Thursday, May 8, 2014

Improved First Person Drifter For Unity

Not directly related to the current projects, but this improved first person controller for unity could prove useful for future projects. I will link to it here for future use.

http://torahhorse.com/first-person-drifter-controller-for-unity3d

Some of the improvements include:


  • smooths mouse input
  • adds optional run mode, air control, sliding on slopes
  • adds head bob to camera
  • adds mouse lock (and unlock with ESC)
  • camera fade in
  • right click zoom
  • script for resetting player if they fall below a certain height
  • pause menu that handles: quit game, field of view, sensitivity, invert mouse y axis

Wednesday, April 2, 2014

Space Game - Design Document

Worked with Evan Rosoff, Sara Detrik, Christian Ottorman, and Kevin O'Brien on this design document for the space game

Overview

You are a bounty hunter who takes on different bounties for alien outlaws. To obtain the highest possible bounty you have to catch the enemy ship without damaging it and as quickly as possible. The players ship has weapons that are both lethal and non-lethal. Damaging the ship slows it down making it easier to catch, but lowers the price. Game play will be in first person in the hub world and the bounty missions will take place in the spaceship.

Hub World
Something similar to Mos Cantina from star wars.
Bounty board, talk to locals for new bounties, gossip, vendors, etc
*First person


Bounty Board

Has list of all enemies currently with a bounty. Doing bounty missions unlocks other missions. After you select a mission a small cutscene of player leaving bar and launching the spaceship plays. Game switches scene to the chase sequence.

After you collect a few bounties on lesser criminals, NPC’s at the bar ask to see you. Player finds talks to these NPCS, and obtains a bounty for the leader of a gang or a dangerous creature. These are the boss levels that have high payouts and unique upgrades.


Vendors


Use money from bounties to buy new weapons or parts for your ship. Multiple vendors around the hub sell different things.

Possible Upgrades

- Laser upgrades (damage)
- engines (speed)
- hull (armor)
- homing missiles (lock on)
- Magnet pull (pulls enemy closer)
- tractor beam upgrades (capture)
- New ship colors



Bounty Mission (3 stages)
Stage 1 - level acclimation
Short segment just to get player accustomed to level, about 20 or 30 seconds long. Someone on the ships radio talks to you through text describing enemy and where to find it.

Stage 2 - Chase


Bounty is targeted. Player has to use weapons to slow down the enemy ship and capture it. Enemy is following a scripted path following a course of obstacles with asteroid fields, caves and other sorts of obstructions.

Stage 3 - Capture

To catch bounty you have to be within a certain range to lock on. When locked on you have to fire your traktor beam to capture the bounty. After this happens the mission ends. Cutscene of you bringing bounty to hub and getting paid plays. Scene switches to hub world.

Wednesday, March 26, 2014

Game Progress

Sample Template for quick levels, allowing the player to experience different environments in the game while still allowing us to put out a final product in a short amount of time:


Sample enemies and weaknesses:


Wednesday, February 19, 2014

Desert Island Gameplay Scenario



(Also posted in the design doc under story/design)


Desert Island 

  • Player/Villain hear of ancient artifact lost to time on the Desert Island, assume it's one of the 7 Orbs 
  • Player goes to local village and asks around about the ancient artifact 
  • Find out many explorers and treasure hunters went in search of it long ago, only one explorer ever managed to come back alive 
  • Player goes to visit explorer, who is in his old age, and asks about artifact 
  • Old explorer tells you about artifact's history, claims he braved many deadly traps and fought countless foes 
  • Says he almost got the artifact, but some "wannabe hero" who was following him somehow beat him to the punch 
  • Old explorer tells you the location of the temple ruins that once housed the artifact 
  • At this point, player goes to the last known location of the temple, which is in ruins now and cannot be explored in its current state 
  • Player travels back in time to when the temple was complete 
  • As player is about to enter the temple, they encounter a younger version of the old explorer 
  • Young explorer is currently after the artifact housed in the temple, and does everything he can to get to it before you do 
  • As player makes their way through the temple, the explorer will be one step ahead, activating traps, obstacles, and enemies 
  • this forces the player to either solve a puzzle, defeat enemies, or find an alternate route to reach the end 
  • At the end, the villain could take advantage of the explorer's greed and cockiness, and possibly hypnotize or possess him, leading to a boss battle

RPG Combat Mechanics


  • Combat will be similar to the Legend of Zelda, perhaps a little more fast paced
  • Weapons will have a regular attack, and a more powerful attack that you activate by charging it up
  • Main weapons are a sword, and magic scrolls that give you abilities such as fire ball, lightning, etc
  • Possibly other weapon types such as bow, axe, etc.
  • Player will be able to equip one main weapon and one sub weapon at a time, and will be able to mix and match different weapon types
  • Other weapons are stored in inventory and have to be switched out (see zelda)

Wednesday, January 29, 2014

Combining Pitches

I really like the idea of Christain's arena fighting, and feel it can be expanded upon to include other concepts.

Specific ideas I had in mind were combining it with Frank's environment puzzles, Rahee's story-driven gameplay, and my own idea of element-based puzzles/combat.

I was thinking the Wizard who is captured and forced to fight in the arena could, in between rounds of fighting, sneak out of his cell and explore the area in which he is being held hostage. The player could use a combination of stealth and his elemental powers to make their way around and discover a way to freedom, or to take out whoever is in charge.

Sunday, January 26, 2014

2D RPG Pitch Proposal

Idea #1: Time Travel

  • Time travel-based plot
  • Puzzles involve doing things in past to affect or alter the present
  • Mechanic to travel between past/present versions of the same map
    • button press
    • item or specific warp point
  • Ex. of possible enemy encounter:
    • Boss enemy too powerful in present to defeat
    • Travel to past and fight a weaker version of the same enemy
    • Continue boss fight in present against weakened boss
  • Possible multiplayer function
    • One player in present, one player in past
    • Player in past does things to aid player in present (ex: fighting the two versions of the same boss/enemy)
  • Possible reference material:
    • Back to The Future
    • Zelda: Oracle of Ages (GB Color)
    • Chrono Trigger (SNES)

Idea #2: Nature/Elements

  • Use the elements of nature to solve puzzles
    • Fire, water, wind, lightning, etc.
  • Earn powers progressively
    • Start with one power, earn the rest by completing dungeons (ex: zelda)
    • Possibly earn transformations that each have their own unique powers
  • Enemies have elemental types and can only be defeated by using the corresponding element (ex: pokemon)
    • Water-based enemy can only be defeated by electricity, etc.