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, 23 December 2012

AI indicator

Over the past couple of weeks, the game has gone through numerous play tests. While it was clear that the game has potential and many positive areas, there were a few issues that kept becoming apparent.

One of the main ones was the location of the AI character. As described in previous posts, I have the AI following and looking at the player. However, as the camera is set on a side viewpoint, it makes it impossible for the player to see the enemy if they are travelling towards the screen. With the AI automatically damaging the player if they get too close, this was a real problem.

To combat this, a number of solutions were discussed. These included a mini map showing the enemies position at all times as well as a warning sign above the players head when they were close to an enemy. It was finally decided upon that there would be an enemy indicator within the scene. This would be a small arrow that is placed at the edge of the screen which moves to show you the direction the enemy is coming from.

As I had completed previous work on the AI I decided that I would like to undertake this task. This week I looked at other games which use an enemy indicator to see how best to implement one. Jet Fighters, an iPhone game, stood out as an important one. It was clear in that game, you had a single viewpoint camera and without the indicator it would have made the game frustrating and too difficult to play. I've since looked into some tutorials and theory behind the code needed for the indicator and hope to implement it over the coming weeks. With these new coding challenges, I really feel that my skills are progressing.

Written by Phil

No comments:

Post a Comment