“Desert Robot” Prototype Update

Progress video of the combat:

 

Map of Demo Level

DemoMap.png

The plan is to have a level with a good amount of platforming and combat. With exploration sections intertwined between them. Enforcing the 3 biggest cores of the game; Shooter Combat, Interesting Movement and Resource Upgrading.

We start off the player calmly in the demo level and introduce the movements in an enemy free environment with platforming challenges. Then we introduce enemies, but remove all platforming challenges, but if they explore they will get both enemies and platforming.

When they continue with the level we have a harder platforming challenge together with combat.

Then a final boss fight which is combat and platforming combined. The boss uses mechanics introduced by the other enemies on the level, only stronger versions of them.

That is the very basic gameplay progression thought behind the level. More in-depth analysis will come at a later date 🙂

 

Hobby Projects and Prototypes Rundown

Thought I would do a small rundown of prototypes and Hobby Projects I am currently working on or have made recently.

 

“Cube Adventure” – Unreal 4

Small game that I want to be a 3rd person action platformer. Also have a very Dark Souls inspired level design. Imagine Jak & Daxter combined with Dark Souls. With a focus on dodging and movement.

Everything is done by me – Animations, Scripting, Design, Art etc.

CubeAdventure01.gif

Scripting Work:

  • Movement System
    • Move around and look around
    • Jump
  • Combat System
    • 3 Hit combo with different animations and properties for each strike
    • Damage
    • Dodge/Dash – Get more charges for killing enemies
  • Enemies
    • 1 Passive and 1 Aggressive
      • Passive stands still and have a very short aggro range, and will fall back after it have chased the player for a bit
      • Aggressive will move around when idle and will run towards the player from a longer distance and chase forever
    • When close they will play attack and do damage
    • They die when they take x damage
  • Checkpoint System
    • When close to a checkpoint it will trigger
    • When dead you will return to the last triggered checkpoint

CubeAdventure02.gif

 

“Colorless” – Unity 5 – C#

A 2,5D action platformer. A game about a world losing it’s color and a samurai that is trying to save the world. This is a game about movement as well. You get extra jumps when killing enemies in the air, so it’s about going through the game while staying in the air as much as possible while destroying all the white blocks to bring back color.

Everything is done by me – Animations, Scripting (C#), Design, Art etc.

Colorless01.gif

Scripting Work:

  • Movement System
    • Moving
    • Double Jumping
      • Add more jumps if killed something mid-air
  • Combat System
    • One spin attack
      • Does damage on objects around the character
    • Throwing Stars
  • Environment Scripts
    • Elevators
    • Destructable Objects that spawn pickups
  • Pickups
    • Gives Health or Throwing Stars
  • Checkpoint System
    • Reach a trigger that activates a checkpoint
    • Respawn at trigger when dead
  • Enemies
    • A cube that chases the player when within range
      • When within a closer range stops for a second and then charges towards the player
    • Cubes that float in air and does AoE damage on a timer

Colorless02.gif

Colorless03.gif

 

“Generic Zombie Shooter #1857384” – Unreal 4

I just wanted to do a First Person Shooter character with some enemies.

ZombieFPS01.gif

Scripting Work:

  • Shooting Weapon
    • Raycasting and doing damage on enemies
    • Aim Down Sight
    • Spawning Shells
    • Recoil
    • Animation triggering
  • Enemies
    • Spawn with random movement
    • Play hit animation and do damage when close to player
    • Ragdoll on killed

 

“Upgrade Game” – Unreal 4

A game about upgrading everything. You start slow and can’t do anything barely. Pickup talent points and spend them to gain more move speed, unlock jump etc.

TalentGame01.gif

Scripting Work:

  • Talent Menu
    • Buttons that increase stats or unlocks mechanics like Jump

Hobby Project – Update 1

SamuraiUpdate1.gif

I’ve been working a lot more on learning C# and playing around with art styles. The game will be a platforming-adventure game, with a lot of environmental storytelling and world building. It will have a simple combat system to create the sense of enemies in the world and to be able to have faster paced reaction gameplay. I’m just trying to iron out the mechanics right now and make them feel good to use, while designing more interesting choices in the game and adding depth.

My ultimate goal with the game is to have a vertical slice of a game, which will be fun and show the potential depth. And to create the vertical slice completely by myself to practice all the different aspects of game development.

I’m fairly happy with how the art style is looking, I am planning on having a bit more detail in both the modeling and the textures. I will also add more contrast between the player and environment.

The combat system for now is that you have a ranged attack that removes enemy armor and a melee attack that cannot damage units with armor. So you have to stay at range a bit and pepper them with throwing stars then run in for the finishing blow. I am currently in the process of designing enemies that work well with this combat. The one enemy I have now is a simple “Gumba” type enemy, so the player can’t just run through all the levels, so he can earn easy resources, to create a sense of hostility in the world without making the game super hard in the beginning and to introduce the player to enemies and combat.

Hobby Project – Introduction

I’ve have begun working on a little hobby project game, I have worked on games before obviously, but I felt like a wanted to make a game all by myself to get a deeper understanding of every part of the game development process.

I’m a fan of samurais and their style, so I thought it’d be cool to make a game about that. I have also wanted to make a 2D or 2,5D game so I decided to go with 2,5D. So I have started prototyping some mechanics and created the main character and made some animations.

SamuraiWalk.gif

I wanted the style of the characters to be very cubic, both for simplicity and for a unique style. I made some concepts then moved on the creating the 3D model in 3DS Max. Using CAT I rigged and skinned the model. I animated it in 3DS Max as well.

Rig.jpg

I have worked on a movement system, a combat system and enemies. Not sure if I’m happy yet, since the design is not set in stone and I’m still prototyping and learning.

SamuraiCombat.gif

More updates will come as I continue working on it.