Oh no... What is this?!
Saturday, December 27, 2014
Tuesday, November 18, 2014
Camera Move Research
For our boss battle pitch, we need to research a real camera move that we could use in our trailer.
For the end, I want the characters to attack each other/fly at each other like this:
LINK!
and... This following shot for our fireballs from Sucker Punch:
http://www.youtube.com/watch?v=hNaeXuLyF2o&t=1m40s
For the end, I want the characters to attack each other/fly at each other like this:
LINK!
and... This following shot for our fireballs from Sucker Punch:
http://www.youtube.com/watch?v=hNaeXuLyF2o&t=1m40s
Friday, October 31, 2014
Boss Analysis - Toasty, Spyro The Dragon
For my boss analysis, I chose the level "Toasty" from Spyro the Dragon, which is the first boss level in the game.
When you first approach Toasty's portal, it's protect by a large dragon head.
...Which only unlocks after you save a certain amount of dragons. So after the basic mechanics are taught, you get the option of experiencing a challenge with linear rules, as opposed to the free-roaming playstyle of the other spyro levels.
After advancing through the portal, and the beginning part of the level, which teaches you about the general enemies of the level (and a unique enemy that is slightly more difficult than the regular ones).
The player reaches the first save point in the level, which is a dragon named Nevin.
He tells you that Toasty is the "fearsome" evil force of the land, and to be careful.
That being said, you walk to the right and see... This pumpkin-head guy.
While this pumpkin-guy, who we presume is toasty due to his boss-esque (large size, big weapon, sorta scary) demeanor, sits in the back and swaggers around, he stands behind a single dog enemy, which was proven in the earlier part of the level to be difficult to overcome. The player must use their flame breath to torch them, and then destroy them with a second blast before the dog charges at them.
When the player defeats the dog, it gives them free range to attack Toasty. Toasty, being a large enemy, cannot be defeated by a charge attack. This was made apparent from earlier gameplay. So, running towards Toasty and getting him with flame breath causes him to be injured and run into the next room, which opens the gate.
The next room has the same mechanics, except there are two dogs.
The final room has three dogs, and after being torched in the previous room, Toasty's guise is burnt to a crisp and he is revealed to be... A sheep. On stilts.
A true terror. One last torch and he's through.
After killing him, the player is rewarded with an explosion of gems, as well as the portal home.
Thursday, September 25, 2014
Toy - More In-Depth
For number seven, I did something simple.
I created an environment that players need to explore and find an item in. Once they find that item, the gate will open:
The story of this is sort of an "Indiana Jones" concept. You search for runes that are displayed on the wall. After collecting them all, the door opens. It's sorta based off of the old MAC/DOS game of Indiana Jones.
Once you open the door, you get a tomb full of gold. Yay!
More to come.
I created an environment that players need to explore and find an item in. Once they find that item, the gate will open:
The story of this is sort of an "Indiana Jones" concept. You search for runes that are displayed on the wall. After collecting them all, the door opens. It's sorta based off of the old MAC/DOS game of Indiana Jones.
Once you open the door, you get a tomb full of gold. Yay!
More to come.
Friday, September 19, 2014
"TOY" or Mechanic Ideas - Game Design
Brainstorming time for potential mechanics!
- Interchangeable Environment - Press a button and the environment around you changes. Could be super easy to incorporate this into a story. Top down, or third person would work best for this.
- Shapeshifting - Player character or another enemy changes shape when you confront it or press a button.
- Transform non-sentient items into sentient - Button you press/weapon that turns inanimate objects into minions that follow you. Most likely thinking of something like boulders or kitchen items.
- Edible Weapon - A weapon you can use to attack, but also can consume when you run low on health. Once you consume, it's gone, though.
- Enemies that change with environment - Change in lighting (i.e. spyro dark level enemies), change in water, change in lava, etc. etc.
- Puzzle that requires using clues in the environment to solve - Arrange tiles in a certain way based on things that appear in the environment
- Puzzle that requires searching for objects and then placing them - Ancient tomb or something that needs tablets to open with certain designs on them
- Sighting - Finding hidden objects/seeing them and receiving points. In a large environment with many buildings, tiny animals or sculptures
- + 10. - Spotlights/Climbable Assets - Tall assets to climb up with spotlights that, if you're caught in, you have to start over. Must make it to the top to win.
Friday, September 12, 2014
Craggy Valley - Multiplayer Level Overview
Craggy Valley PICTURE TO COME!
Craggy Valley takes place in... A Craggy valley. Lots of rocks, rugged terrain. There'll be lots of slopes and hills, giving players vantage points and disadvantage points. The focus of the level is a large hill with two flags atop it.
There are three main assets that make up this level: one tree (that'll steal from my biome), round rocks, and the flags.
There are also little fences, but those can come later/last.
Craggy Valley acts as a beginner level, or one of the easier, smaller multiplayer levels that would exist in a larger game. The Valley is a piece of land/territory that would give either team an extraordinary advantage in one of the upcoming larger battles. The two teams have a unplanned scrap in order to see who gets to claim the Valley for themselves and have the upper hand in the next fight.
Here's some real world reference!:
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