Friday, November 12, 2010

Conclusion

a video fly-through has been completed for my level, it has been uploaded here
http://www.vimeo.com/16724262

i believe that my final level shows my concept clearly, however i could have added more assets to my level and more adjustments to the terrain. for example i would have expanded the city, and had some buildings the player could walk inside.

Tuesday, November 9, 2010

Interface Design

This is a screenshot of the in game HUD, it shows the players health and the ammo counter is displayed to represent the character checking his/her ammo.









The main menu i made for my level. this design used an image of a desert wasteland to set the mood for the level. showing that it will be a barren environment with little to no life.

Monday, November 8, 2010

Level Layout Completed

this is the completed level layout, with all models placed and textured.

Thursday, October 28, 2010

Level Layout (with some models)

This is how the level will be laid out, some of the models have been placed into it. but not textured. this screen shot also shows the basic direction the player will move in



Models


This is one of the completed buildings for the level. it is the players starting building.









This is an abandonend shop building on the outskirts of the city.













one of the ruined buildings located in the city, this is just one of several buildings that survived the war.

Wednesday, October 20, 2010

Interface/Controls




This is the basic control scheme for my game. this image shows what keys are used in the game and allows players an understanding of how to play. it is the standard controls used for modern FPS games. and it works well




The game will feature no on screen HUD, apart from a health bar in the bottom left of the screen. this will cause the player to have to manually check how many bullets are left in the gun. the game will however feature an inventory screen allowing the player to check their supplies, guns, magazines left etc. when a player goes to check his/her ammo a bar will appear on the screen showing how many bullets are left in the gun, and the number of clips left. some games that do this successfully and influenced me to do it are, "Metro 2033, Condemned Criminal Origins.




a screenshot of the HUD in condemned (showing the player checking remaining ammo)


Sunday, October 3, 2010

Asset List (Sound Effects)

Sound Effects
· Howling Wind
· Crackling Fire
· Amibent animal noises
· Distant car horns

Tuesday, September 28, 2010

Game Level Objectives

1. Investigate the ruined town nearby
2. kill the mutant raiders
3. return to your camp
4. enter the city (avoid military engagement)
5. find the doctor
6. escape the city


Player Interactions
Throughout the level the player will interact with several aspects of the environment, these include several doors, the opening of a sewer grate, and talking to several survivors. the player will not be able to progress through the level without interacting with these aspects, the doors allow the player to explore the various buildings in the city, the player will not be able to enter the city without opening the sewer grate and traveling through the pipe.


Gameplay Mechanics
in this game there will be several gameplay mechanics, the player's primary use of the combat system will be through guns, however due to the vast wasteland the player will have to search to find more ammo. the player can also choose to use melee weapons, this however puts the player closer to the enemies making the game harder but eliminating the need to find ammo.

another gameplay mechanic i believe should be in the game is a crafting system, this allows the player to create various items to assist in his/her survival. these "crafted items" would be anything from ammo, med-kits, campfires, to weapon attachments such as scopes or silencers.

a cover system would be another mechanic i would like to add, this would allow the player to manipulate his/her environment to provide valuable cover to increase survival from enemies fire. to accomplish this the player would use the interact key to flip tables, knock over barrels, crouch behind boxes, etc.