Tuesday, October 13, 2009

Getting characterization

I just realized:


The characters need to bicker at each other during gameplay. It could be whoever you don't have selected talks by means of either a speech bubble (That'll appear over their tracking icon if they're off screen) or just by audio clips.

Midterm Things Think About

- Sound Design. How can I use the ambient noise in a concert and the effects themselves to make it all feel more brutal.


- Making the game more cinematic, is it still zoomed out too far? Where does it zoom in? How can I make that awesome?

Monday, October 12, 2009

Fixing Level 1 Background


The perspective was really off and still slightly is (in the top right corner) so that needs to be addressed. The other part is an unexploded atom bomb would be awesome. When the resistance arrives they drive up brake hard and accidentally bump it where it freaks out for a second then fizzles out with a plume of smoke.

Grunt Enemy Concept Art

So this is the enemy the player will see the most of. In line with the game the scarier the mask on the enemy the weaker he actually is. This came from a variety of sources, the main one being US swat team outfits and body armor. He needs to look half military and half police force. The cattle prod being the best weapon for subduing people.

Monday, October 5, 2009

Mosh Pit Movement Prototype


Play the Prototype

Key feedback from the play testing:
- Clicking a spot should be able to move the character there.
- Players need negative feedback if they decide to just drag the character around instead of throwing him.
- There might be too little friction
- Enemies move like they're on crack
- There needs to be more indication of where the player is traveling after he's thrown
- Players enjoy the act of throwing and hitting things but they need direction
- Players are able to quickly get a feel for the controls

Saturday, October 3, 2009

Collision Map

EDIT: It might be helpful to make damage and momentum into one unit, so 3/100 = one general collision unit then use those to tweak.


This assumes both the player and enemy have a health of 100 and a max momentum of 3.


Drag mode – When the mouse is down

Click move – When the player is moving to a spot the player clicked


Before the hit

When the player is within a close distance to an enemy that can damage him a dodge icon should appear over that enemies head. Also if there is an enemy he can damage the player can hit a button in order to strengthen the attack (+10) if he hits it at the right time, otherwise the damage is less than normal (-10).


Enemy hits Player (enemy momentum > player momentum)

The enemy is behind the player (enemy always wins this no matter what momentum level the player is at)

Enemy Momentum +1

Player Momentum -3

Enemy Health +0

Player Health – 15 * Enemy Momentum Level

Enemy Animation - Hit

Player Animation – Hit from behind (If damage is > 15 Hit hard from behind)

Player is in drag mode

Enemy Momentum +1

Player Momentum -1

Enemy Health + 0

Player Health - 10 * Enemy Momentum Level

Enemy Animation - Hit (if the damage is more than 20 Hard Hit)

Player Animation - Hurt (if the damage is more than 20 Hurt Badly)

Player has been thrown/moving

Enemy Momentum +1

Player Momentum -1

Enemy Health +0

Player Health - 10 * The difference between the player and enemy momentum

Enemy Animation – Hit (if the damage is more than 20 Hard Hit)

Player Animation - Hurt (if the damage is more than 20 Hurt Badly)

Player is in click move

Same as drag mode

Player is still

Same as drag mode


Player hits Enemy (player momentum => enemy momentum)

The player is behind the enemy

Enemy Momentum -3

Player Momentum -1

Enemy Health - 30 * Player Momentum Level

Player Health +0

Enemy Animation – Hurt (if the damage is more than 30 Hurt Badly)

Player Animation - Hit (if the damage is more than 30 Hard Hit)

Player is in drag mode

Enemy Momentum +1

Player Momentum -1

Enemy Health + 0

Player Health - 10 * Enemy Momentum Level

Enemy Animation - Hit (if the damage is more than 20 Hard Hit)

Player Animation - Hurt (if the damage is more than 20 Hurt Badly)

Player has been thrown/moving

Enemy Momentum -3

Player Momentum -1

Enemy Health - 20 * The difference between the player and enemy momentum

Player Health +0

Enemy Animation – Hurt (if the damage is more than 20 Hurt Badly)

Player Animation - Hit (if the damage is more than 20 Hard Hit)

Player is in click move

same as drag mode


Enemy whose been hit knocks into another Enemy

Hit Enemy Momentum -1

Hit Enemy Health - 1/5th the damage enemy that hit him just took

Hit Enemy Animation – Hurt (if damage is more than 20 Hurt Badly)

Original Enemy Momentum -1

Original Enemy Health -5

Original Enemy Animation Whatever animation it was in previously it repeats

Enemy whose been hit knocks into the Player

Nothing happens


Player whose been hit knocks into Enemies

Enemy Momentum +0

Player Momentum +0

Enemy Health +0

Player Health -5

Enemy Animation – Hurt (if the damage is more than 20 Hurt Badly)

Player Animation - Hit (if the damage is more than 20 Hard Hit)

Thursday, October 1, 2009

Sound Design Reference

Collisions:

Dead Space: Isaak stomping on things and that nice crunch.

Halo: Punching enemies

Saints Row 2: Getting hit by a car

GTA 3: Running someone over