Thursday, 19 December 2013

Project Summery WIP

In "Neo-Cretaceous Britney" you play as a tyrannosaur named Britney who is on the run from the Rozzers for substance abuse. You are on now on the run (literally) from a planetary defence force heading towards the setting sun causing a great deal of collateral.
Basic Proposal

Game-play...

NCB is to be an endless-runner with shooting elements, in many ways similar to a great many on-rails arcade space shooters. Coding is not my forte, and thus servilely limits what can be created before the deadline, however what can be achieved outside of the basics is rather hard to determine.

Those basics include:

  • Controllable side-scrolling
  • Controllable jump mechanics
  • Procedurally generated Environment, Track and enemies
  • Lightly scripted AIs for enemy units
  • Shooting mechanics
  • GUI and its associated mechanics (health/score/distance)
  • Functional Menu with options

Aesthetic...

Basically the whole game is a device that I'll use to show off my work, bill-boards will show-off some 2d ads, and there will be randomly generated 3d environment create by Mr.J.C.Barber (ME!).

Characters will all be very designed to look serial, with the intent of amusing my audience. I think that as my 1st attempt at creating a finished game I shouldn't look to create something too visually ambitious, going for realism would require side-lining all other aspects of my game.
A strong simple aesthetic will not only allow for more time, it will also enable me to explore porting the final product to android devices. 

The world of NCB will have a broad 1960-1990s B-movie sci-fi retro-vibe. The city in which you run will be based on the likes of films like Judge-Dread and Blade-Runner. I'll also personally be looking at modern cities like Hong-Kong, London and New-York, if only to restrain myself from making anything that looks poorly thought out. (the game franchise sim-city is also a great reference point)

I want to have a borderlands-like o cartoon style
All of these elements will tied together with a cold pink, blue and purple colour pallet, with highlights in a contrasting neon-green bringing to attention enemies/bullets/misc. Also


Saturday, 14 December 2013

December Summery (Greybox)

This month has been going pretty well, a lot has been achieved, though not as much I'd have liked. But with the dissertation draft submission rapidly approaching, much time must be invested elsewhere.
It's been a while since I've updated this so apologies if some of this stuff was created in November.

Video...

Concept Animation
Grey-box

3d Renders...

Base Mesh
Skin Attempt1 (The cartoon style is deliberate though still shit)
Basic elements
Bus + LampPost Props

Gateway (Parody of Jurassic Park gate)
Motorway (will need to be wider with more lanes)
Really shit props, I like the traffic cones but the stop sign has to go
Colour Scheme

Ads on Billboards

Suicide Booth / Tardis

Ads(fake until I can get huge sponsorship deals with cooperate giants)

Ad for Penny

Saturday, 2 November 2013

November Summery (General Progress)

Concept Work: Why I no produce a lot...

In short I'm pretty certain of how I want my idea to materialize. Concept work is/was for pitching purposes.
As this is solo project I am inherently going to be a tad lax when it comes to producing pretty-pictures to convey my ideas. 

This is not to say there is not more to come but; "why communicate ideas with yourself" is the question I'm facing at the mo, and I think the answer currently is; "to get a grade and build a portfolio whilst improving your quality of drawing".

I've often been guilty of creating 100 ideas not a single product, this isn't something I feel is wrong, but ideas are a dime in a dozen.

Whilst bouncing ideas off of others is fairly effective means of creating work, I tend to find I'm pretty contrary and unwilling to deviate, as a leader of myself this in truth this is more for the sake of clarity.

With only 5-ish months left (-dissertation) to create something awesome, I'd rather not squabble about the pros and cons of lighting with anyone the game does not exist.

In the later stages I'll adjust my strategy once I have a game to work with, aesthetic is the icing on the cake, it's not the entire thing.

Concept Work: Rough Drawings...

Britney
^The realistic proportions (-the arms) look a little lame, since I was drawing her out I thought I might as well try the look out.

Teddy
^Probably one of the cooler ideas in my head, but one that is unlikely to be added as I'm certain a functional model with AI and fluid animation, would be a huge time-sink.
Cyringe (Cyber + Syringe, get-it?)
^The idea with this dude was to have the tutorial reference the annoying fairy from Zeldar, just for the tutorial.
Kelrad (It's like Darlek but spelt backward, get it?)
One of my lamer ideas that is a little ugly and um-necessary, I'll add another Dr.Who reference.

Jet-Pack Shark
^A pretty neat idea stolen and tweaked from the "Lazer Shark" "memes" online.

T-3X
Thought of initially as an arch-enemy, this is defiantly not going to be added.

It seems, over-all, like I'm losing a lot of the charm, I think I'm going to drag everything into a more stylised aesthetic. A photo-realistic interpretation of everything will take too much time and will almost certainly look pants.

In terms of code...

Basically my program creates a list of inactive clones and a list of active clones, it selects randomly from the inactive list and adds to the active. The objects are prefabs taken from the "prefab" folder, each platform has a couple of vectors to inform the next platform where it needs to generate. Upon hitting my "deactivation plane" it makes the object inactive and adds it to the inactive list.

I'm having issues with the physics and trying to streamline the code into something more efficient. The addition of gunplay and other misc elements seems, in practise, easy to implement.

I plan to lend my code out so the codes its legibility is especially important to me.

All in all everything looks to be going pretty well, context is something I will refine later, doing so now seems premature whilst the game still lacks functionality.

Conclusion...

My most important task this month is to get the grey-box working completely in a manor that is easily adjustable. Most of December and January are looking to be focused on the completion of the dissertation, from then onwards asset creation will be my focus.

I think that it is vital to have functionality before adjusting the aesthetic, by getting the harder, more technical aspects out of the way I'll have not only a solid foundation on which to build on, but a more flexible schedule during the later stages of game development.

Tuesday, 8 October 2013

October Summery (Pitch+ConceptArt)

Due to the pitch on the 8th I'm having to have a finished grey-box by the end of this Thursday. 

Basically I'm trying to integrate an object-pool for all my objects,
this is something that I am sinking many hours into without many visible results.

In short though, jumping, side movement, shooting, damage can all be added on the fly,
as and when I need them.

Basically I can easily create something that works, but it will likely have poor performance unless I manage to program the objects to work within an object-pool.



I'm currently in the process of creating some (unoptimised) buildings to litter the background...

Something that I'm currently trying to balance with the programming is the creation of low-poly assets for later use, I will likely see if I can animate these before my pitch. (not looking likely)

Outside of this I'm also working on some "tileable-textures" to be used on my buildings, I'll likely keep them in this format.

Here is a mock-up of what the game might vaguely look like...

I'm not working with the above as it's a bloody mess, however once I have a grasped most aspects involved in the programming of my game, I shall seek to have all aspects present in each unity build.

...

I'm getting the stuff ready for this Friday, the pitch is apparently informal
but I'll try to have as much to show off as possible.

The programming is going well, made a breakthrough with the object pooling, I'll work more on this soon.
https://www.youtube.com/watch?v=qjhbZvqblEc
http://www.youtube.com/watch?v=sJMUIzY2v0g

I'm thinking for the enemy tanks I go a little retro, sort of a WWI era style ...

Made mock poster to rally the feminist extremists to my cause...

Made a trooper concept...

Low-poly 3D model...

Platform Design 1...

Here's a few of concepts...
The rocket shark is defiantly in but I'd like to work on a few more concepts before I decide^^

I plan to work up each of those images...

I'm thinking a giant carebear that shoots lazers from its tummy might be cool.



Sunday, 22 September 2013

September Summery (Pitch)

Summery

The game I planned to make was going to be an endless-runner similar to "Temple-Run" and "Jetpack-Joyride".
The camera will be positioned behind the controllable-character looking forwards and at a slight downward angle.
Technically speaking the character will remain static, whilst the 3D environment will scroll backward. Once the environment is a certain distance behind the character will repositioned, randomly (to an extent), further up front.
The character's personal movement controls will exist solely within a 2D plain.

Theme


I wanted to gather opinions and decide before the end of this week, as I hope to talk to tutors and such, learning to better program a runner would be a good move to make whilst I am in a moment of indecision.

In short opinions were as follows...




The Mechanics


  • Game-modes; Iron-Lady (Insta-death), Hard (less lives), Normal, Piece of Cake (lower enemy count).
  • Gunplay: As an endless runner it lends itself naturally to many arcade-style side-scrolling shooting games, for instance Galaxian, this will help in setting this game apart from "Temple-Run" like games.
  • Pick-ups: There will be points for score, and perhaps the addition of dinosaurs and/or headgear.
  • Power-ups: There will be shields and other advantageous items littering the track.
  • Hazards: There will be many enemy structures and units sent to halt your advance.

The Teams

Whilst I half-enjoyed the responsibility of leading a team last year, the results that we got were unsatisfactory.

As the team's leader I think much of the blame can be levelled at me for the following reasons...
  • I allowed for too much laxity and should have been more generous with the work-loads without worrying about over-burdening individuals.
  • I worried too much about directing criticism at what work that was produced.
  • As a team we all worked from home far too often, this resulted in communication issues.
  • Also whilst in theory more work can be done from home, in practice people (myself included) slack.
I have decided to pursue my work solo. This is not set in stone, but is currently the most effective method I can think of in order to produce, at the very least, a structurally sound framework for my game.
I might be interested in recruiting a little later down the line but we'll see.