Showing posts with label Level. Show all posts
Showing posts with label Level. Show all posts

Sunday, March 18, 2012

Update

We have our asset list and file naming conventions sorted out. Aaron1 was going in to see Ash and the audio class about getting some help with the sounds for the game.

We did all the MOCAP on Thursday. Rob suited up fro us. The session went really well. We even managed to get the swim done, thanks to a large and heavy sofa from the hallway outside.

I have been working on the entrances for the maze



Saturday, March 10, 2012

Boost models

Here are two models that when come across in the game will give boosts. I reckon it would be good if you had a chance out of 10 for different things to happen. For the ankh (Health boosts) 1/10 for full life restore or extra health on top of normal, and 1/10 to kill you. The rest in between.

For the Treasure Chest you could have say 8 out of 10 chances that give you gold and 2 that make you lose gold.

I need to make a sword or something for attack boosts and a potion/magic one as well.



Sunday, February 26, 2012

Looking into the Maze

This is roughly what the maze opening will look like, with the pillars etc around it.


Saturday, February 25, 2012

Mazes

I have just finished unwrapping the mazes. It took about 60 hours work (and it really felt like work) to design, model and then unwrap them. Now all I have to do is paint them.


Monday, February 20, 2012

Maze Entrances

Here is the base model for the entrances to the mazes. It still need tweaking and painting.


This is a possibility for the flaming torch for use in the maze. The new character class would be able to extinguish them for a short amount of time.


Saturday, February 18, 2012

Boss Base - Temple

This is the other base for the maze level (the first is the sphinx). It's not painted yet.


Monday, February 13, 2012

Egypt Maze Level Layout

Here is the layout for the maze level. It will be in a giant cavern, so the floor will be uneven, with rocks and stalagmites etc. The walls of them maze and temples will have Egyptian style art that includes the fantasy races instead of human characters. The base at the far end will be a temple in the style of the Ramses II giant wall carving. This end is based on the sphinx. 


To give an idea of map size, at the moment it is about 90 meters wide.



Sunday, February 12, 2012

Planning and Ideas


Project Class - Monday 13 Febuary

The ‘Grimwood Committee’ was formed. The members are…

Stuart and Aaron from Multimedia
Tom and Josh from Networking and
Tyler and Jordon from Programming

Stuart and Aaron described the ideas and plans for the new levels and race for Grimwood. It’s going to be an Egyptian theme, with the new race being dwarves. The plan is to have two new maps, with more if time permits. The first is a desert map with a river etc. The second is a cavern with a maze in the middle.

Some ideas put forward by the full group included…

  • ·         Rotate the character when dressing it
  • ·         Have cross-hairs or targeting
  • ·         Targeting could have a small health bar over targeted enemy
  • ·         Have sandstorms in the desert that effect play
  • ·         Have mounts that can be bought and mounted
  • ·         Have a team boost when the central capture point is held
  • ·         Have a melee attack
  • ·         Check on the existing sounds. Make sounds more dramatic
  • ·         Have a warning sound or message when base is being captured
  • ·         Have a team attack with a boost if several players attack in concert
  • ·         Develop a bug reporting system
  • ·         Have and record achievements
  • ·         Make sure that the colours for the 2 teams are obviously different – maybe have the names over their heads be different colours, like red for the enemy
  • ·         Be able to customise clothing/armour – colours, metal types etc
  • ·         Be able to sprint for short bursts
  • ·         Have music in game
  • ·         Improve on the animations
  • ·         When under water health goes down
  • ·         Spend money on upgrades of armour/clothes etc.
  • ·         Make the Alchemist character give health bonuses to close by team members buffs/debuffs
  • ·         Have an in-game map
  • ·         Record match data – kills/deaths, time played, money, …
  • ·         Have a guild calendar, friends lists
  • ·         Be able to save different character profiles
  • ·         Have tool tips
  • ·         Have props that when found give health recharges, like herbs/gems
  • ·         Game credits
  • ·         Have levels/ranks
  • ·         If central point is captured, then you can sport there.

Some questions we need to answer…

  • ·         Which if the above ideas do we want to do, and which can we do?
  • ·         Should gold won be carried over from game to game?
  • ·         What should you be able to buy with if?
            o   Armour and weapon bonuses?
            o   Fancy clothing?
            o   Special items
 
Bug fixes that need looking at include…

  • ·         Body parts coming through clothing
  • ·         Mounts can be bought but not mounted
  • ·         Some trees are floating in the air
  • ·         Need animation for swimming
  • ·         Animations unclear when attacking

Bug reporting…

  • ·         When bug reporting you will have to choose which department the report will go to. MM, Prog or Netwk.
  • ·         There will also be a central database to keep track of who is doing what to deal with the bugs.
  • ·         Each report will have to be given a priority. Code red, amber or blue.

What is going to happen this week…

  • ·         Multimedia are modelling characters, props and level.
  • ·         Networking are looking at getting server requirements and specs.
  • ·         Programmers are getting the existing game working in the new version of Torque.

Mazes

I have done the basic models for the 24 maze sections. Here's a pic in which I have spread them out so you can see them. Whenever the game loads, a random combination of the 4 sections will be generated. There are 24 combinations in total. There will be traps and monsters inside and a capture area in the middle.