All in all, i think the game level i made itself turned out really nice. after all the effort i put in, it all came together smoothly.
if you would like to see a video of my level...
http://vimeo.com/16684972
Tuesday, November 23, 2010
Wednesday, November 17, 2010
HUD and Reason
Reason for Key Layout
i chose this key layout, because it is easy to follow and simple to use. it is also very similar to other FPS games, thus making it easy to adapt to.
Sunday, November 7, 2010
Wednesday, October 20, 2010
HUD
Original thoughts are for it to be tattered and worn out looking. possibly with burnt paper edges.
Sunday, October 17, 2010
Winchester
i modeled the Winchester rife that is mounted behind the bar on the wall of the saloon, took around 2 hrs to complete the saloon is really starting to come together. the upstairs on the left is going to be the armory, the right is the bedroom. i still need to do the armory, i will be starting that in the next few days.
Unity Application
Ive been told to put all my models in different files so that it is easier to use in Unity, before i had the level pre-built in 3Ds Max. After dividing the files i added them to a new Unity Project and my level is starting to come together. i will only be adding 1 more street to the level to make it a bit more vast.
Sunday, October 3, 2010
saloon modeling and more
ive started to model the inside of the saloon trying to keep polys down else where so i can have further detail inside the buildings. after modeling bar stools, tables, chairs and a bed my poly count has gone up a bit. im not looking forward to the texturing process. and after seeing other students levels, i have decided to expand my level by a couple streets. and after sketching the new streets they will be uploaded.
Sunday, September 26, 2010
Poly Count Trouble
at one point recently i had 40'000 ish poly's, when the map size indicated that it should have only been around 1'500 poly's. it turns out thtat i had an invisible 40'000 poly object way off in the background, after deleting that object i was back to work.
Wednesday, September 22, 2010
layout of saloon building
the gun store is now going to be above the saloon on the top level, with a bedroom on the right (above the bar). ive pretty much finished the furniture.... i only need to do the tedious things (bottles, guns, cups etc.)
clock tower
after getting around half way done... i have decided to put a clock tower at the end of the long street.
possible models (reference images)
possible models (reference images)
Sunday, September 12, 2010
detailed sketch
sketch after blue print
Wednesday, September 8, 2010
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.
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 -
Wednesday, August 25, 2010
reference images - zombies, cowboys -
a "smoker" zombie from left 4 dead, to inspire zombie ideas/design for my game
a "boomer" zombie also form left 4 dead, to add more inspiration to enemies of my game
the cover of the "GUN" game.
a cowboy from the "GUN" game to inspire the characters for my game
in-game action from the "GUN" game, showing whatthe western levels are in this game
reference images - guns, zombies, cowboys -
this is a comic strip picture i found relating to a western zombie comic, which very closly ties to my idea.
a wanted poster i found online which displays a picture of a zombified cowboy, inspiation for the look and feel of my game
an 1873 winchester rifle, that of which my game is based.
a colt revolver, also found online. To add realism to my game.
reference images - guns, cowboys -
a picture of a bad ass cowboy to gain inspiration for my own character ideas
the first machine gun was made around the same year my game is based, adding to the list of what could be included in my game.
smith and wesson revolver released the same year my game is based, adding inspiration for my weapon list.
reference images - guns, zombies, cowboys -
another one of the first gatling guns, a different design, ahowing what was available at the time.
"Devils Crossing" is another western zombie game i recently found online, showing what the competition is producing. Setting the bar for this kind of game.
another badass cowboy but from a later time period, adding more inspiration for my characters.
an artsy zombie cowboy, showing what kind of stuff has already been done.
Colt 44 1873 Single Action Cavalry Revolver, sowing what kind of hand guns are out there at the time.
reference images - guns -
another colt revolver from 1873, extendijng desgin capabilities for my game.
colt "peacemaker" revolver, one of the more badass guns from 1870's
colt 1851 black powder, a lower end revolver from 1851
1873 winchester rifles, adding the realism to the rifle my game is based on
a differnet coloured 1873 winchester rifle
Sunday, August 1, 2010
zombie western blog
1. Using some of the techniques discussed in this chapter, begin developing a concept for an original game idea. Discuss the central theme of your idea, and the methods you used to bring your idea into existence.
A western FPS with RPG elements (a level up process/upgrades for weapons etc.) game, around the year 1875, my game will be based around "The gun that won The West", the 1873 Winchester Rifle. In a desert based town called "Ursona - The Town of The Damned". My inspiration has come form a mixture of alot of different games and movies, such as call of "Call of Juarez", "GUN" and "3:10 to Yuma"being that these games/movies are western based. The zombie characteristics of the game, my inspiration has come form many movies and games such as "Shawn of the dead", "28 Days Later", "Zombie-land" and "Left 4 Dead".
2. Create a backstory, environment, and three character descriptions associated with your original game idea. How are these elements integrated and linked through a centraltheme?
My game will follow the story of a single winchester rifle that helps the characters fight there way through the zombie masses and other people in the game world. The characters story's that the player plays will intertwine throught the use of the rifle. Although the game will play like a regular first person shooter, the game will feature multiple characters for the player to play, as the story progresses.
3. Document your concept with reference material and original sketches. How did you capture your reference images? Create thumbnails and silhouettes. Compile these images into an art “bible” to help guide your vision.
A western FPS with RPG elements (a level up process/upgrades for weapons etc.) game, around the year 1875, my game will be based around "The gun that won The West", the 1873 Winchester Rifle. In a desert based town called "Ursona - The Town of The Damned". My inspiration has come form a mixture of alot of different games and movies, such as call of "Call of Juarez", "GUN" and "3:10 to Yuma"being that these games/movies are western based. The zombie characteristics of the game, my inspiration has come form many movies and games such as "Shawn of the dead", "28 Days Later", "Zombie-land" and "Left 4 Dead".
2. Create a backstory, environment, and three character descriptions associated with your original game idea. How are these elements integrated and linked through a centraltheme?
My game will follow the story of a single winchester rifle that helps the characters fight there way through the zombie masses and other people in the game world. The characters story's that the player plays will intertwine throught the use of the rifle. Although the game will play like a regular first person shooter, the game will feature multiple characters for the player to play, as the story progresses.
3. Document your concept with reference material and original sketches. How did you capture your reference images? Create thumbnails and silhouettes. Compile these images into an art “bible” to help guide your vision.
Wednesday, July 28, 2010
1. Imagine that you are a level designer working in the 1980s. Knowing the limitations associated with this era, what type of game would you develop?
i would develop a air hockey game, because of the ease of use and the fun involved in playing a air hockey game (top down view). also because an air hockey game would use the required CPU usage from the 80's, being similar to pong.
2. Play three games—one from the 1980s, one from the 1990s, and one released after 2004. Compare and contrast how levels and environments are designed in all three games.
depending on the game type, the game play methods have remained relitivly the same (example, in shooting games "waves" of enemies come after the character, or in fighting games there are 2 characters on screen usually on a side scrolling maner although some of the newer fighting games have rotation in the levels). technology has played a major part in the games industry allowing for more awesome level design as time progresses in the 80's it was plain colour backgrounds in pacman and space invaders as such, but the industry has progressed to full detail jungles, city's and oceans of 3d space.
3. How does a game’s genre affect the way its levels and environments are designed? Choose one level from three different games—each from a distinct primary genre—and compare how these levels are designed with regard to setting, goals, puzzles, and risk–reward system.
the first level in "Crysis" a FPS game in very linear, but gives the impression of a vast jungle, but beyond where you are there is nothing besides your single path. in the fighting game "stret fighter 2" there a very small levels, which are basically just a background and barriers stopping the players from escaping the map at the left anf the right. in a game like "H.A.W.X" there are extremely vast levels, being a flight sim game the player covers vast distances of map at speed. so the level must relate to the player requirements depending on the game type.
i would develop a air hockey game, because of the ease of use and the fun involved in playing a air hockey game (top down view). also because an air hockey game would use the required CPU usage from the 80's, being similar to pong.
2. Play three games—one from the 1980s, one from the 1990s, and one released after 2004. Compare and contrast how levels and environments are designed in all three games.
depending on the game type, the game play methods have remained relitivly the same (example, in shooting games "waves" of enemies come after the character, or in fighting games there are 2 characters on screen usually on a side scrolling maner although some of the newer fighting games have rotation in the levels). technology has played a major part in the games industry allowing for more awesome level design as time progresses in the 80's it was plain colour backgrounds in pacman and space invaders as such, but the industry has progressed to full detail jungles, city's and oceans of 3d space.
3. How does a game’s genre affect the way its levels and environments are designed? Choose one level from three different games—each from a distinct primary genre—and compare how these levels are designed with regard to setting, goals, puzzles, and risk–reward system.
the first level in "Crysis" a FPS game in very linear, but gives the impression of a vast jungle, but beyond where you are there is nothing besides your single path. in the fighting game "stret fighter 2" there a very small levels, which are basically just a background and barriers stopping the players from escaping the map at the left anf the right. in a game like "H.A.W.X" there are extremely vast levels, being a flight sim game the player covers vast distances of map at speed. so the level must relate to the player requirements depending on the game type.
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