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Frozen Underworld Level Proposal (Game Design Assignment 02)

The following is a isometric rough sketch of my character using my articulated prop, along with a top down view of my map I plan on creating using Unreal Engine 4. These sketches are, of course, works in progress, and the final designs of everything displayed is bound to change.

Exploratory Sketches of Props for Underworld

Arena "Game Commercial"

Thumbnails for Arena "Game Commercial"

My general idea for this game would be to emulate a lot of the cheesy, early 90;s-2000's "epic" commercials, similar to Hot Wheels with showing just how AWESOME the product is.

Boss ideas for adventure ideas

Above is the concept that I ended up going with. A giant Archdemon with fire attacks, massive strength, and wings.  1. Archdemon (Page 1) -General Idea/Theme: Giant monster  -Visual Feedback: Roaring, the environment being destroyed,           After you damage his hands enough, he will be knocked momentarily down to your level so you can wail on his head and "actually" damage him.  -Movement Around the Space: mostly the giant, nearly screen sized enemy smashing down onto the player -Attacks:     1: Fist Smash: Heavy damage dealing AOE attack with growing shadows to show where they are going to land.     2: Flame Breath: Patterns of DOT flames. (Different colored flames will be different patterns)     3: Portals: Open up dark demonic portals in order to spawn in random enemies. Stepping on the portals will slow players but not damage them. -Three Stages:     1: Fight on the helipad section. Lots of telegraphed fist smash attacks, fists are p

Pre-Pro for my Vehicular Arena

Chemical Stained Scrapyard Free-for-all win by kills game mode with lots of environmental hazards. Jarod Reizian Frank                     Level Board Roughs References Destructible in this environment would be indicated by it being rusted and scrape, while non-destructible would be the more ornate, deconstruction equipment. Possibly have clusters of scrap be held above the arena in a magnet and dropped at random places..? How will your level change over time to create interest as the BATTLE progresses? Moving treadmills will change directions at set intervals.  Giant Crushers will smash areas that are not moving. Have the center area raise up after a certain number of kills, revealing a bunch of HP and weapon pickups. (Then dropping after a while, dropping players into the fire) This should be a high risk, high reward area, Research  T

Exploring Projectiles- Choosing my ammo

In class we learned about three separate ways to create projectiles in Unreal Engine, Line Tracing, Spawn Projectile, and Spawn Physics actors, each tailored towards different types of weapons/other projectiles. For bullets, lasers and other more instantaneous-esc moment, line tracing proved to be the most effective, as it easily travels the fastest, but wouldn't be as accurate a projectile system as the projectile spawning system. The projectile spawn system is just how it sounds, pre-built with "fake physics" that are less taxing on the game engine, and allow for simplistic additions to how they interact with the game environment, other actors, etc; though it can be difficult to implement true physics with this projectile and the nature of it being pre-built means that once you break it, it becomes difficult to repair. The last actor is more very adaptable, but has to be built from the ground up, the "spawn physics actor" puts any SM through the physics engine

Adventure Game

For this assignment, we were tasked with kit-bashing basic assets with the focus on functionality and figuring out more advanced mechanics of blueprint scripting; while also teaching newer players how to play "our" individual games. I made sure to play test my game with several students on campus, adjusting my game accordingly and the results, I believe, made for a good ramp in difficulty for my level, introducing concepts individually but rapidly enough that they are not seen as boring. The ending is not quite finished as of yet, as the "end boss" is reserved for a later assignment, however, I plan on it being a "two-part" boss fight that translates into a separate arena-esc fight.

More adventure ideas

Some quick roughs to explore how my enemies will attack, move, etc. Along with showing some game objects like keycards.

Pre-Pro Adventure Game

Below are a series of rough sketches along with inspirational/referential imagery for weapons, enemies, and the hero. I have also included several ideas of mine about the various aspects of the game, including the basis of the story, though I expect the concepts and the imagery to change vastly as the process evolves. ⁃——Genre: Dark fantasy  ——- Color scheme: Dark crimson red, Dark Purples/blues, Possibly use Yellows or bright greens to indicate important stuff..? ⁃—-Basic Story: You are a Demon Hunter hired to clear out foul-spawn from the ⁃—-Main Character: Name Ideas: Dyspero, Scar, Gwain, Carver, Waylon, Masson                     HP: 10                    Size: 1x1 Abilities: 1. (Possibly, might be over powered if not handled correctly) Dual Dueling Daggers: Fast, low damage, single target weapons that stab as quick as you can button mash and keep you mobile. Unfortunately, very close range, so you’ll have to pay attention to when the enemy are