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One of the starting zones |
For
this week, we were told about the Ubisoft Game Lab Competition 2013, which
looks very exciting. It also looks very hard to get qualified for, as only one
team per university can participate. During the lectures for this week, we had also
learned about resource management, where we were told to include things like
resource costs in our GDW games, such as implementing a health system. For our
case, the player has a limited amount of health, and can only replenish it by
picking up health power ups that are scattered across the level.
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Some decorative text found in some of the rooms, left behind by the victims |
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Another room, showing one of the oil bottle power ups |
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One of the rooms with a health power up |
This
week, our GDW game, Bloody Mary, has had some good progress. We are having much
success with collision, where the player can now push around objects in the
game, and collide with the walls and other objects (no more running through
walls and objects like before). We also had some progress on importing a ghost
model with a skeleton and skeletal animation. With some help from our Game
Engines professor, we were able to put one of our ghosts into the game. When the
game is complete, we should be able to have fully functional ghosts that wander
around the level, and will chase the player if he/she gets too close to one of
them. The ghosts are able to move through walls and objects, providing a challenge
to the player. We are also planning to implement multiple difficulties for the
game, ranging from easy, medium, and hard. If the player picks easy, there will
be health power ups in every other room, and the other half of the rooms will
have oil power ups. Medium difficulty will have half of the amount of health
and oil power ups, and hard difficulty will have much few power ups, which
makes the game very difficult as the player can only find limited quantities of
health and oil power ups.
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One of the ghosts for our game |
That’s
all for this week, stay tuned for more updates next week!
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