The first task I was assigned was to model several electrical components in blender. I modeled capacitors, resistors, a piezo, a cpu, and a chip. This was completed shortly after being assigned to me. I was also tasked with modeling the weapons used in the game. I was given 3 weeks and I've completed the sword as well as an animation for the sword swinging. I still have some time left for the other weapons which I will have finished soon. The sword swing is what we're going to use in the deliverable we're submitting this Sunday.
A few days ago we added a couple more tasks which I'm also working on now, mostly on weapon models and models for hubs.
Friday, November 14, 2014
Thursday, November 6, 2014
Update
This past week I finished working on modeling electrical components that will be used as obstacles and boundaries in the terrain of our game. The player will run around these components trying to find the enemies and the hub locations to activate the firewalls and protect the hubs. These models will be a large part of our poster design. I also wrote the sections of the game document titled Characters, Weapons and Powers, and How to Win. Over the past couple weeks my team and I have met a few times in person and on Skype.
HW 13
Our game offers the player a feeling of control through the choice of weapons. This is a form of indirect control through constraints. The player is able to pick from among three weapons, a laser sword, a disc launcher and a laser gun. At any point during the game the player can feel free to switch to whichever weapon they feel most comfortable with or whichever one will afford the greatest advantage at the time.
We'll also exert indirect control using goals when it comes to the main game play. The player will be tasked with securing several hub points, which are like king-of-the-hill locations in other games. The other goal, however, is in opposition to this; they will have to destroy the enemies so that the motherboard does not become completely overrun in the time it takes to secure a hub location. We will design the game to make it impossible to do only one goal and neglect the other, forcing the player to both interact with the enemies and the hub locations.
We will also be directing the player with the interface we use. The player will know from the beginning the basic functions they can expect from the main character by looking at the interface. We'll be using a keyboard and mouse, so standard movement in 3D space on a 2D plane like other games seems natural. Also the weapons available will be clearly denoted on the screen. We don't think the player will be confused about interacting with things because the only objects will be either obstacles that are part of the terrain or enemies that are clearly hostile.
Visual design will come into play when we try to direct the player to explore the motherboard and find the hub locations as well as engage with the enemies. The book talks about lines on the floor being a visual cue to follow. We'll probably be able to do the same thing because our terrain will be designed with colored lines on the floor, implying where the player is able to or should go.
I think we'll be able to use NPCs to direct the player through the story we put together. The main character is tasked with entering the computer and fighting viruses in cyberspace. The urgency builds because the character is part of a small team of scientists that are all depending on you to succeed and defeat the terrorist group that is sabotaging the lab computers and data.
We'll definitely be using music and other sound effects to subtly control the player's behavior. Generally we want a sense of urgency for the player, so fast paced music will be used when the player is in the middle of a wave of enemies and they also have to find the hub locations.
We'll also exert indirect control using goals when it comes to the main game play. The player will be tasked with securing several hub points, which are like king-of-the-hill locations in other games. The other goal, however, is in opposition to this; they will have to destroy the enemies so that the motherboard does not become completely overrun in the time it takes to secure a hub location. We will design the game to make it impossible to do only one goal and neglect the other, forcing the player to both interact with the enemies and the hub locations.
We will also be directing the player with the interface we use. The player will know from the beginning the basic functions they can expect from the main character by looking at the interface. We'll be using a keyboard and mouse, so standard movement in 3D space on a 2D plane like other games seems natural. Also the weapons available will be clearly denoted on the screen. We don't think the player will be confused about interacting with things because the only objects will be either obstacles that are part of the terrain or enemies that are clearly hostile.
Visual design will come into play when we try to direct the player to explore the motherboard and find the hub locations as well as engage with the enemies. The book talks about lines on the floor being a visual cue to follow. We'll probably be able to do the same thing because our terrain will be designed with colored lines on the floor, implying where the player is able to or should go.
I think we'll be able to use NPCs to direct the player through the story we put together. The main character is tasked with entering the computer and fighting viruses in cyberspace. The urgency builds because the character is part of a small team of scientists that are all depending on you to succeed and defeat the terrorist group that is sabotaging the lab computers and data.
We'll definitely be using music and other sound effects to subtly control the player's behavior. Generally we want a sense of urgency for the player, so fast paced music will be used when the player is in the middle of a wave of enemies and they also have to find the hub locations.
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