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Showing posts with label XB2001 - Games Origination. Show all posts
Showing posts with label XB2001 - Games Origination. Show all posts

Friday, 19 April 2013

PETE!!

Just thought i'd add this pete, my loevel ive done for the last submission, i know your marking mainly the kismet. Look at the new one ive posted for ken, the graphics look a lot nicer as i figured out the issues with the last one. the kismet (as small as it is) is the same

Thursday, 18 April 2013

Overall Bad Ending

For the Aztec Run Game, the udk models corrupted on me so I couldn't use them any further and could only use kismet. So I left it as it was, didn't want to make it worse.

For the Flower Gathering Game: Im basically crap and didn't sort my time out at all. Was having problems with the model the week before, assets weren't properly created, so i decided that I would design a simple prototype of how the game would work. I will hopefully make the aesthetics version better for the other part of the unit as that was what I wanted from this level more

I can't see me doing well but thanks anyway :/

Wow

I hate how it takes me ages to learn programs. Seems to go through one ear and out the other, i apologise pete but my level will be terrible, but to lack of time management and i dont have the skills, at all.

Thursday, 10 January 2013

Game Idea Summary LDD


Level Design (UDK)

Game Title:
Players: 1-4
Genre: Racing
Theme: Sci-Fi / Futuristic
Description: The game is an action packed futuristic kart based racing game. Racing against 3 opponents, players must reach the end of the game first to win the race, battling opponents along the way, using two different components. There will first be items boxes scattered around the track in which players can use to attack, defend and boost against opponents. The other factor is the environment. By going over certain elements in the track, players can activate environmental hazards which can distract and be used against opponents in the race. There are some hazards which automatically happen so there are some players can’t control.
Level Design:


Key:
Black and White Checker Board = Start and Finish of Race
Green Boxes = Item Pick-Up Boxes
Orange Circles = Non Interactive Environmental Hazards
Red Objects = Interactive Environmental Hazards

There are 5 Zones in the race course which will have an identifying feature when going through. This makes the course recognizable and for a player, can find out how far or close they are to the finish. There’ll also be hazards specific to that part for the environment so the player will need to watch out for the environment suddenly working against them.  Each individual zone will be a checkpoint and if eliminated by the checkpoint, the vehicle will be taken back to the last checkpoint they passed. Some of the hazards will only appear once, some will reappear after a certain time and some will be usable multiple times to use against opponents to win the race. 

UDK Environmental Design Research








I wanted to look at sci-fi and futuristic environments for this game as its an area i've not really done before during my time in Futureworks. I need to make sure the race track isn't covered unless as a straight as I want people to be able see what they need to avoid and have time to do so. Due to the perspective of the camera angle, this i needed in my opinion.

I'm going to need to design 5 landmark type items in a futuristic style which will be the main modelling ill be doing along the car. The rest of the track environment will be small futuristic elements and the items which people need to be aware off to avoid.

Reference Material for Kart Design of UDK Racing Game






The vehicle design i've tried to keep to a minimal as I don't think my modelling is up to scratch but due to the fact that this unit is in coalition with Digital Modelling, I think extensively pushing my skills is appropriate. For the other AI opponents after colour has been chosen will be designed basically in the same form but with a different texture sheet through colour and emblem.

These are the examples of karts i'm thinking of designing, and will try to use these in my futuristic theme to create a well modeled and textured car to use for both units in my UDK racing game.

Monday, 10 December 2012

Combat Ability Pictures

Astrological Power

Countering

Grapple

Guarding

Strike

Parry
Weapon Attack
These being the main 7 combat abilities in battle, I wanted to show these off because I think these represent the information required in this specific part of my concept document. These are to help my doucment look nicer and to show an emblem of he design im thinking off

Sunday, 9 December 2012

Stat Tables for Concept Document




These represent the different 8 stats that characters have. I wanted to make this part simple due to the fact its only meant to be a concept document and it would again take time off my work. This is what the different letters mean


  • STR - Strike - Damage of normal kicks and punches
  • WST - Weapon Strike - Damage of weapon abilities
  • CTR - Efficiency of countering attacks 
  • GRB - Efficiency of Grappling Moves
  • GRD - Capability of Guarding against opponents
  • SPD - The overall speed of the character
  • MVE - Amount of move potential the character has
  • AAP - The impact this character's astrological ability and power have.

Character Designs for Concept Document
















All my character designs compiled into 1 blog post.

These characters are meant to represent either an element or a star sign. I really wanted to stick with the manga art style due to 2 reasons.

1) Being because this is an art style im comfortable with and I think trying a new concept and style would elongate the process while this was done quickly.
2) Secondly because it suits the game. The game has quite a radical manner anyway so I think using the influence of the manga style characterizes the game better and makes the game more attractive as a whole.


Design for Concept Document

This shall be the design page that is themed throughout the whole of my concept Document. I really wanted to look at a star type feel to the document due to my game idea being about the star signs. Using a gradient of different shades of blue and then adding the symbols of each star sign to the side of the pages. Then creating a simple border between them on each side to create an overall final image . Between the borders and page, I then created little white spots which glistened to create stars. Overall , I was very happy with this part.

Creating them in IN Design was the next step

Thursday, 22 November 2012

Concept Document Links

http://en.wikipedia.org/wiki/List_of_martial_arts

http://www.thewhitegoddess.co.uk/divination/astrology/star_signs_and_their_elements.asp

http://en.wikipedia.org/wiki/Astrological_sign

Pirate Level in UDK

The UDK pirate level I had to create turned out pretty well. I learnt a reasonable amount of techniques and items that are in the level creator while designing.

Instead of developing ideas using the pirate theme, I instead decided to use the assets themselves to develop the work. Use the boat wheel as a template for the whole design of the

level, I created a rock cave which originates in the middle of the map. With 8 entrances both high and low, 6 of the 8 entrances lead onto platforms which players would be able to explore. Like a small habitable island, players can visit them only via boat.

Using the assets was tricky but in the end I am happy with the final product as it fits the purpose I intended it for originally.