Saturday, February 25, 2012

Level Design Sketches and Unity




     So far I've been working on the level design in Unity and I'm still tinkering with some of the program features such as importing objects and adding textures to those objects. I plan on having a rough demo of the level, which will be of the hallway inside the school. This is my plan for now. I've sketched up some drawings of various levels that I wish to create, including the one I'm working on thus far. Next week I'm required to have the demo, which would include game mechanics, character design, and a working prototype.  The sketches I have posted above are the work I've done so far on how I want some of the levels to look. The first picture is of the classroom hallway that Dan attends. The second is of the general landscape in his dream world which he interacts with when he falls asleep. I hope to have more updates on the presentation along with the demo posted up some time next week.

Saturday, February 18, 2012

Character Design and Unity



    Well, this week we had to turn in a plot analysis of a game that we would choose to expound upon. I chose Final Fantasy X, a personal favorite of mine. The plot involves the main protagonist, Titus, on his journey as he finds himself in a world 1000 years in the future from his own. He encounters an entity Sin, a monster which ravages the continent and it seems to be tied into his whole predicament. The picture for the analysis and it's design is in the picture above if you wish to view it. Now, as for my game I've been sketching out some character designs. Some of the character designs I have are of rough designs for some enemies in the game along with a more developed design of the main character, Dan. I've been experimenting with the built in physics of the inputs for the in game objects, which for the most part seemed very promising. I chose Unity as opposed to flash, because flash would require me to create and input the programming manually, which would be time consuming for what I have planned. I should have some sketches for the level design by next week as I start designing the level in Unity. Enjoy the work I have posted up so far!

Saturday, February 11, 2012

Experimenting with Unity : Getting Up to Speed With Design Concepts

     So far this week we have been trying to fine tune the design concepts with which we are working. That would include storyline, character design, level design and other such things. The finalized title for the game will be Classroom Crusader as planned and I have decided to design the game with the program Unity, which is a 3-D gaming engine. Updates regarding the development of the prototype are sure to come. Additionally I'll will be posting up sketches of various level and character designs to further elaborate my ideas. I've been required to set out a time line of what I have planned and how I will go about developing the game; Specifically it will be explaining what exactly I would be expected to have completed week by week.  Any questions regarding my plans can  be sent via my email address: anthony.m.watson@comcast.net.

Saturday, February 4, 2012

Developing a Concept for a Game and Progress Thus Far

The project given to me is to create a video game prototype from a developing concept that could be commercially appealing. The game that is going to be developed must be a believable one that could realistically be used in marketing.  So far, my plan is to create an RPG game that will utilize either flash(a 2-D game engine)  or Unity (a 3-D game engine). The on-going title of the game I have is Classroom Crusader. The plot revolves around a local school nerd named Dan. He often falls asleep during lectures. His teachers ever growing frustration at his inability to focus in class always lands Dan a trip to do errands for the teacher to keep him motivated. As Dan drops off papers for his teacher he runs into all sorts of people that are typically associated with school orientated stereotypes like bullies, class clowns, jocks and other sorts of groups of people. Between this and class, Dan also seems to find escape from it by daydreaming. In this he travels to his own sort of dreamworld where he interacts with his imagined environment and it's various inhabitants. Little does Dan know of how real it will soon become. The RPG comes into play with the various enemies that Dan runs into. At school when Dan is going through the halls Dan might run into a bully. When this occurs it will go into battle mode where Dan will have an HP (hit points) bar for stamina, and a PP (power points), for special attacks. To the left you will see the options bar which indicates what Dan can do, which includes Attack, Special, Item and Run. The weapons at school are fairly trivial, for example the bully's weapon of choice might be a spit ball straw. Other weapons could include baseball bats, yo-yo's and other such things. In the dream world, Dan would be armed with weapons that one would expect to see when you say weapon, like spears or swords.  The enemies in the dream world would be more fantastical to fit the expressiveness of Dan's imagination. I've done some preliminary sketches on this and hope to get some feedback on my ideas if anyone is up to it.  The pitch phrase I got going here is; "A school adventure RPG game full of bullies, daydreaming, nerd rage, and class clown antics!". It's kinda cheesy, but I thought it fit into the kind of game that I am developing. I wanted to create something that related to the sympathies of people that have a sort of love/hate relationship with pop culture and I wanted to mix that with elements of fantasy and adventure archetypes to create something that could be considered enriching to the experience of the average gamer. Updates are sure to come.