Thursday, November 10, 2016
Thursday, September 15, 2016
Hero Prop Ideas
- Fire axe
- an axe hooked up to propane tanks
- catches fire when swung
- can be swung at ground to lay fire traps
- Fission launcher
- launches a ball of unstable nuclear power
- explodes on impact
- can power devices
- fires a more concentrated beam damage enemies
- beam is more accurate but causes less damage over time than ball
- Dynamic Flying Guillotine
- launches sharpened shovel heads
- can be launched at walls to create temporary ladders
- Grapple hook launcher
- launches a double sided grappling hook that can restrain enemies or catipult objects towards them
- Bass Cannon
- large subwoofer that can push objects and enemies once activated
- Gravity Manipulator
- temporarily makes objects lighter or heavier
- Deflector field
- can deflect projectiles
- player can bounce from ground and avoid fall damage if used when falling
- projectiles can be deflected directly back at enemies if timed correctly
- Crystal Accelerator
- launches large crystal spikes at enemies
- can push small objects
- can be forced into ground to create platforms in front of the player
- Nail Gun
- can nail thin objects together to create cover and platforms
- earthquake generator
- a large piston that is placed on the ground when the player activates it
- shakes rapidly to generate micro earthquakes that cause nearby enemies to fall over and take damage
Monday, April 25, 2016
Tuesday, April 19, 2016
(Arcade) Asteroids
We are starting our final assignment in programming; over the next two weeks, we are required to recreate an "Old School" arcade game. My team mates and I have thought of two separate games we would like to replicate: Asteroids and Tron
Monday, April 11, 2016
Friday, April 1, 2016
Tuesday, March 29, 2016
Tuesday, March 15, 2016
Mine Demonstration
I have been working on a Mine hazard for my racing level over spring
break. It works as it is supposed to for now, but I will be improving it
in the future. Car by Michael Filipek.
break. It works as it is supposed to for now, but I will be improving it
in the future. Car by Michael Filipek.
Friday, March 4, 2016
Monday, February 29, 2016
Friday, February 26, 2016
Tuesday, February 23, 2016
Rocket Particle Effect Research
I have been working on a particle effect to use in my racing map, I chose to make a rocket particle effect since it would make the sky of the racing map more interesting; it would add more to the sense of danger.
This is my result, I used the ribbon tutorial we were given in class to create the rocket trails
Tuesday, February 9, 2016
Racing Level Pre Pro
The setting for my ricing level takes place in downtown Chicago. A battle between America and Russia has left most of the city in ruin. My racing level will feature the player driving through fallen buildings, over wreckage, across rooftops and through the damaged subway.
Thursday, January 28, 2016
Tuesday, January 19, 2016
Platformer Level Proposal
My inspiration for this platformer level was Metroid Zero Mission. MZM was my favourite platformer game to play. The story, design, and complexity always amazed me, even the smaller details such as watching your character's armor change over time was something that made this game really stand out above the rest. Because of MZM's impact on my childhood, I wanted to replicate a similar experience with my Platformer Tutorial level.
Long-distance travel in your spaceship has taken a heavy toll on your power generator, knowing you won't make it to the next star port, you land on a small planetoid in hopes of finding something that can save your ship. Shortly after leaving your ship, you realize that you landed in an abandoned mining facility. while searching through the mines you stumble upon an ancient alien temple, the readings on your scanner pick up a huge power signature within, will go further into the mysterious temple? or will you be stranded on this rock forever?
Friday, January 15, 2016
Limbo Game Analysis
Limbo is a 2D platformer puzzle game developed by Playdead Studios. Winning "Best Game of 2010" by IGN and Gamespot, Limbo is a must play. Very few side-scroller games have been able to replicate what Limbo has managed to achieve in terms of art style and overall flow of gameplay.
Limbo is a type of game that relies on reaction time and critical thinking skills. Not much is told to the player when they start the game. The character begins the game laying on the ground, in order to wake up, the player must press the movement keys which they must find out themselves (or open the Controls window in the main menu). arrow keys are used for movement and the Shift key is used to interact with items.
The beginning of the game starts in an open field in order to give the player time to become comfortable with the controls. As the player progresses, they are introduced to the gravity mechanic of the game, where the character slides down the slope of a hill; here the player encounters their first dangerous obstacle, a spike pit. this first spike pit can prove challenging for those who are not expecting it, as the inertia from the hill slide pushes the player quickly towards the spikes. The player isn't punished too harshly if they are not able to react in time - checkpoints are fairly close together so the player can respawn just a few feet away from where they died; this is a much needed feature due to the fact that progressing through the game takes a lot of trial and error.
Further beyond the spike pit, the player is introduced to the first movable object in the game. the player must move a mine cart in order to reach a higher platform; from this platform, the player jumps to a rope which is used to descend to the docked boat. The player quickly learns that water is also dangerous to them if they try to swim across the lake, the boat and other objects are used to cross to the other side. I found this tutorial level very interesting because it relies on the player's instinct and no part of it is a "safe" environment for the player to move at their own pace. the tutorial doesn't teach the player how to play the game but more teaches how the player should act and think while playing the game.
I really enjoy the level design of limbo as well as the art style. The puzzles demand the player to think and use the environment to its fullest potential, and the traps can be challenging to navigate at times. The art style of Limbo takes on a vast range of different shades of grey, the environment takes on a seemingly 3D aspect due to parallaxing backgrounds and out-of-focus object that are close to the camera. Overall I enjoyed playing Limbo for the gameplay and visuals, I would highly recommend this game to anyone who enjoys puzzles.
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