Posts Tagged ‘Progress Report’
So, here’s my progress report for the game, as it is right now! Decided to call it Genetics-Pop, because you spend most of the time making a row of 3 cells of the same type, in order to mutate the organism! Each successful mutation awards the player a few extra seconds and points, which can be spent on bombs (bombs mutate a 3×3 square).
Each level requires a certain number of cells to be “mutated” in order to be completed! After each level, the organism, at the bottom of the screen “acquires” a new limb/feature. The game is lost when the timer reaches 0, or when there are too many (not sure how many now) active cells on the screen.
That’s it for now!
Previous post here.
My entry for LD22 has been completed and uploaded. Tomorrow I’ll make a full Post Mortem containing a Game Design Document, and my thoughts on what went right, wrong and what could have been done to improve it further. For now, all I can say is the following:
- I’m proud of my entry. During the past 48 hours the game has gone through allot of design changes. What first started as an FPS, soon became a morph between a Top-down shooter with a capture the flag (briefcase) mode, with American Football elements (such as Touchdown). Only during my second day did I realize that the game was by no mean fun when chased down by an entire team. Writing AI for the team mates was a no-no due to the short amount of time left, so I scraped the basic mechanics and came up with a new one.
- I’m happy with the current gameplay mechanic. Using a defensive weapon for offense is something not many games tackled, or at least no any that I know off. In this prototype I tackled two ways of using the shield, one in which the player acts a bulldozer, pushing his enemies into pits, and another where the shield is used to deflect bullets towards his attackers.
- I’m not much of an artist but I feel that the current art style is decent.
- I’m happy with the amount of features this game contains (although not all are used now). In just 48 hours I managed to integrate a TDS camera (with an alternate FPS version, currently locked), collision, AI (when the prototype was meant as a Capture the Flag game, I implemented two types of behaviour for the enemies: Attackers and defenders. The Attackers charged towards the player if he was near them, while defenders rushed to the touch down zone, forming a human/robot shield) and basic physics.
As I said before, a Post Mortem will arrive soon, in which I will explain how I have arrived to this current gameplay mechanics, what I had to scrap and why. Till then, I’ll leave you guys with today’s Timelapse, and a bunch of screenshoots.
Download Cyber Shield.
Previous post here.
Ok, all basic mechanics are in place. I’ve decided to remove a few stuff in the end, but it’s for the better. The shield mechanic is now in place and it is the main attraction as o now. Dashing and Shielding are now separated (Shift – Dash, Space – Shield) from one another for better control over the character. The Main Menu is in place, although it lacks a Background. I’ve also finished the 1st level (easy), with 8 pits that warmly wait for the enemies to fall into them.
Death cam and Victory cam have been added (camera zooms in on the player, and rotates). Gonna add a special kind of mood to both cams (dark/grey for death, something else for victory).
I’m going to spend the next 4 hours adding more visual goodies (blur for dash, slow-mo camera when enemies fall into pit, a damage overlay for the player). After that I will try my best with sound and music. Time to get back to work, hence not much time is left, and more is needed to be done.
Here’s a Screenshot of the Main Menu:
And here’s the shield animation:
Previous post here.
Thinks are starting to tie up together, now that I also finished adding the Shield Mechanic for the player. Now, besides being able to dash for a limited amount of time, our little lonely-protagonist can spawn a shield that protects him from evil bullets, and also tosses baddies aside!
The AI has also been improved, Attackers now have a FieldOfView distance. They only engage the player if they spot him, so good bye having a huge swarm of enemies behind the player. This also allows better tactics in the game, as enemies are now evenly spread through the field.
Here’s a small video showcasing the shield:
Previous post here.
I’m back with a new post. 16 hours have passed since I started working on the game, and things are looking bright (hope it’s not cause I have industrial quantities of coffee in me right now). I managed to implement a basic AI system for the baddies, and I’m building upon it. Since my last progress reported the following changes have been made:
- In order to focus more on the scoring mechanics and gameplay, the player can no longer shoot at the enemies. Instead he must dodge, run, jump and avoid the entire swarm of baddies that charge gun-first towards him.
- Enemies now feature two AI mode: Idle and Hostile! If the player hasn’t pick up the Briefcase, the baddies will run around the arena, acting cute and minding their own business. When the player steals the briefcase and heads towards the Touchdown Area, the enemies enter the Hostile mode, which has them engage the player. Right now I’m working on splitting the enemies in two groups: Attackers and Defenders. Attackers are the baddies that charge towards the player, while Defenders maintain their position near the Touchdown Area firing at the player, defending that position.
- Got the HUD to work, both the HealthBar and the “Special” bar.
- Collision detection between the baddies! Now they bump into each other, turn around and mind their own business. (Only in Idle mode).
- I suck at 3D modeling and graphics, but I’m doing what I can. Right now I’ve added the Player and Baddies models (who are subject to change if I will have enough time left), which look like a low-poly cell-shaded version of R2D2 from Star Wars.
Here are a couple of new screen shots, and a video showcasing the Idle-ing robots.
It seems that 12 hours have passed since the compo started. It’s time to look back on what I have accomplished in this 12 hours.
I’m going to start with a small description of what is going on in the game:
The game takes place in a vritual environment (tron-like grids). Both the player and his enemies are virtual bots, living in cyber space. The player’s goal is to collect the “Intelligence” briefcase, and send it to the drop off zone. You win points by scoring touchdowns (dropping the Intelligence in the designated area), you loose points if you get killed.
The enemies (baddies as I like to call them) are not hostile towards you at first, but become so when you steal their precious briefcase. In order to reach the drop zone, the player must push (while carrying the briefcase) through the enemy lines. Once the touchdown occurs, the briefcase is reset to it’s original position.
Think of it as a Top-Down Shooter meets Team Fortress 2 and American Football. Up till know I have the following things working:
- Player controls
- Collision and Gravity
- Enemy spawning and a shitty AI that starts to follow you when you pick up the briefcase
- Dropping and picking up the briefcase
- Player bullets (enemy bullets to be added soon)
Here’s a rough concept of the playing field:
Here’s a Screenshot:
What do you guys think?