Blog Entry #4
[game start]
You wake up in a dark storage facility. A siren blares outside, and static rings in your
head. When you approach the door, you hear shouting from outside. When you step outside,
you see a man fighting off two plant monsters. He kills one; the other kills him, and then
heads towards you. You fight off the plant monster. The static in your head turns to a
radio signal and you hear someone calling for help.
[New objective, find the source of the radio signal].
When you get to the source of the radio signal, you find it is coming from a house. There are a bunch of enemies outside. Kill them all and go inside and recruit your first companion.
[level break]
//radio guy says that he got seperated from the rest of survivors, so he radioed for help
//you're confused, so he explains that x amount of time ago, a virus hit, and people
//mutated into plant monsters that you've been fighting. For some reason, some people
//are immune
//radio guy asks for help getting back to his group
[end level break]
So now you have one companion and one new objective, get to the house. You step outside
the radio building, and you discover that the streets are full of enemies again. Backtrack
to the house where the other survivors are and you finish the level.
[level end]
//three people in the house, the other survivors
//radio guy says thank you, and you join party of survivors.
//they say that a reclusive scientist in the city caused this mess with her experiments
//they believe she was meddling with biowarfare
//They decide: "LET'S STORM HER LABORATORY, WE KNOW EXACTLY WHERE SHE IS"
[level two begin]
Objective: get to the laboratory. A few enemies scattered about, test out some of the new
characters' abilities on your way. Reach the house, go inside, and then...
//AI talks about it's motives behind releasing the disease
Defeat AI, discover you were the scientist that made the AI.
//End of story, android scientist starts working on a cure.
[game end]
Mechanics
Head radio/GPS system [this explains knowledge of map and quest markers]
Glowing objectives [ie, doors, items; robot vision allows this to happen]
Range of motion and range of attack per turn are determined by individual stats
Must complete objectives to finish level
If android dies, must restart from last objective
Battery/crystal source must be gathered to use laser arm
Movement confined to tiles on square grid; cannot go outside of grid/level
Some squares cannot be accesed, as in, you cannot step onto an occupied tile
Turn choices: move, attack, or go into defensive position
If character dies, resurrects at last objective point in x amount of turns
Doctor character can heal others (maybe doctor can resurrect)
Art
For android speech, black box with green text and serif font
No central art theme for right now, while we gather resources from the internet
Maybe cartoon, maybe realistic
Dark and gritty elements; after all, it is an an apocalypse
Whatever we can make
Simple
Electronic music, woodwindy sounds
For now, one background sound, and attack and walking noises
Android and AI voices can be just generated speech
Technology
Unreal Engine
Blender
How elements relate to eachother:
The visuals of the game make gameplay more engaging; music sets the tone for a
better user experience. Blender allows us to fully experess our ideas for setting, enemies
and playable characters, furthering the intended experience. Because Unreal is user and
beginner friendly, we can go about creating our game without focusing too much on the
coding portion; we can dedicate more time to story and experience. Game mechanics keep the
story moving; objectives allow you to unlock more of the storyline and finish levels.
Minimal prototype
I would think that a good minimal prototype for this game would just be a small room, with a short corridor leading to as grid square labelled WIN or something along those lines. The player would have two characters to play with and an enemy would be blocking the corridor leading to the WIN square. The individual character and stats would be on display, and the stats would be set in such a way that the player must find a way to position all of their characters and attack the enemy in such a way that (hopefully) keeps them both alive. After the enemy is defeated, the player can move one of the characters to the WIN square.
GAME ASSETS
Sorry this is kinda crappy, its the first full project thing I've done in blender.
This is a magic staff. It can be used to attack, or maybe the magic could be used to access certain areas or solve certain puzzles. It was made in blender. I can't figure out how to post the actual fbx formatted object here, so I'll just email to the professor.