons, which is mostly a matter of figuring out projectiles and making them go in the right direction. I'll try to update fairly regularly, although it will depend on how interesting I think the part I'm working on is, haha.
Subscribe to:
Posts (Atom)