Thursday, December 13, 2012

Monday, December 10, 2012

Sunday, December 9, 2012

A Finished Demo

I know a month with out any posts, but here it is a demo version of the game. However i have had to cut several features and change the objective of the game. The features cut include the robot mode, base and enemy hacking and recharging shields. The objective is to know just survive as long as you can in the environment without getting killed. the reason for these cut was due to time constrain, issues with programming these features in and a general lack of fun from some features. However after Christmas i will to to work on adding the features in to the game and general gameplay improvements.

but here it is 

Monday, October 22, 2012

More Feedback

So today i got even more feedback on my game, particularly in the area of art design for my game

  • Look art kuler for help with finding good colour scheme
  • Look at Rocketbird fro a reference to art style
  • Look in to using vector art 
  • looking at Stencylpedia 

Wednesday, October 17, 2012

Art Design - The Main Character


For today let’s talk about art direction, specifically for the main player character. I first want to start by showing you two items that seem to illustrate my point a bit for what I want my main character to look like.






The first set of images that you can see are of the zeta Gundam from Mobile Suit Zeta Gundam, the next set of images that you can see are of the VF1S from the series Super Dimensional Fortress Macross. The reason that I’m showing these images is that they have elements that I feel I want to use for my main character such as
  • Both are transformable robots
  • Both have very sleek design elements
  • They have distinct uses of colour

As such these are some of the element that I would want my main character to have.
As well as this I feel that having distinct elements on the design would also make the main character. As such have element such as the ones shown below may be a good avenue to explore



I fell that having element such as these on the design would help with making something that overall would look more memorable and just plain kick ass.

One final elements that I want to talk about is colour scheme.


This is my purposed colour scheme for my main character. Overall it is a fairly neutral colour scheme, however the use of the dark red would help with having a simple yet distinct use of colour for my design.

Please Note any images that are used are property of the copyright holder and as such are being used under Fair Use in the context of educational purposes


Tuesday, October 16, 2012

Proposel Feedback

Yesterday I had presented my game proposal. All went well and a few key elements were discussed in relation to my game. One of the first things that was discussed is that for the time being I should try and keep this project as simple as possible, as well as this a few game and techniques came up in the discussion as a frame of reference, these included
  • Defender
  • Missile Command
  • Luna Lander
  • Timiki Fighters
  • Parallax Scrolling

Sunday, October 14, 2012

Project Coke Bottle concept mechanics

Project Coke Bottle – Kurush Abdoviszadeh
2D Side scrolling shoot-em-up meets Platformer

Please note that this document isn't final and may be subject to change.

Game mechanics

Level traversal
  • Ability to transform from fighter plane into giant robot and back
    • Plane can fly in the air and attack air targets
      • This mode will move at a constant velocity without input
      • Dies if it hits the ground
    • Robot can walk on the ground and attack ground targets
      • Robot can jump and crouch
      • Can’t move in the crouch position
      • When landing on a tank when the player is jumping the tank will explode
    • Both modes will be able to speed up their movement speed
    • In doing so this will also affect the amount of time it will take to switch direction

Health system
  • Both player, allies and enemies will run off a health and shield system
    • Shields can be depleted and will recharge after a set amount of time if the target is still alive
    • Health can be depleted once shields are fully depleted and will not recharge
    • Target will die if health is completely depleted
      • If player dies then the level is restarted
      • If ally or enemy dies they are removed from play
Attacks
  • Two types of attacks, physical and virus
    • Physical attacks destroys targets
      • Physical attacks come in two types, missiles and gun
      • Missiles fire as a barrage
        • Can’t be fired in robot mode
      • Gun fires as a continuous line
        • Can be fired in both modes
    • Virus attacks hack enemy targets and converts them into allies
      • Virus attacks bar the use of physical for set number of time
      • Virus attacks needs the target shields down to work
      • Can be done in both modes
Enemies
  •  Enemies will be made up of three classes
    • Fighter class will be an air unit that can attack air units
      • Will use gun attack
      • Can be hacked
    • Tank class will be a ground that can attack ground units
      • Will use a slow but strong gun attack
      • Can be hacked
    •  Turret class will be a stationary ground unit that can attack both air and ground units
      • Will use gun attack
      • Can be hacked
    • Movable units will spawn from both sides of the level

Win conditions
  • Player wins level by uploading a virus to three points in the level
    • Once a point is hacked a pulse will be sent out disabling the shields of nearby enemy units
    • Once level is one player may move on to the next level
Contending with the Environment
  • This game will also give you extra challenge by making contend with the environment
    • One of the first environmental hazard that the player will have to contend with is the terrain, In plane mode if you come into contact with it you will die automatically, In robot mode the terrain will add to the platforming elements
    • Another environmental hazard will be clouds in the air, these clouds will obscure the player view, there will be different clouds which will have varying effect on the player view
    • One of the final environmental hazards that the player will have to contend with is tunnels that the player can fly though, these tunnels will essentially test player skill with flying, these tunnels are optional

Project Coke Bottle concept


Project Coke Bottle – Kurush Abdoviszadeh

Game Name – V-XF 101 Awesomeness Ensues

2D Side scrolling shoot-em-up meets platformer

Overview/Narrative

For this project I have decided that I will use certain properties of a virus and translate these properties into game mechanics that will be in the game, for example

  • The ability for a virus to propagate its self will be represented by the player being able to hack enemy units.
  • The ability for resources to be turned by the virus will be represented by the hacked units being turned from enemies into allies that will aid the player
  • And finally the main objective of the game is to upload three copies of a virus to three point on a level
As with the main narrative of the game, I intend to keep it simple, with it basically being this
In the not so distance a rouge faction has develop AI technology and have installed this technology into machines of war. The only way to combat this rouge faction is with the UN’s newly develop V-XF (Variable Xperimental Fighter) 101 experimental fighter, a machine of war with several capabilities

  • Fighter Jet Mode (Standard fighter jet)
  • Variable Walker Mode (Walking mechanized mode)
  • Evasive Intelligent Network Hacking System (Gives the unit the ability to convert enemy units into allied units)
Though out the game you will use these systems to overcome enemy forces and over through this mysterious rouge faction.

Game Mechanics
For the game mechanics please refer to Project_Coke_Bottle_concept_mechanics
.pfd for a descriptions of the game mechanic used for this game. This document is split into five sections these are

  •  Level traversal
  •  Health system
  •  Attacks
  •  Enemies
  •  Win conditions

Enemies
In this game there will be three different classes of enemies, these will be

  •  Fighter class
  • Tank class
  • Turret class
For more details for these enemies please refer to the Enemies section of the Project
_Coke_Bottle_concept_mechanics.pfd.

Objectives
The main objective of this game is to get to three points to upload a virus to each of these points so that you can disrupt enemy forces that are within the area, failure to do so with it a set time will result in a game over, resulting in the level having to be restarted. 

Sunday, September 30, 2012

Brain Storm


So this is the first post for this protect. As said in the description the project has to center around the keyword "virus". So what could i do
  • Computer viruses
  • Biological viruses
  • Zombies
  • Hacking 
  • Information security
  • Containment
  • Hazmat suit
All of the things listed have some link to the word virus, So hears an idea for a game premise that could allow for some cool game mechanics. What if a military had  bipedal walking tank that was controlled by a AI, this AI could link to other machines and transfer its self to other units, and what if it could propagate itself amongst enemy units like a virus as well.From this you could get many game mechanics that could work well in a 2D environment such as
  • The ability to change player control to other units in the field 
  • The mixture of game play elements from platformers like Mario to shoot-em ups like R-Type due to the nature of the player character being a giant robot 
  • Have a variety of friendly and enemy units that the player could play as on the field Have an upgradeable Main unit that the player would use ate the start of every mission
Even though there are only a few ideas that have been listed there  are more that i won't go in to detail with just yet.