Project Antlion
Mechanics:
I board game with grid
Player move through the board and need to watch out for antlions
Dynamics:
They prototype represent a very early version of the game
Unsure of what the player should be
Aesthetics:
The group need to make dicisions fast on what the game is going to be
Educational game turns me off
Hopefully the final game will look more interesting then the paper version
Fins of Fury
My project.
Project Mizu
Mechanics:
Player uses water to both move and fight the enemies
Paper prototype don't represent the real game
Enemies are controled by dice rolls in paper prototype
Dynamics:
Nice reward for killing the enemies
Nice idea to ride a turtle
Aesthetics:
Game may easily become too easy, but if balanced well, could be a great game
Artword is definitly an A+, really like the whole style of the game
Project Untitled
Mechanics:
Player fights in a small classroom
Kind like many old school arcade fighting games
Dynamics:
No rewards from killing the enemies
Players fight till they dies
Aesthetics:
Too many puzzles in game causes distraction
Need to be able to heal the player or they won't last long
More loot from the enemies will encurage the player to continue to play.
Wednesday, October 31, 2007
Wednesday, October 24, 2007
Weekly Progress
For the last week, I mainly focused on studying how to use the halflife 2 engine.
I downloaded the source SDK, and played with it. After a while, I realized that halflife 2 is quite complex when it comes to creating a level and adding new functions. This could cause problems because most of my team will have a lot of problems using the tools despite all the tools' functionality. Therefore, after a long discussion with my team leader, we decided to go back to the Torque 3D engine.
For the next week, I will start to program with the Torque engine, and hopefully get a working alpha version of the game by next week.
I downloaded the source SDK, and played with it. After a while, I realized that halflife 2 is quite complex when it comes to creating a level and adding new functions. This could cause problems because most of my team will have a lot of problems using the tools despite all the tools' functionality. Therefore, after a long discussion with my team leader, we decided to go back to the Torque 3D engine.
For the next week, I will start to program with the Torque engine, and hopefully get a working alpha version of the game by next week.
Tuesday, October 16, 2007
Weekly Progress
For the last week, I mainly focused on learning the game engine that our team will use as well as doing the test on paper prototype.
I have participated in team meetings on Tuesday and Wednesday after the class and lab. We have decided to use HalfLife 2 engine instead of Torque 3D.
For the next week, I'll be starting to program with the game engine, and try to find out more about the engine, including how to import 3D models and make them interact with everything else in the game.
I have participated in team meetings on Tuesday and Wednesday after the class and lab. We have decided to use HalfLife 2 engine instead of Torque 3D.
For the next week, I'll be starting to program with the game engine, and try to find out more about the engine, including how to import 3D models and make them interact with everything else in the game.
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