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Thursday, 15 December 2011

The Footage, as promised! Updated (16-12-2011)

IN-GAME FOOTAGE!




UPDATE (2011-12-16, 14:14)

and in a MAJOR update, i was able to get the game working on the ipod touch, meaning i succesfully followed my criteria to get the game running on ipod/ipad! :) I'm particularly happy about this part.

UPDATE (2011-12-16, 15:06)


Here is the video!



ALSO, here is the Game Design Document for this project.
http://www.megaupload.com/?d=1GWJRY1J

Closing in on the final miles

The semester, and my project bother are coming to an end, and I'm going to be presenting my project in class tomorrow.

Here's the fun part!

What I was able to do successfully, was to manage to get an actual playable version of an example of what my game would be like in the production stages! I also included a Fake Game Footage INSIDE the game to show a little bit of what to expect from the mini game i made.

I'll also be posting the final copy of my Game Design Document, and a video of the game footage, being played directly inside UDK.

I decided that for this project i wouldn't touch the programming,and that's just what i was able to do! I was able to recreate all of the Inputs, the controls, the graphics and the events using purely kismet, and i used the SimpleGame gametype which came with UDK :)

Noteable differences between the present playable, and the final idea i'm going for are as follows:


The playable:

  1. Player Shoots using a gun
  2. Enemies in the store are our kamikaze chickens from Contrainte 3, and explode if the player touches them.
  3. The graphics are very dull and many objects have placeholders in their place.
The Final Result:
  1. The Player will be using a purse to attack mobs of enemies in close-quarters combat without too much resistance back, much like the chickens in this game.
  2. Enemies would be actual people, who would ragdoll after being hit by the player's purse. Essentially the player's goal is to try to find and destroy all of the enemies as quickly as possible to get a better score!
  3. The graphics would be very cartoony, but wouldn't be disproportionate.

Tuesday, 6 December 2011

MASSIVE Update!

December 6th
-----------------
After speaking with Pierre today, we looked over the idea of the `dual Guitar Hero' thing, and we looked several other possibilities. Those being the following:


  • Swiping piles of money upwards (at the cashier) to get to the correct amount, depending on the article purchased.
  • doing the double tapping game, half money, and half phone convo which i previously referred to as "double guitar hero".
  • The idea Pierre came up with as a possible alternate solution was to answer the cashier's questions, and answer the person over the phone at the same time, and depending on what you answer, you could get discounts or lose some more.
December 8th
----------------
I've checked with not only my sister and a handful of her friends to see which of the options would give a better result, but while I did so, I did a little bit of research, and found out that women, inherently have much better multitasking skills than men do. In general, a woman can concentrate almost fully on two tasks simultaneously with MUCH less difficulty than a majority of men. Since my game is aimed at 13-18 year old girls, i looked at my options and figured that dealing with the double-guitar-hero minigame would be the best of the three options, which was confirmed for me later on by a majority of her friends (4/5 of them + my sister). They ALSO confirmed that the idea of my game was cool, but they didn't get why i was putting Zombies into the game, and i made the decision (with their advice) to just make the enemies Crazy Deal-Hunting Shoppers.

Links supporting my research:

December 9th
---------------
With the end of the project nearing, i've decided to post a couple of screenshots of my progress to date:

UPDATE 12/9/2011

After speaking to Pierre, i decided to close off the mall and try to  limit where the player can go, because it was too open ended.

This is the present top-view of the map and what's  been done to limit the  access.

Here is the layout of the beginning of the minigame i'll be showing.

Monday, 5 December 2011

Direction Artistique!

As we well know, I'm no incredible artist, but I figured that i should still kind of have an artistic direction to go with. So, here it is.

hoping that sort of begins to put things where they should be artistically, and now it's time to work on the Kismet.