Last week, I have managed to solve several major problems including adding new AI's with their own models and animations. I also managed to add sound into the game, though still have a lot of trouble figuring out how to call them.
Major problem now is to get the AI to not only move in X and Y axis, but follow the Z axis as well, this proves to be a huge challenge. Also, need to figure out how to change player models as the tadpole grows up. Attack animation is also a big problem. Really wish there's more time and resources.....
Tuesday, December 4, 2007
Tuesday, November 27, 2007
Weekly Progress
This week is going to be incredible busy. I managed to figure out how many parts of the engine works, there's still large portion of the Torque 3D that remains mystery to me. I changed the density of the water to stop the player from sinking. I also helped my teammates with various areas such as creating the world. Now, my focus is on how to rotate the player vertically so that the player can point up and down. I also need to figure out how to change the player's swimming speed, as changing the maxunderwater speed have no effect. Attacking animation should also be added in, as with sounds and enemies.
Critique
Project Aquila
Mechanics:
They used a digital prototype instead of paper
have keyboard and control
Dyanamics:
have a good variouty of units that have different attributes
Aesthetics:
Players who did the test became more involved in this game once they figured out how the mechanic works
Project Chopstick Chung
Mechanics:
They also used digital prototype
Use mouse to try to hit a fly
Dyanmics:
hit box is too small, also 100 pixels too low
player found it hard to immerse
Aesthetics:
game is very addictive
interesting to see what other minigames they are creating
Project Deep Field
Mechanics:
They used a physical game where player is surrunded 360 degrees with team members who are moving slowly toward the player, and the player have to push them away
Dynamics:
constantly changing height of the balls to increase challenge
Player can choose to use either one hand or both depend on the difficulty level, which I found to be quite interesting.
Aesthetics:
Very interesting game concept.
Mechanic is simple yet fun
Project Dynasty
Mechanics:
They used a board game with grids.
They have fog of war to keep traps hidden
Collecting URLs
Dynamics:
After completing an objective, the player gains better instructions
Aesthetics:
History based game.
Intersting to see how the game turns out
Mechanics:
They used a digital prototype instead of paper
have keyboard and control
Dyanamics:
have a good variouty of units that have different attributes
Aesthetics:
Players who did the test became more involved in this game once they figured out how the mechanic works
Project Chopstick Chung
Mechanics:
They also used digital prototype
Use mouse to try to hit a fly
Dyanmics:
hit box is too small, also 100 pixels too low
player found it hard to immerse
Aesthetics:
game is very addictive
interesting to see what other minigames they are creating
Project Deep Field
Mechanics:
They used a physical game where player is surrunded 360 degrees with team members who are moving slowly toward the player, and the player have to push them away
Dynamics:
constantly changing height of the balls to increase challenge
Player can choose to use either one hand or both depend on the difficulty level, which I found to be quite interesting.
Aesthetics:
Very interesting game concept.
Mechanic is simple yet fun
Project Dynasty
Mechanics:
They used a board game with grids.
They have fog of war to keep traps hidden
Collecting URLs
Dynamics:
After completing an objective, the player gains better instructions
Aesthetics:
History based game.
Intersting to see how the game turns out
Tuesday, November 13, 2007
Weekly Progress
Last week, I finally managed to get a working animation into the game! Now we can do actually start to create other element of the game such as level and enemies. The focus is now on the AI and combat system of the game. The compiling problem is still unsolved, I should discussed it with the professor or TA next week. I should also try to figure out how to get an AI to attack a player in game. I have successfully made the AI tracking and attacking another AI. So, next week's plan, get the AI to attack player with some sort of melee attack, and solve the lag problem.
Weekly Progress
Last week's focus is purely on getting the 3D models and animation into the game. Although i successfully got a 3D tadpole into the game, I'm having a lot of problems getting to animation to work. Also, I found a very annoying problem with compiling. After recompiled the engine, the game's frame rate dropped significantly. I solved this problem by clean the "torquedemo" before compiling, but the solution only seem to work at home, and shows no effect on school computers. Next week, I shall be focusing on solving these two problems.
Critiques
Project Stick Ninja
Mechanics:
Dice rolls
Obtain enemy power
Various weapons strong against different enemies
The player has to make choice on which weapon to use
Dynamics:
four levels of miniboss and one big boss.
Aesthetics:
Cool style of art
game play could be faster
Project Zodiac War
Mechanics:
It a turned based RTS game
Player vs computer
Player can build up points and you store energy for special attack
Dynamics:
The use of turn based system make the fighting a lot slower compare to other fighting game.
Combo seems pointless considering it's turn based.
Aesthetics:
Need to work more on balancing the game
Should use real time instead
Project Crack Quest
Mechanics:
They used a digital prototype
Player throw various type of drugs to kill police
Dynamics:
The player can shoot down police weapons, making the game very easy
Aesthetics:
Verying interesting game play, like the Metal Slug feeling to it
Need more balancing
Police should spawn from all directions to increase challenge
Mechanics:
Dice rolls
Obtain enemy power
Various weapons strong against different enemies
The player has to make choice on which weapon to use
Dynamics:
four levels of miniboss and one big boss.
Aesthetics:
Cool style of art
game play could be faster
Project Zodiac War
Mechanics:
It a turned based RTS game
Player vs computer
Player can build up points and you store energy for special attack
Dynamics:
The use of turn based system make the fighting a lot slower compare to other fighting game.
Combo seems pointless considering it's turn based.
Aesthetics:
Need to work more on balancing the game
Should use real time instead
Project Crack Quest
Mechanics:
They used a digital prototype
Player throw various type of drugs to kill police
Dynamics:
The player can shoot down police weapons, making the game very easy
Aesthetics:
Verying interesting game play, like the Metal Slug feeling to it
Need more balancing
Police should spawn from all directions to increase challenge
Critiques
Project 3rd Cloud
Mechanics:
Used digital prototype with keyboard control
Dynamics:
Lots of players don't know that they have to equip the weapons
Feels very similar to many other RPG games
Aesthetics:
Using RPG maker is a good choice
Need more stuff to explore
Need more monsters to fight with
Project Drive Through Tycoon
Mechanics:
Used real time paper prototyping rather then paper
Dynamics:
Time limit increased difficulty
Different costomer order different types of food making it difficult to get all the order correct
Aesthetics:
I liked how the images are clearly representing what the player will see in the game
Project Circular Strife
Mechanics:
Drive RC car to surrond tie a rope around objects
Real game will also feature change in altitude
Dynamics:
Need to figure out how to tie bombs around object in in Torque 3D
Time limit significantly increased challenge
Aesthetics:
Intesting idea
Physics will be difficult
Mechanics:
Used digital prototype with keyboard control
Dynamics:
Lots of players don't know that they have to equip the weapons
Feels very similar to many other RPG games
Aesthetics:
Using RPG maker is a good choice
Need more stuff to explore
Need more monsters to fight with
Project Drive Through Tycoon
Mechanics:
Used real time paper prototyping rather then paper
Dynamics:
Time limit increased difficulty
Different costomer order different types of food making it difficult to get all the order correct
Aesthetics:
I liked how the images are clearly representing what the player will see in the game
Project Circular Strife
Mechanics:
Drive RC car to surrond tie a rope around objects
Real game will also feature change in altitude
Dynamics:
Need to figure out how to tie bombs around object in in Torque 3D
Time limit significantly increased challenge
Aesthetics:
Intesting idea
Physics will be difficult
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