Tuesday, 29 November 2011
That one time...
Well i wasnt in today... i slept in to about 2pm its too late to contact gerry ill tell him the next time i see him. was up pretty late last night playing games Hahaaa. starting to enjoy university and everything is looking good for this house. ill speak to my team members on Thursday and catch up.
Tuesday, 22 November 2011
Some tweeks on my idea (final)
ok so my part of this team was to come up with an idea for the horde. as you can tell i havnt said anything about it on this blog. so my idea was to have a horde that you can control. some games have done this before but in smaller scale. i decided to take that on board. i looked at a few games such as overlord and world of warcraft hunter class. the hunter class in world of warcraft has a pet, it can be a bear to a spider. the user will control this animal to attack targets, stand down and even be controlled by the player using a in-game ability. i think this would work tel with the diffrent stances such as offensive, defensive and passive abilities to allow the user of our game to control the horde.
i also thought about adding a go-to command but due to my idea of high scale this would be hard if the user wanted to allow the horde to travel far and also could be far too easy for the user.
with the idea of overlord i took some time, i look at various abilities that the horde could have.
only a few popped into mind such as health, speed, damage increases but then i looked into different types of horde and that opened the doors for upgrades.
my idea was to have about 5-6 different classes within the horde such as:
a high damage class
a stealth class
a ranged class
a poison class
a scout class
a drone class
by this time i had a lot on my hands with 6 classes all with upgrades. so i capped the upgrades to about 5 levels increasing in hardness to unlock. the unlocks can be done by using brain points which is also used for main character upgrades that naim will be covering. at each boss fight the user will unlock a new class.
the drone class will be the default zombie.
also a side note on my own life im looking to move out seen a nice house near by myself and craig jardine will be moving there if everything goes as planned.
i also thought about adding a go-to command but due to my idea of high scale this would be hard if the user wanted to allow the horde to travel far and also could be far too easy for the user.
with the idea of overlord i took some time, i look at various abilities that the horde could have.
only a few popped into mind such as health, speed, damage increases but then i looked into different types of horde and that opened the doors for upgrades.
my idea was to have about 5-6 different classes within the horde such as:
a high damage class
a stealth class
a ranged class
a poison class
a scout class
a drone class
by this time i had a lot on my hands with 6 classes all with upgrades. so i capped the upgrades to about 5 levels increasing in hardness to unlock. the unlocks can be done by using brain points which is also used for main character upgrades that naim will be covering. at each boss fight the user will unlock a new class.
the drone class will be the default zombie.
also a side note on my own life im looking to move out seen a nice house near by myself and craig jardine will be moving there if everything goes as planned.
Tuesday, 15 November 2011
4 weeks remaining
we have 4 weeks left until D-Day (Presentation date). even though naim was off we went through some tweeks on the GUI and i changed the cover art. The cover art is looking good i used some tools including photoshop. i tried to use gimp2 but its too hard, dont know how to use it. by the time i was finish my other team members like my cover art and they showed me some ideas about layouts for controls and key bindings very awesome indeed.
Tuesday, 8 November 2011
Tying loose ends.
Today in class we looked at what was missing. we all worked together, inter-lacing our ideas for our final game.
i made some cover art, not he best but i will work upon it in my own time
covered main story line including 5 bosses (4 side bosses and 1 end boss)
The final boss layout and tactics
also starting to write up some documentation for the presentation.
we also fixed some ideas for the presentation layout and design.
i made some cover art, not he best but i will work upon it in my own time
covered main story line including 5 bosses (4 side bosses and 1 end boss)
The final boss layout and tactics
also starting to write up some documentation for the presentation.
we also fixed some ideas for the presentation layout and design.
Tuesday, 1 November 2011
More information about the hud.
i gave ashley the job to research about he hud, ashley will look more in depth about the hud and what works and what doesnt. he will get back to us next week. also ive spoke to a friend at work and he will produce some concept art for our game. only a few bits and bobs but it will help with the presantation.
some ideas for a HUD.
for the hud of the game i was thinking about a mini map on screen with options to open up a larger map, this will allow the player to see objectives and various other key points. there will also be a health bar and an ability bar. The ability bar (this was only spoke about slightly before i posted this) basicly this will be a fury/rage bar were the player can sue it a bit like mana. special abilities will cost mana and will not produce any back. only normal auto swings will preduce mana. i gave the team something to do for this week and that was look define and sum up what they have, so next week we can throw it all to gether and iron out the rubbish or fill the gaps.
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