Thursday, September 25, 2014

Assingment 6



As described on the video, I made a use of the collision by using a bow and arrow and a target. I was having trouble finding a way to make the target not disappear with the collision from the floor. The point of that is to make different bows and arrows that the villagers and the main character can use to defend the villages. Also I want to make it so that the objects don't just fly away when hit.

This week when we meet we all came up with ideas that we wrote in the google doc. for the team. Also I contributed to the team by starting to make a list of possible sound tracks that can be used for the game.

Link: https://www.dropbox.com/s/cokv2qaunv68e6t/Assignment%206.blend?dl=0

Thursday, September 18, 2014

Assignment 5


I found some difficulty putting my concept together, I was trying to make the skull continuously bound but it would only just stay static. I described how I tried to make it that way. Also I tried to make the camera follow the cube but that didnt work and somehow I made the cube fly instead of moving and rotating to move around in circles.

https://www.dropbox.com/s/utnc6ichleqqgyd/Assignment%205.blend?dl=0

Assignment 4



Chapter 2 
I want the player to have an interactive experience in which they have to concentrate on how to protect their population and not an actual village. I would like to incorporate the ideal that the village can be destroyed but that the population still has more importance and get the player to feel the protective nature of a leader, and a rewarding experience for completing the goal. To do so, the game has many options as well as opportunities and strategies. The character can acquire abilities early on and be powerful at the start of the game, but later on have weak abilities, or have a challenging beginning that will allow for future more powerful abilities that can be used to just go and “wreck chaos” on the mobs and bosses.  Although the game is almost set to be repetitive because it is to be made as a tower defense, the differences between stats, the difficulty, the ability to raise and construct villages to defend themselves, and the increasing pace of the attacks will add to the difficulty and concentration of the player, drawing them in and wondering what to expect in the next wave, and how to act.

Chapter 3
Since the game is supposed to be repetitive, as is expected of tower defense games, having new and more interesting enemies, bosses, and enemy abilities are way to include surprise in the game. For example, having zombies attack, the next wave werewolves, then vampires, then a combination of the three, and a dragon attack in the middle of the wave of enemies. Having sudden and unexpected attacks that can give great abilities, at great risk to the player might be a way to include surprise and always keep the player looking for more of such acts.  Also the designs of the upgrades, if made appealing as the levels increase, can add another sense of surprise and achievement.

                Fun could be included in the game by increasing rewards for certain actions that are not described. For example, trying to hit a dragon in the eye, or actually absorbing the powers of the dragon, and using them to defend himself and beat the dragon with its own abilities, and then using those same ones to destroy the waves of monsters that come to attack. Yet depending on the skills the player uses, enemies might become more resistant to those attacks, making the player to think of when to use said abilities and to also come up with different methods to attack and defend the villages. 

The goals of the game as of now is to defend the population of the villages that the character is in charge of. Defeating waves of enemies that try to invade and destroy the villages and kill of the population, the other goal is to find different ways to attack the monsters in the most effective manner so as to not harm your protected while overwhelming the mobs. These goals are one way to motivate the player to continue playing, as well as adding aspects of RPG, horror, and strategy genres, to appeal to a greater population of players. The aspect of actually having to be bitten to get a power and that only a limited amount of bites are allowed are another way to lure in the player, as some will want to be powerful early on, others will want to have the difficulty at the start to become omnipotent latter on, or those that would want the middle ground, so as to not have too much trouble mid game, while still having a challenge later on.

As stated before in the goals, the character has to choose how to protect the citizens, and an aspect of it is, how to spend the points for raising the villages defenses, and where to personally go to defend the villages, when the information is not given at the start. Allowing time to only have one choice, the player will have to be quick witted and have good judgment as to where and how to protect the villages, when to sound a retreat to protect the population, and if they are willing to round up all their population in one village for an all or nothing last stance.

Thursday, September 11, 2014

Moving Object Assignment

Made this video to show the actual moving object and the links for the motions. I hope to be able to learn more as I did use up to much time trying to import the whole dragon and wolfman file and it did not work out that well even with the tutorials online. I'm uploading it like this to at least do the assignment with the minimal of expectations, even though I wished to do more with it.

Group Meeting Outline(Assignment 2)

 This week our group Tuesday the 9th, around 3:00 at the Dirac building, in one of the study rooms. There we discussed out ideas and made a brainstorm of what we wanted our game to include, how we could include our various ideas, the formats for the different screens, other games that could serve as an example to the what we referred to (i.e. Tower Defense, strategical games, Star Craft, FPS, etc.), and just giving ideas that we had and if they were feasible with the semester limit. We did take notes, using the google documents that we were provided and we also drew some sketches of possible screen formats, and how we would like to game play to be. We did this so as we could all use the information for the homework, and also as to be able input the information anywhere personally and all of us would have the information at hand since its a shared document, making it easier for the future discussion of ideas and meetings. Since the notes were written directly to the google docs, there was no need to transfer the contents. Our group agreed that it was too soon to discuss the overall game documents considering that we were in the brainstorming stage and were still discussing the how/what of the game. When we looked at the homework outline after we finished our meeting, it was the only time we thought of a team leader, and we desired against having one since we thought we were all equal and we should just work as peers toward one goal: a good and fun game.

The game so far as we have agreed will be a kind of first person strategic game with elements of the horror genre. We were talking about the main character being the leader of a kingdom or cities, in which the point of the game is to protect the villages that are under his control from waves of fantastical characters like zombies, werewolves, vampires, dragons, etc. The main character will have the option to train the villagers into troops to be able to defend their own village while also being able to upgrade the defenses of the villages with points or materials (has not been determined completely). Also the main character will be able to gain abilities by getting bites from monsters and depending on how strong is the monster are the abilities he gains, although he can only get the abilities of a certain amount of monsters, up to the players choice. The player is to be the most powerful defense for the villages, hence he should chose wisely between upgrading all the villages at the same time, or two and defending one personally.

I had the idea of a strategy game, the idea of the bites to the main character as to gain powers, and also the idea of being able to move the population from one village to another, making the main idea of the game protecting the population, not so much the village.  I also tried to integrate all of the groups ideas as much as possible, while asking the other members if that is what they wanted. The group as whole game so many ideas and we all did this integration job, but we kind of took turns at it.
I also gave the idea of limiting the number of times a character could get abilities from the monsters.