Final Assignment; TPS Shooter:
Documentation: https://docs.google.com/presentation/d/17nqYzPgMeY08DPMDKVZIz1eJoLFgusqYYzECOzCiUec/edit?usp=sharing
Video Walkthrough: https://youtu.be/Kt0kbW3nIhA
Showing posts with label Wayne. Show all posts
Showing posts with label Wayne. Show all posts
Wednesday, 18 May 2016
Wednesday, 9 March 2016
3D Landscape Documentation
3D Landscape Documentation:
https://docs.google.com/presentation/d/1y47ixTCzk_HY2pBuSGvvPlJacJszzKW0-05bkhuWlVs/edit?usp=sharing
https://docs.google.com/presentation/d/1y47ixTCzk_HY2pBuSGvvPlJacJszzKW0-05bkhuWlVs/edit?usp=sharing
Wednesday, 3 February 2016
Tuesday, 15 December 2015
Monday, 7 December 2015
Pre-Production; Third Person Zombie Shooter Game
Clients Brief: Create a third person zombie shooter game. There should be a
large outdoor space, an indoor space in which you can collect items. As well as a final
area where the zombies will be.
My Brief: There is a refugee who has escaped from a city and headed into
a remote highlands, Zombies are everywhere and the players character wants to
get away from the city and the zombie hordes. They begin the game at the edge
of a dried up Valley that is home to a strange town made up of shipwrecks.
The zombies have been created by millipede like insects that
have come up from out of the ground from a well shaft in the center of town.
They inhabit human bodies and take them over, turning them into the hosts.
The player must collect the parts for an aircraft that will
take them up and away from the high cliffs that surround the town.
The main character is to be female and the zombies will be very unique to the standard zombie that is constantly recreated for the games that are currently out there.
However, Since the plan above it has been decided for me to work on a different project individually. The plan is very similar, except it is to be set on a farm. The mission is the same, collect parts to fix a car and escape before the Boss Zombie can destroy the vehicle.
However, Since the plan above it has been decided for me to work on a different project individually. The plan is very similar, except it is to be set on a farm. The mission is the same, collect parts to fix a car and escape before the Boss Zombie can destroy the vehicle.

Ideas:
Animation: Having not looked at a lot of animation thus far, I can only speculate at what I can achieve. My aim is to get animation similar to the still frames of the videos below.
Legal Considerations: The main legal consideration i need to focus on is copyrighting, making sure that all of my work within the game is 100% my own work. Or work produced by other people on the team. Another important element in the Pre-Production is to ensure that the game has a suitable age rating. The game would probably be rated PEGI 15, due to a moderate amount of violence. There are many other things to consider, such as various different forms of insurance. The most important is the trademarking an copyrighting side of things. It is important that I use 100% of my own work to avoid any legal issues later down the track.
Legal Considerations: The main legal consideration i need to focus on is copyrighting, making sure that all of my work within the game is 100% my own work. Or work produced by other people on the team. Another important element in the Pre-Production is to ensure that the game has a suitable age rating. The game would probably be rated PEGI 15, due to a moderate amount of violence. There are many other things to consider, such as various different forms of insurance. The most important is the trademarking an copyrighting side of things. It is important that I use 100% of my own work to avoid any legal issues later down the track.
Wednesday, 28 October 2015
3D TPS Zombie Game Design Plan
Who is in your team:
Charlie-Anne
Who is the team leader?
Charlie-Anne
Who will do what?
As I'm currently working on my own I will personally work on the following:
What elements will we need?
There will be various elements we need, the criteria asks for 3 separate areas, An large open space, a house/building or cave to explore and collect items from and an area that is infected by the zombies. As well as these I will need a standard zombie that i could potentially edit so all the zombies aren't identical, including the boss Zombie which will be bigger in size as well as in health. I will also have to think about various weapons and collectible items such as food and armor.
Location and Setting:
I was thinking of setting the game in a rural location, within the location there will be a farmhouse in which the character can explore and interact with various things. Within here the character will have to collect each of the relevant parts to fix an old car so they can escape the infested lands. Around the house and its surrounding areas there will be different locations for the different parts. Each part will be guarded by a various amount of zombies. Once the car is ready to leave, the boss zombie will spawn in. From here you will have thirty seconds to destroy the Boss Zombie. If the player fails to do this, the boss will destroy the car, consequently restarting the game.
Charlie-Anne
Who is the team leader?
Charlie-Anne
Who will do what?
As I'm currently working on my own I will personally work on the following:
- Main Character
- Standard Zombies
- Elite/Boss Zombies
- Landscapes
- Objects and assets.
What elements will we need?
There will be various elements we need, the criteria asks for 3 separate areas, An large open space, a house/building or cave to explore and collect items from and an area that is infected by the zombies. As well as these I will need a standard zombie that i could potentially edit so all the zombies aren't identical, including the boss Zombie which will be bigger in size as well as in health. I will also have to think about various weapons and collectible items such as food and armor.
Location and Setting:
I was thinking of setting the game in a rural location, within the location there will be a farmhouse in which the character can explore and interact with various things. Within here the character will have to collect each of the relevant parts to fix an old car so they can escape the infested lands. Around the house and its surrounding areas there will be different locations for the different parts. Each part will be guarded by a various amount of zombies. Once the car is ready to leave, the boss zombie will spawn in. From here you will have thirty seconds to destroy the Boss Zombie. If the player fails to do this, the boss will destroy the car, consequently restarting the game.
This is a recreated version of "Hershel's Farm" from the series, "The Walking Dead", I believe it has been recreated using The Sims.
This is the kind of look and feel I aim for within my game, obviously I will aim to make it look as original as I possibly can. However, this is what I am aiming towards.
This is a rough idea of what the car is to look like when the character finds it.
The parts I was thinking of, would be:
- New tires
- A new engine
- New bulbs, for the lights
- A fuel Gage
- Petrol/Fuel cans
As well as the parts for the car, the player will also be able to acquire things to help them survive, such as first aid kits, clothes, weapons, amunition and food. These will not be essential, however the mood food they eat the higher their health, same with the first aid kits.
This is "Hyrule Field" from "TLoZ: Twilight Princess"
The above feild is similar to the look I would like for the open world. The main structure is going to be within a farm, so I plan to have an area in the distance which you cant access due to the area you can go being fenced in. I hope by doing this to increase the difficulty of the game.
Wednesday, 30 September 2015
3D Landscape Concepts
What is a 3D Landscape?

A 3D Landscape is a virtual open space with 3D models of various objects such as trees, waterfalls, rocks, etc. There are multiple different pieces of software you can install to your computer that can help you create or generate your very own 3D landscape. A few examples of this could be game engines such as Unreal or Unity. These engines have their own built in environment sculpting tools. Alternative you could use other industry standard software such as Maya, 3D Studio Max or ZBrush.

Creating a landscape, especially within a game, gives the overall look and feel of the game more depth. It shows more detail as well as a professional and clean look.
There are many elements needed within a 3D landscape, as well as some not as important, but also very effective elements.
Flooring: Typically grass, however it could be gravel, sand, mud, snow, water, or any other surface that could cover the ground. It could also be a mixture of these.
Trees: Not a necessity but they add dimension and appeal to the environment, it gives a larger environment a smaller feel. They also make the environments look more detailed.

Buildings: Not necessarily buildings that can be accessed, however buildings give a greater depth and feel the environment. As well as this, buildings can often change a somewhat recognizable space and make it almost iconic to the human eye.
Stones/Rocks/Mountains/Cliffs: Dependent on the environment being portrayed mountains and cliff edges can set a scene apart from all others. More commonly stones and rocks add the little pieces of detail that a landscape often needs.
Creating my own Landscape:
Last week, I made a simple building with basic lighting. This week, I began to add a landscape around it.
Above is the building I started to create previously, around it you can see the grass i added to start sculpting my environment.
Once I was ready to begin sculpting some hills, I selected my brush size.
By dragging my brush I was able to make a series of hills surrounding my building.
Wednesday, 9 September 2015
Game Engines




One of the most popular games made with Unreal Engine is the Gears Of War series.
Unity: is a cross-platform game engine developed by Unity Technologies[2] and used to develop video games for PC, consoles, mobile devices and websites. First announced only for OS X, at Apple’s Worldwide Developers Conference in 2005, it has since been extended to target more than fifteen platforms.[3][4] It is now the default software development kit (SDK) for the Wii U.[5]
Unity Pro is available for a fee and Unity Personal has no fee; it is available for any use to individuals or companies with less than US$100,000 of annual gross revenue.[6][7] On March 3, 2015 with the release of Unity 5.0, Unity Technologies made the complete engine available for free including all features, less source code and premium support. Unity is noted for an ability to target games to multiple platforms.

One of the most popular games made with Unity Engine is Temple Run for Android and ios.
CryEngine: is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in Far Cry, and continues to be updated to support new consoles and hardware for their games. It has also been used for many third-party games under Crytek's licensing scheme, including Sniper: Ghost Warrior 2 and SNOW. Ubisoft maintains an in-house, heavily modified version of CryEngine from the original Far Cry called the Dunia Engine, which is used in their later iterations of the Far Cry series.

One of the most popular games made with CryEngine is the FarCry series.
What games use which engines?
League of Legends:

https://en.wikipedia.org/wiki/League_of_Legends
League of Legends was created using the Universal Fighting Engine, which is a Unity based toolkit specifically designed to create fighting games.
Call of Duty:

https://en.wikipedia.org/wiki/Call_of_Duty

https://en.wikipedia.org/wiki/IW_engine
Beyond: Two Souls:

Beyond: Two Souls, despite being a video game, premiered at the 2013 Tribeca Film Festival, marking only the second time the film festival recognised a video game. David Cage, writer and director of the game, explained that game development studios should provide "interactive storytelling" that can be played by everyone, including non-gamers. The game received polarized critical reception upon its release. Sales reached over one million copies worldwide by the end of 2013. A PlayStation 4 version was announced in June 2015.
Quantic Dream, the game developers, used their own game engine to create Beyond: Two Souls. This is due to the motion capture elements within the game requiring software that is used to create movies.
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