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.