Thursday, 28 August 2014

Game 1 design process (catch up post - Part 1)

I have been remiss and haven't posted anything about our first game for the semester, so here's a catch up post to start it off.

The task was to create a game with the following:
  • a prehistoric theme, 
  • using Unity's inbuilt physics engine for movement, 
  • have a fixed camera,
  • at least two GUI elements on screen,
  • simple sounds (at least one of each environmental and dynamic),
  • using C#
  • incorporates 3D models, textures and lighting.
We got the brief in Week 3, I think, or possibly Week 4. A web build was due in Week 7 (last week), but that didn't happen, so it will now be due in Week 8 (this week). The overall product is due in Week 11.



Design Process

As soon as we got the brief I knew immediately that I wanted to use physics from this Unity tutorial which I had looked at while doing our little 2D shooter game last semester:  http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/fun-with-explosions

The prehistoric theme was not too difficult a concept to work with. It was more difficult thinking of something suitably prehistoric that uses that kind of physics. Obviously things that walk were out, I needed something that bounces... like a ball... or a bubble. Oooh, prehistoric tar pits!


And there was my character and basic concept.

Then I went and looked at general "prehistoric" art and images, trying to get a feel for colours and styles. I really liked the colours in this one:


And I liked the feel and style of images from The Land Before Time movies:


So that was my starting kind of point.

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