Friday, September 28, 2012

Core Mechanics

I have been able to implement the core features to the game.  In our presentation, we plan on showing the core mechanics that we have programmed in this 3D Game.  
Shows how you have to defeat the big boss before the little enemies would die.  You also have to defeat the boss and enemies on the given platform to solve the puzzle.
The flash mechanic is a great addition to the game that allows you to teleport from place to place.  You can teleport through enemies, up into the sky, and even down to speed your time up.
With the Camera change mechanic, you can easily see where you are going and what you need to accomplish.  This will be an excellent addition that will change between smooth camera flows, panorama, 2.5d changes, and even a third-person behind the head feel.

Friday, September 21, 2012

Puzzle Aspect

So our prototype is almost done for completion. Next week, I will be posting videos regarding our game with the core mechanics. As for puzzle ideas, we have come up with a new system that would allow you to understand what enemies you need to kill and in what way you need to kill them in order to open certain doors.
The idea is that you have to apply certain techniques in your fighting skills to unlock doorways and to complete puzzles. Our prototype has a simple version of this system that would allow doors to be unlocked when killing enemies on certain platforms which will be explained with my next post's videos.

Friday, September 14, 2012

Level Design

So we have been working a lot with the level design for the game idea we have for "Project Unknown". We wanted a feel of the future where electricity would be used often to complete missions in the puzzle-based world. The ideas we came with for the texture of the level are the following images.
We also needed a level layout that would go from 2.5D to 3D within a given level so we came up with this simple prototype level that would allow players to get the gist of the mission almost immediately.

Friday, September 7, 2012

Project Unknown

I have been assigned to work on a prototype for a game called "Project Unknown". The first thing we did was getting to know the team and the strengths each individual had. Project Unknown started as a game that was already solid but didn't have a good original idea that was a strong hook. We spent several days meeting through Skype and coming up with ideas that would make the game a hit on the Xbox Indie. We decided to give special powers to the Avatar in which Electricity would be its main advantage against enemies. Our character will be able to do such things like: teleport, charge up, steal energy from enemies. At the same time, enemies will do the same thing so you have to strategically plan accordingly to beat the level bosses and enemies.