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.