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Showing posts from January, 2017

RTS in SPACE! (23/01/17)

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Since last week we have had 2 meetings, which have resulted in the following. From the collection of ideas put forward we went with a RTS, the next decision was what type of game we want. We viewed the following links to help shake ideas in our head: https://www.youtube.com/watch?v=IGtrJaiUZaA&t=171s https://www.youtube.com/watch?v=MyTSlI2w44I https://www.youtube.com/watch?v=HGwBtI-4J2A&t=474s We agreed that the style of the game would be space themed, with the idea that the Nazis have survived the war and resurfaced from the North Pole pushing the rest of humanity to the Moon. We decided that the player should be in charge of a fleet from a command module. Where the battle will take place out in space through a massive window. The next step was in helping visualize the environment where the player will be stationed. to do this i made a mock up of a rough scene within Maya. This was important as it helped us gain an idea of scaling and ho...

The Beginning! ( 14/01/17)

As the new teams have been assigned and sorted. the past week has been a pro cess of finding game ideas that evolve around VR. The reason for focusing for VR is due to the vast gap in the market for VR games, and we are hoping to create something that is one of a kind so stand out. Here are a list of Game types that were thought of: 1.Escape room - A horror/creepy game in enclosed spaces with a focus on accurate touch control use, inventory management, and mood setting. At it's most basic, this would be light work for artists+programmers, but it provides a foundation that we can use to improve mechanics  + 'atmosphere' to create an interesting game. For this reason, I'm putting it first. 2.Tower Defence/Running Version/Space Station - All closely related enough to be put under the same number: Simple (if common) mechanics that wouldn't be difficult to program; I'd guess this is a 'safe' option we could take (though since we'll probably need ...