About the Game

About the Game


'Steam Punk Robots' will be an immersive 3D game designed to run on Mac/PC platforms. It will be compiled in Unity and coded using C# and a Plugin called Playmaker.

The theme of the game is steam punk; it features a playable character called 'Rusty', who is a Foreman in charge of the worker robots working on the space station. While working one day, small objects start to land on the station. They turn out to be transmitters transmitting a signal that turns the workers against Rusty so they can take over station. The only chance Rusty has of saving the space station and himself is to find and decommission the various transmitters controlling the worker robots, and find out who is sending the transmitters and stop them.
As the player, you take control of 'Rusty' and must work your way through a multitude of engaging levels and tasks whilst avoiding various obstacles, and the worker robots. Each level will feature three different routes of difficulty and levels can be completed by finishing any one of the routes. This gives players of all abilities the chance to play through and complete the game, whilst not impacting on their enjoyment.
Each level will have items to pick up that will aid you on your mission to complete the game. Some of these will give the player a performance boost, whilst others will be crucial to completing the level.
All the characters within the game will be created to be appealing to players of all ages. Our aim for the game is to be able to get children and adults to play it and enjoy it equally. Great care will be taken in designing characters and levels that are complicated enough to engage adults whilst simple enough to encourage children to play.

Sunday 24 February 2013

Weekly update

I've been away this past week so have been unable to work on the project. Next week, however, will return to normal.

Written by Phil

Sunday 17 February 2013

Project Update

After having a formal, marked presentation on this project just over a week ago, I thought it best to evaluate the current state of the project and see where it needs to be heading. During my presentation feedback, it was concluded by the tutors that the game is still at a 'development stage' and that polishing the current elements and mechanics was going to be the important focus point for the rest of the project.

That being said, we want to create a further two routes in the coming weeks before we start to polish all of the game elements. This will bring the game to a playable point, leaving us with a few months to refine all of the mechanics.

As an individual, the tasks I have completed up to this point have met with my initial timeline and have been as challenging and time consuming as first expected. It has, however, been a good learning curve and I can now look to bring the game up to a polished standard.

There won't be an update from me for next week as I am away for family reasons. I will, however, blog upon my return.

Written by Phil

Friday 8 February 2013

A.I. Indicator Video

Following up from my blog post earlier this week, here is a video with the A.I. indicator working. Please note that the arrow is only a placeholder. It works really well, although it will be more useful when the levels become trickier to navigate.

Written by Phil

Written by Phil

Monday 4 February 2013

AI Indicator


This is an early update for me this week as work on the AI indicator has progressed well today. I am now at the stage where there is an arrow drawn to the worker robot when he is off-screen and the arrow moves to show the enemies position. I have also managed to get the arrow to disappear when the worker robot is within view of the player.

Completing this is really pleasing as it has been the most in depth part of code I have undertaken on the project. I have had some advice from my dissertation tutor during a meeting with him today. This has really helped me understand the more in depth parts to this coding process.

The arrow is still only a placeholder asset at the moment as I thought it more important to get the code sorted before making final artwork. Later this week I will upload a video showing the arrow fully operational.

Posted by Phil

Sunday 3 February 2013

Update / Next Task

I have not been able to make much progress on the project this week as I have had an issue with my laptop and it has had to be sent in for repair. I'll be working on the university computers next week in order to continue work on the game.

I have however looked at some menu ideas and drawn up a few concepts. We, as a team, have decided to got with a 2D cartoony menu to suit the game and I have been tasked with designing this. The menu ideas I have drawn up will be a good base from which I'll be able to make some full artwork.

I plan on completing work on the enemy AI tomorrow, after a dissertation meeting with my designated lecturer. Once this is complete I will move straight onto the menu design and start adding code for it to be used within the game. I'm excited to undertake this task, not only because I enjoy making 2D artwork but also because it will be giving me more coding tasks to undertake which will further increase my knowledge in this area.

Written by Phil