Monday, August 1, 2011

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.....