Christian Otterman GDD211
Friday, May 9, 2014
Last Update
Since the last post I stopped programming and went on to work with Tajas, Txema, and Dale. I wanted to work as a designer and help them map out a working prototype and some interesting levels of the Space Game we are not calling Dark Matter. here is a picture of the maps I've drawn and will be used for the game's race and bounty level.
Monday, April 21, 2014
Progress 4.21.14
So far, I have been working on the Code Academy JavaScript section for programming. I am about 30% completed. Now I will shift focus from that and work on finishing the Unity Tutorials for the time I have left in class.
Monday, April 7, 2014
Onwards To A New Department
Wednesday, March 26, 2014
New Direction, New Game
This week, I have been transitioning from the 2D game and now I am moving to the new game, a 3D space game.
So I am going to design the basic idea of the game and I have been working with Rahee Mehra in coming up with the new game. I am also working with some programmers Zach Singer, Tejas Kumar, Dale Day, and Brayn Restaino a little early to get a head start on the game. Rahee and I have made a preliminary outline for the game to expand on.
Game Idea 1: Cosmic conspiracy (Story, Mining, Diplomacy)
1. The central hub of the game is a trade city that has recently sprang up due to a new element being discovered, Adamantium.
2. As a new explorer seeking your fortune, you come here with eager expectations of fortune and adventure.
3. as you go out to farm this mineral and head back to town two factions there to buy it off you, the White Knights or the Shady Alley.
4. Depending on who you choose, for each mineral run, gives certain rewards for your donation and will give incentive to play the game.
5. There is another competing faction, the nation with the space rights, that wants to take control of this station. Unfortunately, they could not reach an agreement and decided to destroy the station with a new technology by shooting asteroids at the station. The attack is largely untraceable so it is the perfect crime. But this is at the end as the final scene.
For enemies, I was thinking of having a simple Drone that orbits around the player in a random manner and shoots off lasers at specific intervals. These could pose as mining lasers for the cover story and killing them can yield Adamantium
Adventure Platform:
In the Trade Quarter of the Station, the second part of the game comes in. The player takes control of a robot to then make trades in this section. By making several selections based on the personality of the clerk, will make the best deal. When the player makes enough money, certain upgrades will be made and will improve the experience of the game.
Exploring the Universe:
Game Idea 2: (Story, Exploration, Trading)
The player are sent out from their organization to test out their new warp drive and is sent out into the great unknown. On the player's travels, they meet rogue ships, interstellar phenomenon (Binary Star system, Black Holes, Cosmic Disco Balls), and rare materials to help them on their quest to survive and test the machine for themselves. The ship is equipped with a star map to navigate the universe and do what they can before their test drive runs out.
Star Map: The player will have 12 Options to explore star systems, mining opportunities, trading, and missions during their test drive. Each decision will make new options arise or become closed off.
Mining Opperations:, their is a limited supply of minerals the ship can hold. Once the player has a full inventory, it will need to be traded off or disposed off in some way before getting more
Rogue Ships: Abandoned Ships: The player will send a robot to the ship to negotiate terms to acquire a new part for their ship, go through a toll, or get credits to make more reasonable trades.
Exploration: Information is also critical in deals so giving people first hand information could be as valuable as the minerals in your hull. This can include tourist sites, undiscovered minerals, hidden military bases.
Missions: This is a job that the player will encounter that will give them a guaranteed reward to work on. This can include access to a new space regions, information, ship parts, and credits.
Every time something is completed, at the end of the game there is an epilogue to that when the warp drive is returned to the organization
Trade adamantium
Game Idea 3: (Racing)
Chase a comet
Fight racers
Rival - space cadets
Chase through asteroids
Enemy A.I.
Hunt Aliens?
shoot during races
Race to the bounty
So I am going to design the basic idea of the game and I have been working with Rahee Mehra in coming up with the new game. I am also working with some programmers Zach Singer, Tejas Kumar, Dale Day, and Brayn Restaino a little early to get a head start on the game. Rahee and I have made a preliminary outline for the game to expand on.
Game Idea 1: Cosmic conspiracy (Story, Mining, Diplomacy)
1. The central hub of the game is a trade city that has recently sprang up due to a new element being discovered, Adamantium.
2. As a new explorer seeking your fortune, you come here with eager expectations of fortune and adventure.
3. as you go out to farm this mineral and head back to town two factions there to buy it off you, the White Knights or the Shady Alley.
4. Depending on who you choose, for each mineral run, gives certain rewards for your donation and will give incentive to play the game.
5. There is another competing faction, the nation with the space rights, that wants to take control of this station. Unfortunately, they could not reach an agreement and decided to destroy the station with a new technology by shooting asteroids at the station. The attack is largely untraceable so it is the perfect crime. But this is at the end as the final scene.
For enemies, I was thinking of having a simple Drone that orbits around the player in a random manner and shoots off lasers at specific intervals. These could pose as mining lasers for the cover story and killing them can yield Adamantium
Adventure Platform:
In the Trade Quarter of the Station, the second part of the game comes in. The player takes control of a robot to then make trades in this section. By making several selections based on the personality of the clerk, will make the best deal. When the player makes enough money, certain upgrades will be made and will improve the experience of the game.
Exploring the Universe:
Game Idea 2: (Story, Exploration, Trading)
The player are sent out from their organization to test out their new warp drive and is sent out into the great unknown. On the player's travels, they meet rogue ships, interstellar phenomenon (Binary Star system, Black Holes, Cosmic Disco Balls), and rare materials to help them on their quest to survive and test the machine for themselves. The ship is equipped with a star map to navigate the universe and do what they can before their test drive runs out.
Star Map: The player will have 12 Options to explore star systems, mining opportunities, trading, and missions during their test drive. Each decision will make new options arise or become closed off.
Mining Opperations:, their is a limited supply of minerals the ship can hold. Once the player has a full inventory, it will need to be traded off or disposed off in some way before getting more
Rogue Ships: Abandoned Ships: The player will send a robot to the ship to negotiate terms to acquire a new part for their ship, go through a toll, or get credits to make more reasonable trades.
Exploration: Information is also critical in deals so giving people first hand information could be as valuable as the minerals in your hull. This can include tourist sites, undiscovered minerals, hidden military bases.
Missions: This is a job that the player will encounter that will give them a guaranteed reward to work on. This can include access to a new space regions, information, ship parts, and credits.
Every time something is completed, at the end of the game there is an epilogue to that when the warp drive is returned to the organization
Trade adamantium
Game Idea 3: (Racing)
Chase a comet
Fight racers
Rival - space cadets
Chase through asteroids
Enemy A.I.
Hunt Aliens?
shoot during races
Race to the bounty
Wednesday, February 26, 2014
2/26/14 Update
Rahee Mehra and I have created monster statistics for the monsters for three of the Islands.
The islands did not have any monsters in the initial document so I asked our design head Sara Detrick to go ahead with this. I paired up with Rahee because he has ran Dungeons and Dragons campaigns and other roleplaying systems and he understands how to create monsters and encounters for the heroes to fight.
| MONSTER DOC | Health | Attack Damage | Weakness | Attack Pattern |
| Tutorial Island: | ||||
| Blob (Use stock) | ||||
| Bat (Use Stock | ||||
| Spider | 2 | 1 | Fire | Walking Towards Hero then backing off if it hits the Hero |
| Lungfish | 3 | 1 | Water | Slow walk towards Hero. Continuous walk not like the blob. |
| Boss: Bone Shark | 10 | .5 (Ranged) | N/A | Throwing bones for ranged attacks. Shoots 1 bone every 2.5 seconds. Shoots a burst with a slight scatter every 7.5 seconds. Makes a series of 3 bone walls with a gap every 30 seconds. Repeat pattern. Do not have the shark shoot bones during the bone wall phase. |
| ISLAND 2 | ||||
| Market Island: | ||||
| Guard (Meele) | 3 | 1 | Fire, Lightning | Walking towards Hero, jabbing spear. |
| Guard (Ranged) | 2 | 1 | Fire, Lightning | Shoots arrow every 5 seconds. waits 2 seconds to reload. |
| Guard (Magic) | 1.5 | 1 | Fire, Lightning | Shoots Fireball every 5 seconds. waits 2 seconds to recharge. |
| ISLAND 3 | ||||
| Desert Island: | ||||
| Condor | 1.5 | 0.5 | Lightning, Arrow | Infinity sign |
| Cactor | 2 | .5 (Can get hit by multiple pins like a shogun) | Fire | Hops in a random direction then shoots in 8 directions every 5 seconds |
| Angsty Camel | 4 | Watergun (Ranged) .5 Kick 1 | Ice | Walks toward Hero. Stops then spits every 4 seconds. Kicks in close range. |
| Dust Devil | 0.5 | 1.5 (Slow short-range tornadoes) | Magic | Move in random direction; stop; shoot 2 in opposite directions repeat. Slow to move. |
| Boss: Sandpit Ant | 15 | 1 | Water | Spawn Dust Devils; Quicksand Pit (Large); if hero gets too close, chomp and then gets knocked back. |
The islands did not have any monsters in the initial document so I asked our design head Sara Detrick to go ahead with this. I paired up with Rahee because he has ran Dungeons and Dragons campaigns and other roleplaying systems and he understands how to create monsters and encounters for the heroes to fight.
Working with the art department, I showed them my maps for the first 2 islands, the Tutorial and Market Island. I will get the screenshots as soon as possible.
This part I wanted to leave out as little to the imagination as possible and there would be few discrepancies so there was a uniform idea on how the game will look.
Working with the programming department, I wanted to see how programing the enemies would be done. The goal was to understand what their statistics where and how they moved. Once I seen how that worked out, I made a new section int the Monster Doc for attack patterns to have a unified idea on how they will interact in the world.
Wednesday, February 5, 2014
Sunday, February 2, 2014
Combination Ideas
After the pitches were finished, it took some time to figure out how to combine the ideas and keep consistency. I finally came to an idea that can combine similar ideas.
1. Story (Sara Detrik) - I figured that Sara had the most story potential. The two opposing guilds seems like a great place to integrate multiple pitches. What I was thinking was having the same guilds and the Witch summons the Lords of the Undead be the bosses in the arena with the occasional Champion of the Thieves Guild jump into the arena to try and finish off the mage after being tired out.
As for the rest of the story, I was thinking somewhere along the lines of when the Witch resurrected the dead, she shattered the country making it into an archipelago. This opens the area to a Semi-Open World environment where the mage can go from island to island going to the arenas. Each arena has a town that has an arena in the country side that is over watched by an Undead Lord where they are to protect spell components that are able to defeat the witch.
2. Traveling the Map/Open World - Taking hints from Windwaker, Matt's ship building and repair scenario is a great way to open the world up and encourage overall exploration. Perhaps at certain islands, the player land on rocky shores and must go into the wilderness to get the materials required to fix it. Fixing it is no problem because the player is magic and can will it to be fixed.
3. Zombies (HORDE MODE) - Certain islands are zombie breeding grounds but the player doesn't know that yet. when the player enters a town, they suddenly get trapped and must fight their way out to get to the arena and back to the ship.
4. Puzzles - As Sam Brown said, I am liking the idea of puzzles. Maybe a time phase spell can get through certain areas or lighting certain torches gives certain secret doors. I thing that the open world and puzzle idea should combine to make a more developed level design for the game.
5. Combat - I am ditching the entire idea of being trapped in an arena and favoring the more open world. I do want to keep the spell combination idea. The way to make spells is in the ship and at the arena. As for other weapon ideas, different staves will grant different delivery options such as a beam or extra area of effect.
1. Story (Sara Detrik) - I figured that Sara had the most story potential. The two opposing guilds seems like a great place to integrate multiple pitches. What I was thinking was having the same guilds and the Witch summons the Lords of the Undead be the bosses in the arena with the occasional Champion of the Thieves Guild jump into the arena to try and finish off the mage after being tired out.
As for the rest of the story, I was thinking somewhere along the lines of when the Witch resurrected the dead, she shattered the country making it into an archipelago. This opens the area to a Semi-Open World environment where the mage can go from island to island going to the arenas. Each arena has a town that has an arena in the country side that is over watched by an Undead Lord where they are to protect spell components that are able to defeat the witch.
2. Traveling the Map/Open World - Taking hints from Windwaker, Matt's ship building and repair scenario is a great way to open the world up and encourage overall exploration. Perhaps at certain islands, the player land on rocky shores and must go into the wilderness to get the materials required to fix it. Fixing it is no problem because the player is magic and can will it to be fixed.
3. Zombies (HORDE MODE) - Certain islands are zombie breeding grounds but the player doesn't know that yet. when the player enters a town, they suddenly get trapped and must fight their way out to get to the arena and back to the ship.
4. Puzzles - As Sam Brown said, I am liking the idea of puzzles. Maybe a time phase spell can get through certain areas or lighting certain torches gives certain secret doors. I thing that the open world and puzzle idea should combine to make a more developed level design for the game.
5. Combat - I am ditching the entire idea of being trapped in an arena and favoring the more open world. I do want to keep the spell combination idea. The way to make spells is in the ship and at the arena. As for other weapon ideas, different staves will grant different delivery options such as a beam or extra area of effect.
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