Sunday, September 12, 2010

sketch after blue print


i wanted to a square shaped map, making it easy to see and understand. and the street at the left is much longer than in the pic but i had ran out of page to work with, the spawn being at the end of the left street giving the player enough time to establish the situation in the level.

blue print

Wednesday, September 8, 2010

asset lists


asset lists

Asset List 3D Models:

Game Play:

Game Mechanics
1 - Destroy Objective (Water Tower to block the path, thus preventing more zombies)
2 - Help Objective (Finds friend trapped under a burning wagon)
3 - Restore Objective (Refill ammo and health at the Gun Store)
4 - Blow up Fountain (Blow up the fountain – distracting nearby zombie’s)
5 - Hold Objective (Hold off the zombie’s until help arrives {timer})
Spawn Points
The first spawn point is down the longest street giving the player time to realise what is going on in the level. Other spawn points will be situated after the completion of each objective at the location of the objective (Stars on the map represent spawn points)
Flow:
The map itself is open ended, not having a time limit between objectives. But the objectives are scripted, need to be completed in the set order.

Thursday, September 2, 2010

map ideas 3 - 9 - 10

larger than the sketches Ive done so far (still need to upload). i want to do a town center sort off thing with a large building in the middle with adjacent buildings surrounding it with 2 to 4 street/paths leading away from the town center.

Thursday, August 26, 2010

reference images - town/places -


an old west allon and bakery, giving me inspiration as to what the look and fell of what my level should be.

a screenshot from the first "Call of Juarez", in the centre of a town in the west, showing that not all westerns have to be out in the middle of a desert somewhere.


a generel store and saloon in a later year western area

a scetch from the 19th century of a "horse hotel", showing the potential depth of feild in a western game.

a western strip in the centre of a town, showing that the buildings in those times where very linear (they all go in the same direction).