Second Year Media Design http://loxyreid.posterous.com Lachlan Reid posterous.com Tue, 21 Aug 2012 06:02:00 -0700 Presentation ready to roll out http://loxyreid.posterous.com/presentation-ready-to-roll-out http://loxyreid.posterous.com/presentation-ready-to-roll-out

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Tue, 21 Aug 2012 05:43:00 -0700 243 Paper Prototype http://loxyreid.posterous.com/243-paper-prototype http://loxyreid.posterous.com/243-paper-prototype

All my tokens and menu screens from my prototype:

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Tue, 21 Aug 2012 05:11:00 -0700 Playtesting feedback and changes http://loxyreid.posterous.com/playtesting-feedback-and-changes http://loxyreid.posterous.com/playtesting-feedback-and-changes

So today I took the prototype into school to get other students to play it and give me feedback.

A few things get popping up from the feedback:

- I should remove the random explosion element of the nuclear rocket. This isn't 'fun' it's just annoying.

- The camera rotating around with the rocket could get very confusing very quickly and it could spin very fast, which could put off some people.

- I need to relook at my power ups and change how they work and the symbols on them.

- Perhaps since the sun is always around (removing annoying factors such as going behind planets) the solar ship should have unlimited fuel, this also give an incentive to choose this ship over others.

 

So to fix these flaws I have

- Removed the random explosion from the nuclear rocket and replaced it with a special rule where the rocket has no 'health' and if it touches anything at anytime it will explode. Paired with the fact that it is really fast this rocket should be quite the challange to operate.

- Let the solar ship have unlimited fuel.

- Fixed the camera to the environment. So the space ship will rotate around the middle of the screen and the screen will pan along with it.

I will look into changing the icons of my power ups during the game development if my game is chosen to be made.

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Mon, 20 Aug 2012 17:31:00 -0700 Game choice and initial development http://loxyreid.posterous.com/game-choice-and-initial-development http://loxyreid.posterous.com/game-choice-and-initial-development

I chose to pursue my spaceship game. It is relatively unique and offers an interesting challenge in the physics and gameplay whilst also offering a chance for really awesome visuals.

I have decided that instead of making the environment harder to increase the difficulty I can just have different spaceships. This is good as they can be implemented as the same object with differnet parameters, rather than having to make the already difficult environment more difficult to build.

My ideas for these 4 ships will be:

Nuclear Fusion - Fastest, Fuel is very limited, Subject to random explosions.

Rocket Fuel - Fast, Fuel is limited.

Electric - Average Speed, Fuel is easy to manage.

Solar - Very Slow, Hard to turn, unlimited fuel but hard to use.

Some rough sketches at the moment:

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I have also created some 'power ups' These will be implemented last as part of my "polish" for the game if time allows:

Shield - Protects from damage for 20 seconds

Fuel - Refuel ship

Repairs - Repair all damage taken

Boost - Temporary speed boost.

Some sketches of planets and power up tokens:

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In terms of gameplay, players will fly through a generating field of planets and asteroids try to use the fuel to power them through to safety. However players have only a small amount of fuel so have to conserve and use wisely. Planets will provide gravity to pull the ship towards them or use them to curve through space. Ships can take a certain amount of damage before exploding and ending the game. Damage is caused through hitting planets and asteroids.

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Mon, 20 Aug 2012 17:08:00 -0700 243 Project 2 Concepts http://loxyreid.posterous.com/243-project-2-concepts http://loxyreid.posterous.com/243-project-2-concepts

Here are my three concepts for my protoype game.

1. A spaceship game similar to Yeti Sports where you have to try and fly as far as possible before crashing. The only change is that its 2D instead of effectively 1D. Players only have a certain amount of rocket fuel and therefore have to conserve it to get further in the game.

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2. A similar game where playes have to get their dolphin as far as possible by avoiding rubbish and jumping through hoops. Players would move left or right to avoid and the game would automatically generate the oncoming environment, getting harder as the game progresses.

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3. Simply put. Recycling Bejewelled. Pretty self explanatory. Players have to group recyclables together and then put them all into the right bin.

 

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