Saturday, 6 September 2014

Game 2 design process (Part 3)

I'm currently working on getting some assets created for the steampunk game.

Like the last game, it really doesn't require terribly much in the way of assets. Currently my asset list looks like this:

Game Object Asset List
       High priority
Mid priority
Low priority
turret
pirate galleon
background animations (birds flying, etc)
cutter
pickup object (treasure)

tower
turret animations

pickup object (health)
cutter animations

terrain









I've made a turret in 3DS Max, which didn't turn out too badly. I may need to add some more steampunky type textures or gadgets to it, but otherwise it's pretty good.


When I get a bit more progressed I want to add some animations to it, a bobbing in the air one where the balloon constricts and expands slightly, and a gun firing one where the barrels go in and out. That's not a high priority at the moment, however.

In code class yesterday we looked at navmesh and basic enemy AI interactions. With the help of Paul I got a simple script for a stationary enemy (ie, the turrets) to look at a designated target. I then added to this to make the turret fire a "bullet" at them when they get within a certain range. At the moment it fires 50 million bullets at the target but at least it's on the right track! I'll add a delay and a destroy to the script to cut that down.

The next object to design is the pirate cutter, the "bloat", and tomorrow I'll probably also start playing with the terrain.


Thursday, 4 September 2014

Game 2 design process (Part 2)

So, progressing with the steampunk game.

I've been collecting a fair few reference images to try and get my head around the theme and look. Most of them are airship related as essentially that's what the game's about:



 





I have a few tower ones as well, I'm still trying to figure out the tower look:








And I have a random collection of piratey, skull, cog, and tool type things, which will be for iconography and the like:




 


I have essentially decided to go with the airship pirate thing. I've also written a quick background for it:




The scan got a bit cut off, but it reads:

Rumour has it that the Order of the Adamantine Cog (my titular "establishment") has amassed a vast treasure and stashed it in a mighty tower on a lonely island in the Ocean of Winds. (I haven't thought of a name for the tower yet...) As the fastest airship pilot of your trusty pirate crew, it is your job to "liberate" the loot, but be warned! The Order expects such action and has protected its tower with airborne turrets. Fly fast to avoid the turrets, recover the loot, and return to your pirate galleon to share the booty!

Style wise I'd like to have it looking all nice and airy, very influenced by the early Columbia stages of Bioshock Infinite. The Order is all neat and tidy and regimented. All their ships look the same.

The pirates on the other hand are free and individualistic. Their stuff isn't as shiny, but it gets the job done. With a bit of tinkering, a la Millennium Falcon!

I've also done some sketches of how I'm thinking of things at the moment.

 


Like I said, the tower stuff isn't nearly done yet, and I still haven't figured out a pirate galleon design. However I'm pretty happy with my turret sketches and I like the final pirate cutter (the one with the spiney thing).

I've also been thinking of a possible title and am leaning towards either Bloater Ace or Bloater Hoist. A "bloater" is a steampunk term for a small pirate-style steam driven dirigible. "Ace" has the usual connotation especially for flying. "Hoist" in this case refers to stealing, especially shoplifting.

Decisions decisions!