Monday, September 5, 2011

Monday, August 29, 2011

Red Red Dragon: Model


The Mesh of the Main Character 'Red Red'. All that is left to do is the UV-Mapping,  rigging, animating and finally placing him within the game...

Tuesday, August 16, 2011

Image - The Cave - Mushroom Lights

Just started on the second half of 'The Cave' which will be the tutorial on platform puzzles and combat. Enjoy the screenshot.


Wednesday, August 10, 2011

Images - The Cave

Here are some more images of the Cave in case the video was too low quality:




Visual Update: Menu

I created a Menu.

I like it.

With more time I will add real objects and animations.

Here's a preview:


Tuesday, August 9, 2011

Visual Update: Tutorial - The Cave

Another Update on Red Red Dragon:

I managed to rework the spawns, now I can place a Game Object within the scene and when the player reaches that object, spawn a specified type of enemy in a specified pattern. I also created a whole bunch of Assets which make up the Tutorial Level :- The Cave.

Below is a Demo Video of the Cave:


Tuesday, August 2, 2011

Modelling - Farmer Egg Beginning


Just wanted to post up that I have been modelling, Here's the beginning of a 'Farmer Egg' which will throw pitchforks from below, on top of houses etc etc.

Imagination time:

Monday, August 1, 2011

The Game's Appearance Now + Update


After some suggestions and readings on the shoot 'em up as a whole, its come to my attention that 'randomizing' the appearance and enemies may not be the wisest choice. The concept of the game having to be memorized as a feature of the game is intriguing and surprisingly frustrating.
Now the game's spawn system has been revamped, now allowing the player to be able to memorize where the enemies will come from and in which order. However this also made the game too easy, hence an upgrade of the system needs to be done.

Also, I have gained a certain fondness of combining 2D graphics with 3D Graphics and have tried to implement it as much within the game as possible. Evidence can be seen with the smoke and 'flame-particles' from the previous post, as well as the 'fire' the dragon fires out in the image below.

Oh, the image below shows where the game at as of now - visually. Enjoy:

Experiments with the Toon Shader + Art

After fiddling around with Unity's Toon Shader, I discovered my frustration of it was due to the fact that I did not completely understand it. Turns out the models have to have 'Soft' Edges in order for the 'toony' lighting to appear. It seemed so simple, but I figured it out. So I dished out some simple models which will be things that the player will either have to avoid/destroy/look at while they are destroying things.

Enjoy:

Sunday, July 24, 2011

Experiment with Toon Shader


My experience with the Toon Shader within Unity hasn't been the most pleasant. I decided to look up ways to simulate this through exterior means. Here's pretty much the idea I had for what the game's objects will possess. I intend for simple colors, dark outlines and an overall 'drawn' look to the game.

I have yet to try to import this to Unity.


Friday, July 8, 2011

Tuesday, July 5, 2011

Red Red Dragon

Decided to hold off of 'Monster' until I finish the remake of the Shoot'em'Up I created back in my first year called 'Dora the Menstrul' dragon. Apparently that was an inappropriate title, so now its remake is called 'Red Red Dragon'. 'Cause its a dragon and its red.

Anyway the fundamental rules remain the same - one dragon, lots of dudes flying around, on the ground and other stuff to just burn away. Here's a better description:

Title: Red Red Dragon
GamePlay Style: Shoot'Em'Up/Platformer/Puzzler
Player View: Side Screen + Birds Eye (Changes Accordingly)
Controls: Mouse/Mouse + Keyboard/Keyboard
Game Play:

The Game essentially is just burning things and accumulating as many point as possible. Points are earned by destroying enemies, objects and achieving certain 'feats' which will multiply/add your points.
There are points in the game where the controls will change slightly and the player will be alternating between fighting on the ground and in the air. The controls
Acquiring upgrades will increase different aspects of the dragon and acquiring the same upgrade over and over will create an incremental effect. Collecting a different upgrade will reset the upgrade amount to the start.
Parts of the 'flying' stages will involve the player to strike on certain points of the gate in order to avoid dying.

Will upload a gameplay video later:

Currently Completed:

Basic Movement - Controls
Dragon Stats

Enemy Basic Movement
Enemy Spawning
Enemy Stats

Scrolling Stage
Alternating controls
Set Up basic level

Different Attack Modes (Upgrades As well)
Attacking Stats
Upgrades and Pick-Ups
Point System - Indicators included

Sunday, June 19, 2011

Monster

Premise


Ever been scared of the dark? Whatever was hidden within the dark deep abyss? Ever wonder if there was something under your bed? Something sinister just waiting for you to fall asleep, waiting for that briefest moment before it devours you? Imagine becoming this very monster, this very beast. Become the Monster in the Dark.


Story


The entire game revolves around a certain monster, manifested from the intense fear of a particular boy. This fear created a monster which fundamentally consumes a person's life force by frightening them until they die. The monster however is extremely fragile, its connection to the world is held down by the boy's own belief and any harm that happens to the boy, harms itself too. Now it has to get strong, strong enough to break out of the shackles of the boy's mortality and finally become free.

Gameplay


Camera: Bird-Eyes View

Control: Either WASD or Mouse-Click

Game-Type: Action, Stealth, Puzzler

Time Frame: Renaissance age to the Modern age


Essentially the player will be only controlling the Monster.

The 'world' which the monster lives in will either range from a small village to a small town.

The monster can only exist in the dark, hence the game will be played mostly at night.


The Player will maneuver through the dark areas of the town, moving quickly between the shadows emitted by the torches/lights. By staying in the dark, the player becomes 'invisible' and will be able to move through the town safely. The player will then find a suitable house to enter and then begin siphoning the life force out of its inhabitants, therefore gaining more strength and power.


The method of doing this however hasn't exactly been decided. At one side it could be a chance system which is determined by how dark the place is, how many people are in the house etc. At the other hand, it could be a Quick-Time event where the player will have to press the right keys in order to break in the house perfectly, drain the inhabitants and leave without a sound. A suitable way will be decided.


As the player drains more energy, the monster itself will begin to evolve and become stronger. It hasn't been exactly decided if the evolution should be restricted or there should be some flexibility or the player has direct control of how to evolve the creature. The idea is that the Monster becomes stronger and more dangerous.


There will also be many ways for the monster to 'die'. The entire game will be based on how well the player can hide themselves from the public until the Monster has gathered enough strength to try to break its bond from the boy. Should the monster be revealed too early, the town may form mobs and eventually find and kill the Monster. There will be an 'awareness' meter which will inevitably rise but beating the meter is the goal. This meter however isn't limited to the Monster itself, the boy is just as important as the Monster itself and will strive to defeat the monster by trying to reveal it to the public during the day when he is safe.


This however will have a completely different effect than the boy expected. Instead of finding the Monster, they may suspect the boy of being the core of the Evil and may try to 'Purge' him in a religious, angry mob. Protecting the boy from such cases as this, by eliminating certain 'rallying' people will be another part of the game play. Any harm that happens to the boy will in turn damage the Player.


The game will span through 400 years which will fundamentally be in 4 different levels, each level will be in a different age of 'lighting'. So from before the light bulb was invented, where light was limited at night, to the very bright nights of the modern day. This will effectively be the difficulty system, the amount of lights and people that are around during the night. The security of houses and size of building will change too, making breaking into these houses more difficult as well.


Story Continued


Although the player will only control the Monster, the story-line of the game will revolve upon the relationship between the Monster and the boy. The idea was that the two character were bound to each other, whether they liked it or not. This created a link between the two allowing both to gain 'attributes' from each other. The Monster gained consciousness and the ability to reason while the boy gained the agelessness of the monster - gaining immortality.


The game will then span through the 400 years where the two have been shackled together where the Monster still strives to be set free and the boy strives to find a way to kill the monster.


Sunday, May 8, 2011

Wreckless Conduct: Final Push

Well its the last push of the semester and really, all I'm doing now is enhancing or fixing all the stuff I've done. Videos will be uploaded, eventually. However there were several things that I created within the last 'three week sprint' that I didn't actually post up:

I created a market system - where the player buys and sells the parts they have
I created a save and load system

Now its just refining time... and adding stuff that needs to be there. In fact I have a few things I just created and refined:

A countdown timer which counts down in the beginning
Refined the damage indicator (shows you the health of crucial bits) to appear while you are playing and when you are in the pits. Also been refined more to show more bits than just the wheels and axles. Now it features health for the gas tank, transmission and engine.

Credits used to go count up from zero to whatever credits the player had. This was annoying and it made it look like the player was getting points for nothing. Now the credits are automatically incremented to an acceptable number and then its counts up. So if the player has 4000 credits, at the start of the game the player will see his credits counter start from 3800 credits and then count up to 4000.

Pedestrians were not running away properly, in fact they were doing something ridiculous. The best description of it was by Gordon Moyes. He said they pretty much 'break danced' on the spot. The probably was when they walk into certain area around the player they would get scared and run away - which would take them out of the 'fear zone' so they would walk back in. Added in a timer - now they just run.

More Updates along with videos coming soon.....


Sunday, April 17, 2011

Three Week Sprint (again)

Now tasked with another 3 weeks of hellfire, the goal was pretty clear. We had to actually make what we have into a game, instead of just a showcase. So pretty much our goals are:

  • Win and Lose Scenerios
  • The Vehicle need to be textured
  • A.I that is adequate
  • Fix Pedestrian problems (importing models etc)
  • Populating the level with props and proper collisions
  • Create a decent HUD
  • Hopefully some Optimisation
Thats our overall goals,

I have already created a basic Win/Lose scenerio which pretty much involves whether or not the player is dead or if the other competitors are dead. If you're dead, 'lose' screen appears but if you manage to kill them all, the 'win' screen appears which details how long it took, how many credits you managed to earn etc etc

Changed the HUD to use Text Meshes instead of the standard GUI. Been working on the Black Market GUI for a while now and got it to work basically now.

I know I promised videos and images. Sadly they'll have to wait.

Saturday, April 2, 2011

Three Week Spring - Update

Just going to list what I did during the last three weeks:

Created the Car Customization -
  • Car is now capable of having parts placed onto it, at any position upon the car
  • After placing a part, the player is then capable of rotating and scaling its size
  • Created a GUI system which displays an interactive hierarchy of all of the available equipment to the player
  • Created a GUI window which displays the attributes and statistics of any part of the car, equipment included
  • Created a quick repair system which involves the player to click and hold onto the desired part and pull the mouse away from the selected part. This will bring up a window which tracks how far the player has pulled the mouse to calculate how much the part is going to be repaired. When the player releases, the part is repaired. (Video Example coming soon)
  • Upgraded quick repair system in form of a basic schematic located at the top right of the screen. This uses the same concepts as the original only it repairs parts that could have possibly fallen off or hard to click (wheels, windscreens, engine etc) Also is color coded to show how much damage the car has suffered. (Video Example coming soon)
  • Added basic GUI system which displays credits and during quick repair displays the statistics of the part. Also the ability to, while looking at objects stats, to repair completely or even sell the part is possible.
Upgraded Working Build-
  • Integrated and manipulated the Car Customization within the working game.
  • Integrated version does not possess the ability to add in parts but quick repair (both types) is available.
  • Created the Script which allows the ability to turn on and off the Machine Pits.
Thats all I could remember. The task now is refining things until the day to show this stuff off appears. As of now, working on the Pedestrians again - making them more refined.

Monday, March 21, 2011

Three Week Sprint Milestone "Theme"

A three week 'sprint' has been granted in order to achieve and show off the next step of our development. Our 'Theme' for the last time we presented a prototype was to show off some of the game play, the 'Theme' this time is to show off the game with hopefully most of the core and essential aspects of Wreckless Conduct.

As a group we agreed that the game mechanic of 'racing' was not what the game is about, instead we decided to focus on the destruction aspect of the game. With that in mind, certain aspects of the game were required and these three weeks hopefully we will accomplish those goals. The goals are as follows:

Yena: Environment design, level design and modelling/texturing
Bree: Pedestrian modelling and animating
Dominicus: Enemy A.I
Me: Car Customization

My Task, in detail, is allowing the player to customize their own unique vehicle by purchasing different weapons/devices within a 'Machine Shop'. My task is to also create the scripts involves with the 'pits' which allow the repair of their vehicles.

Images and whatnot will appear later

Tuesday, March 8, 2011

Wreckless Conduct: Week 3

Tasks Completed Week 2:

  • Created very basic HUD system - Linked up all of the required variables to change with the HUD.
  • Tweaked the Pedestrians so they now run way in fear on the paths unless the thing they are running from are awfully close.
  • Tweaked the Pedestrians so they always spawn at a 'way point' this allows for an efficient method of spawning, especially in a city environment.
  • Created the Speedometer which has a dial which detects the speed and a pip pattern which detects the RPM
  • Created the Bonus Point system which allows the player to get extra points by achieving specific goals. ETC Killing 5 pedestrians in a small time frame grants the place a 'Penta Kill'
Below are a bunch of Videos Demonstrating these aspects:

HUD_System and Pedestrians:

Bonus Effects:


Wreckless Conduct: Week 1 + 2

Tasks of this week:

Refining A.I - Pathing, Fear Effect, Death Effect

HUD Objects: Setting up for HUD

Crucial Variables: Credits, Boost, Timer, Speedometer, Nanobots

Screen Shots:

The text above the pedestrians heads indicates their status and health. Should the pedestrian be shocked then they are shocked and so on. If there is no 'status' then it is going on with its normal business.






Video Example:

Below is an example of what the A.I looks like in Action. Pretty much the A.I chooses a route and when it reaches a 'Way point' it decides whether to turn or keep moving forward. Enjoy!

Later videos will include what it looks like when they are scared, shocked, know they are gonna die and when they actually do get run over.


Monday, February 28, 2011

Art Style - Final Comprimise

I quite like this, it doesn't have all of the outlines but it does enough of it to create an effect. This is how I picture the game to look like:


Art Style - Possible Comprimise

After some thought and fiddling around with the Toon Shader in Unity, I am beginning to think that the Japanese painting style may take up way too much time or might not be possible within Unity. Although apparently its possible to script the Shader to work in a particular fashion, once again this may take too much time and might be too difficult with some of the models.

The alternate Art style I propose however would still be 'toony' but not to the point of outlines, rather the amount of detail could be limited instead along with the textures and colors. Noticeably lesser poly models could be implemented to also emulate this as well.

Sunday, February 27, 2011

Storyline + Enemies


I have given some thought into the actual story line and found that its a bit ironic. The hero appears after the world has been mutilated, the natural life within the world have become deformed in different ways - making even the most harmless creature seemingly deadly. The hero's task is to restore balance, discovering what cataclysmic event caused all of this mutation on the way along with defeating the dark figure which seems to be orchestrating everything. Its pretty standard and common, except for the fact that the main character is probably the most unnatural being in its universe.

I put some thought into what the world would look like, whether it should reflect Earth or should it be a completely different universe along with the fact that I want that Japanese painting style. I needed the player to see that obviously the creatures that the Godai was facing was unnatural and if it was a completely new animal then that would be rather difficult without making it particularly grotesque.

Below is a picture of what I thought would be nice, considering that its a good example of something that shouldn't really be a threat. Its a 'Fire Chicken', the idea is it to run around crazy leaving behind flames - kinda like a standard, patrolling enemy. This is however based on the "Basan" - A Japanese Legendary creature which is actually a fire chicken.




This one represents the Mizuchi, which is another Japanese Legendary creature which is a snake which controls the rain. I figure this creature would be a good one as an obstacle which just slithers on around at the top, dousing out any flames that are below it.



Saturday, February 26, 2011

A Short Video of Godai's Transformation


The Video above shows off how the Godai would change into its different forms along with a few of the abilities the Godai would possess using these different forms. Here is a run down of what happens within the video:

The Air Element strolls along and passes through objects, using the force of its momentum to create wind and knock over a rock on a boulder. The next rock that falls over however smashes another rock, causing sparks to fly and ignite a fallen branch creating a fire.

The Godai moves through the fire and becomes a tornado of flame. The tornado lights everything in its path on fire, sucking in loose leaves and wood from trees and growing in size because it starts to fade out. The Godai increases its size, creating a larger cyclone which pulls in another branch therefore fueling it some more.

The Godai passess through a waterfall and takes on the water form which allows him to douse fires, move through small gaps and eventually take over animals. The Godai freely controls the bird and flies through a small gap in a mountain face which otherwise was impassable.

However the bird's liquids begin to drain and the Godai reverts to its air form before arriving at mud and therefore takes on the earth form.

Then the Earth Form absorbs loose stones from the boulder, which increases its arm size, and promptly destroys it to open the way.

The Side scrolling view is actually in more favour now as it would probably be better to make it more simple that way, allowing more focus on other areas.

Friday, February 25, 2011

Task Break Down


This is an estimate, some things may take considerably more or less time depending on whether or not some factors are significantly more easier or difficult than imagined. Should I be working on this alone, the scale of the game such as levels and the introduction of enemies may or may not exist.

I would imagine that the time it would take to make this would probably exceed 3-4 months but its a rather large commitment and scaling it down from it would probably be wiser. Should the project seem to much of a task to handle, several things can be dropped:

Enemies
Path-Finding
3-Quarter View (Replaced with a side-scrolling view using 3D models in Unity)

Should the Side Scrolling be the path to take then the implementation of enemies would be simpler and there would be no need to path-finding whatsoever.

However if not, then all should be going to planned.

VERY BASIC Level Layout

Above is a very basic level layout which introduces some of the aspects of gameplay:

1. Player enters the level and notices that the path is blocked by a stone slab. The player notices there are areas surrounded by mud and moves through the level to find a room filled with stone debri. Entering the mud, the player take the form of the Earth and then moves toward the room of stone thus taking on the Stone Giant Form.

2. Moving between each area surrounded by mud, the player maintains his form and moves toward the much more smaller stone slab and easily destroys it.

3.The player notices a bush on fire within the room and that the next exit has been blocked by vines. The fire form burns through fuel way too fast for the player to try to rush toward the vines and thus notices the vines have grown throughout the whole room. Taking the fire form and igniting one of the vines, the fire burns all the way toward the door and takes out the vines leaving the gateway intact.

4. The player returns to his basic form and moves toward the exit, completing the level.

This details of how a very basic level would appear, an example of a complex level using the same level layout would be the player would have to find a way to create the mud puddles in order to create his form using water sources or having to find a way to ignite the fire within the room.

Animation Detailing an Example of Gameplay


Above is a small Flash Animation detailing of how the game will be like should the player be using the Earth Godai to solve a puzzle. To set this video into context, the player is blocked by a massive boulder and needs to destroy it to get past. Using the Earth Element the player absorbs any form of earth, should it be dirt, stone or metal and absorbs it to create a more powerful form.

As the obstacle is stone itself, it can be absorbed just be being near it. Each different type of 'earth' the player absorbs increases an attribute of the Godai. Stone increases the mass of the 'arms', wood with the legs and metal with the body itself. Stone increases the force and momentum of the Godai's attacks, which allows him to easily destroy the stone in his way.

Hopefully I will be able to conduct a visual aid to show how the Godai changes and creates ways to change into different forms.

Art Style In-Game



This is an example of how I would imagine the game would appear in the 3-Quarter view. Most of the objects and world would have an outline around them and the world itself would appear as if on parchment. Details would appear as outlines also but the world would still possess some form of shading and color, depending on the object.

I wanted to reflect the Japanese art style by creating a sort of 'Cell-Shaded' effect upon the game world.

I will attempt to create a small puzzle by more visual aid.

Art Style Perspective

After some thought about the design and appearance of the game, I am yet to consider what the game's perspective would be.

Ideally I would rather have the game to be in a permanent Three-Quarter view, however reflecting this within a 3D environment would be tricky. My experience with Cell-Shading in general is minimal however with the addition of the Toon-Shading of Unity it could be achievable.

The alternative is the side scrolling perspective which would make the game play much more simple and would allow the art to extend to the background which would allow the art style to be reflected far more easily. Using Unity would also achieve this, Adobe Flash would also work but I would rather not use it.

The other alternative is a 'free-perspective' where the camera can look everywhere with the player centered on the screen. I was trying to avoid this as this may complicate with the art style.

As of now, I am vouching for the Three-Quarter view. The Toon shader pulls off the job well however the particle effects may need a bit more tinkering.

Wednesday, February 23, 2011

Art_Style


Just a quick image of how the world will appear. Reflecting this in a 3D environment would be have some changes, which in the next post I will cover.


Concepts of the Godai

Below are the concepts I created for what the Godai will look like during each 'elemental phase'. However this doesn't reflect the actual art style I wanted, the actual art-style - which will be in the next post, is more of a 'Japanese calligraphy' type painting.

Godai - Water Element

Godai - Earth Element
Godai - Fire Element

Godai - Air Element

Thursday, February 17, 2011

Godai - Pitch

Godai

Genre: Action Puzzler

Core Game Mechanic: Elements


Pitch

Story:

The game is currently called 'Godai', which stands for Element in Japanese and it is a action-puzzler which has a huge emphasis on knowing one's environment and assessing it. The reason for the Japanese title is due to the fact that I wanted to explore the 'demons' and myths of the culture. A few of them involve elemental factors like lightning and fire, although in the strangest forms such as a demon chicken which wields fire and a snake which controls the rain.

The world is set in a fantasy realm where it is void of human contact and is in a perfect natural order, that is until a certain dark figure rises and stands to mutate and defile everything it touches. The world is beginning to fall into chaos and animals have become monsters, reflecting the worst of their nature into hideous forms. Our story begins with the rise of another creature, one that comes to restore order.

The creature's name, like the title, is Godai and it is essentially a ghost taking its natural form of a misty-gas-like creature with a single glowing orb, which acts as its eye. The Godai however is an ever changing creature and depending on what it touches or where it is, it changes form into something entirely different. Should the Godai come into contact with fire, its form changes into one of a tornado of flame which sucks in anything flammable or should the Godai enter into a place of high humidity, then its form turns into more of a slithering body of water.

Game Mechanic:

This is the game's core mechanic, the ability to change into certain forms using the environment the player is currently within. The form that the Godai takes however is unnatural and needs to be 'fueled' in order to be maintained. A 'Flame' form needs a constant source of fuel such as oil, wood or gas while the earth form needs stone, soft sand or moss. Should the Godai stray too far from fuel or runs out of energy to preserve its form, it returns to its natural gas-like form. The Godai uses his abilities to restore balance by restoring each 'area' of its fundamental element.

Each element has its own unique advantages and disadvantages, along with certain traits which may or may not aid the player in solving puzzles:

The ‘Mist’ form is the Godai’s natural and basic form, turning into this form offers no abilities except for invulnerability. The form however, needs a constant and massive amount of oxygen which cannot be found within small areas such as vents. The form is stuck to a low level to maintain a high level of oxygen while higher altitudes are too risky to move toward. The form allows the player to 'push' objects in a direction by moving through the object, effectively moving it slightly in a direction depending on the speed of the Godai.

The 'Flame' form, The Pyre Storm, naturally burns anything that the player touches but it also gives another passive ability which is the 'suction' power of its twister form. The player could increase this suction strength by increasing the amount of fuel it is using, which would help the player pull toward them an object or enemies. Fire however is also the form which consumes the most fuel and at a faster rate than any of the other forms, especially if it grows to a larger size.

The 'Earth' form, The Stone Tyrant, is naturally incredibly heavy, strong and almost impenetrable but it also grants the player its own 'center of gravity', which allows the player to pull loose stones toward the player and attach onto their body, allowing the Godai to grow incredibly larger and much more powerful. The Godai's appearance and abilities change depending on which form of earth it absorbs. If the Godai absorbs stone, it gains larger 'arms' increasing its destructive abilities but it it absorbs trees, it actually grows taller.

The 'Water' form, The Hydro Serpent, is naturally a flexible form which allows the player to move through gaps which would otherwise be impossible however it also allows the ability to control beings by entering into their system. This allows the player to use that creature’s abilities to their own advantage, such as flight and climbing. The form however is limited to the amount of moisture within the immediate environment and the Godai will lose its form quickly should no source of moisture or water is around it. Controlling a creature drains it of its moisture, leaving nothing but an empty and dry husk.

By utilizing these elements and their strengths, the Godai will be able to overcome both the environmental challenges as well as the enemies which stand in its way.

Example:

The area is deep within the jungles, plenty of fallen trees as evidence of a recent struggle. The exit, which is a tiny hole in the face of the mountain, is covered by thick vines, fire seems the only solution to get past. The area has suffered a recent heavy rain, puddles of water scatter the ground and there is no present fire in the area. There is however a cluster of stones and dirt which has somehow been untouched by the rain.


Solution:

The Godai absorbs the stones, becoming the Stone Tyrant, and then moves toward the scattered trees. Using its slam move, the Stone Tyrant creates sparks which light the tree on fire and starts a steady flame. The Godai then touches the flame and becomes the Pyre Storm, igniting and using the remaining trees as fuel, the Pyre maneuvers past the puddles and toward the vines. Touching the vines, they burst into flames and leaves the hole intact. Returning to one of the puddles, the Godai becomes the Serpent and then seamlessly moves through the exit.

This is just an example of a puzzle involved within the game. I will put up a visual reference of this later on.

Wednesday, February 16, 2011

About Me

My name is Anderson Szu-tai Hsu.

I am a 3rd year student at Griffith University, studying a Bachelor of Games Design. I am adept at both 3D modelling and programming however the latter is my strength. I have knowledge of ActionScript, Javascript, Java and of C# along with basic knowledge of C++.

For my LinkedIn Profile: http://au.linkedin.com/pub/anderson-hsu/38/22b/492 

Hope you enjoy what you see.