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, 21 October 2012

AI Update



Over the past week I have been working on the AI for the game. As with everything on this project, I have found it challenging but very enjoyable.

As I stated in a previous post, getting the AI to work within the game will be very important. Without it, it will be very difficult to plan out a level to give the player an enjoyable experience. Having researched recent games that have a implemented AI very well, I discovered just how big the task is in making a successful game.

'More and more frequently, at least one of the members of a programming team is designated to, full-time and ever since the beginning of the project, handle designing and programming the modules of artificial intelligence.' (1)

The quote above, resonates my original thoughts in that it's not only an important task but also a large one too.

Below is a link to an article that I found particularly interesting. It lists an objective view on the best uses of AI in video games. 

http://aigamedev.com/open/highlights/top-ai-games/

Bibliography

(1) Grzyb, Janusz. (2006) Artificial Intelligence In Games - http://www.codeproject.com/Articles/14840/Artificial-Intelligence-in-Games

Written by Philip Rozier

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