Monday, September 22, 2014

Toy Project: A Game Mechanic Exploration

After finishing our FPS shooter level, we're advancing to a more complete form of a game. In our upcoming Toy Project, we'll be designing and programming our own game level based around a mechanic of our choice. From 2D sidescrollers to 3D shooters, we're allowed to reach for these ideas so long as it is feasible for our abilities.

The following are ten ideas I've explored as possible candidates for this project:

1. Side-scrolling puzzle solver. (Player finds intricate stone keys that they must levitate and move around in a 3D space in order to find their right fit for a keyhole. Found in Legend of Zelda's Skyward Sword dungeon key system).
2. Physics based pulley systems and see-saws. Player must find objects with the right amount of weight to activate pulley systems and counterweight balances in order to rise to the highest point of the level.
3. Hunt or hunted. Survival of the fittest. Player evolves as they defeat other enemies/players. Their primary skill is strengthened throughout each evolution.
4. Changing forms in order to clear level obstacles (Example: Player is a spirit wisp that possesses different creatures in order to traverse the level/ Player must shape-shift into different objects/animals in order to complete level)
5. "United we stand. Divided we fall" A game where the player accumulates clumps of itself in order to cross obstacles and defeat enemies (Example found in"Pikmin")
6. Divergent thinking. A player encounters everyday objects and is forced to think differently of their function in order to solve puzzles. (Example: Player must use a chair as a key to turn a square shaped lock with 4 holes on each end).
7. A game where two people play on one keyboard. Two players must synchronize their movement in order to solve puzzles and defeat enemies.
8. A player's attack creates permanent structures in the world that help the player climb through levels and hinder its enemies (Example: Player jumps, then slams the ground. Impact creates spikes and jagged protruding shapes that might be used to climb to a higher platform in the level).
9. A stealth game were players try to maneuver out of a level by deceiving/manipulating enemies and triggering changes within the environment.
10. Players gather bait to lure creatures that"ll help the player traverse an environment (Example: A player uses giant leaves as bait for a large stegosaurus-like creature to come close. Player then uses stego-creature as a bridge to a higher point in the level.

More updates on this project coming soon. Thanks for reading!

Sunday, September 14, 2014

The Growth of a Team: Young Horses Studio and Octodad

The last few days I've been doing some small research on startup game companies and their experiences on making their first marketable game. I hoped to gain a bit of light on the team building dynamics that may happen during the early stages of a company as it transitions to its first degree of maturity. Thankfully, I found a presentation that honestly revealed this process in a refreshing yet educational way. If your interested about hearing of a young companies adventure through the completion of their first wacky game, do check the following link: http://gdcvault.com/play/1020768/Empathy-for-Octopodes-How-Octodad

Welp, back to work.



Friday, September 12, 2014

FPS Map Proposal

Here's my FPS Map Proposal. I'll be using my Modular Kit pieces from my 3D class to set dress the level.


Tuesday, September 9, 2014

FPS Analysis - Neotokyo



Neotokyo, originally started out as a modification of Half Life 2 for the Unreal Engine, is a multiplayer fps developed by Studio Radi-8. It takes place in a futuristic of Tokyo after a military coup’detat has taken place. Now two factions, the nationalist Jinrai and the Japanese National Security Force are locked in combat as they both try to gain control of the Japanese government.

When the game starts, you are given the choice to join with Jinrai or NSF. After you’ve chosen, you select one of three player classes: recon, assault and support. Recons are capable of using unlimited sprint, longest camouflage time and are capable of night vision, but have little armor and hit power, making them highly vulnerable. Supports are the full opposite, capable of large amount of damage, thermal vision, and staying well protected with their heavy armor. But they are the slowest to move (they have no sprint ability), making them easy targets in ambushes or chaotic scenes. Assaults are the mid-ground between Recon and Support, with limited sprint, motion vision, and a moderate amount of armament and firepower to level up the playing field.





Neotokyo has two game modes: Capture the Ghost (a version of capture the flag) and Deathmatch. In Capture the Ghost, players must capture and retrieve the upper body of a cyborg that has been placed randomly on the level. In Deathmatch, teams fight for the highest number of kills. Its leveling mechanic makes Deathmatches a more complex, as players can level up and gain higher ranking when achieving a kill, but lose points when killed or committing friendly fire.

Since there is no timeline in the game, all maps are battlegrounds to present the current struggle between the Jinrai and NSF forces. The map selected is a mixture of a Japanese garden and an underground computer lab, giving the environment a mixture of open areas and small corridors to plan their battles. It also provides areas of cover for players to move from one end of an open area or corridor to another while still leaving area for confrontation and open fire.


Screenshots:






Map



Gameplay footage: