Tuesday, December 4, 2007

Weekly Progress

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, 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

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

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