Friday, November 21, 2014

DFA: Boss Progress

WIP of my boss design for DFA. I'm going for an owl clan lord kind of guy.



Sunday, November 16, 2014

Personal Project Progress 3


Ecorche Progress 4

More muscles blocked in as usual. Planning on doing a lot of refinement, fixing up, and detail for the final version of the ecorche over my winter break.


Monday, November 10, 2014

Friday, November 7, 2014

Boss Battle: Camera Move

Went looking for some inspirational camera moves for the upcoming boss battle assignment. I settled on some good ol' Star Wars since my partner and I are going to be making a boss battle that involves ships and flying around in battle.

I chose Star Wars for it's camera movements and choices since in our boss battle we'll be showing both the hero and the boss in their ship cockpits while also showing the outside of the ships as they fly around and battle.



Tuesday, November 4, 2014

Boss Battle

We're now moving on to actually designing an interactive boss battle in game design 3. I've been partnered with a fellow student who I'll be working with to create 2 new environments, a boss, and various other assets.

Kevin’s original mechanics:
  • unrestricted flight
  • turrets
  • destructible obstacles
  • event & health driven force-fields


Possible boss mechanics:
  • damage dealing destructible spawn in player path
  • turrets deployed on stationary platforms
  • turrets attached to boss (would possibly require boss to remain stationary while turrets are deployed due to the target tracking method used)


Caitlin’s Mechanics:
  • Destructive projectile
  • Destructible obstacles/structures
  • Free flight
  • Flying character asset: Dragon


Possible Themes:
  • Dreamscape
  • Cyberspace*


Possible Environments:
  • Cyber Grid
  • Cyber themed city
  • Virus-infected area


Possible Assets:
  • Hero asset: Nanobot?
  • Boss asset: Cyber Dragon?
  • Destructible assets: memory blocks?


Player movement:
  • free unrestricted movement (if our boss is moving this could potentially cause players to fall behind if they are allowed to turn around) plus side is that we already have this control scheme set up.
  • restricted movement: players are constantly in forward motion and have the ability to strafe from side to side and top to bottom. (Star Fox style). This would prevent players from flying away from the encounter.


Level Description:
  • Where is it? (Cyberspace)
  • What time of year is it? (not very relevant)
  • What time of day is it? (not very relevant)
  • Who lives there? (the boss)
  • What does the architecture look like? (geometry, matrices, data structuctures, lines of code)
  • What happened to the environment prior to the player getting there?
  • How did the player arrive in the environment? What brought them there? (the boss pulled the player in against their will.)
  • What are the focal points that help the players to orient themselves in the environment or draw the attention of the player to a location?  ( contrast, particles, vibrant colors)


Reference Images:
  • Environment/location
http://reasontostand.org/wp-content/uploads/2010/09/cyberspace.jpg

http://img2.wikia.nocookie.net/__cb20140519175714/masseffect/images/5/54/Rannoch_-_Geth_Fighter_Squadrons.png




  • Set design and props
  • Lighting style
  • Inspiration
  • Character