Tuesday, November 15, 2011

Side Scrolling Shooter - Work thus Far (Part 3)

Moving on from weapon work, I've been tasked with modeling various aspects that make up a mall setting.  I will show what I have made in various stages, and how I used a base model to create a few different items.

Now I have made a lot of models.  So like the last blog post, I will show some at stage points, while others will be shown in final form.








This is a mannequin model.  Nothing too outstanding, but I will point out one thing.  In the first picture, I showed the various edges on the model.  I did this to show this model is a simplified version of the zombie model I did near the beginning of the semester.  It was simplified into this form now, which makes a good substitute for an item you can see in the game.


Here are some trees to fill in spots for the mall.  Very simple.  Very plain.  With some textures, it should fit right in.

Another simple model to fill in spots in the game.  However, I did something special with the kiosk.  With how it is rendered, it can easily be altered through textures to have a different store selling a product.  Whatever it is, well it's up to the artist who is set to texture.  However, I did add I liked the idea of the kiosk dropping money if destroyed.









And what would be a mall without various kiddie rides?  Now this was a lot of fun to make, not just because of variety, but because ease of use.  All 5 of these rides came from the same base model seen at the top.  Using creative thinking, I used it to shape 4 aircraft and 1 funny animal rides.

Sunday, October 30, 2011

Side Scrolling Shooter - Work thus Far (Part 2)

Posts have not been coming lately due to being busy outside of this class, and outside of school too.  However, like I said last time, it does not mean I have not been working.  I will show my work thus far into our shooter game, and what I have submitted.

Due to working on multiple projects, showing off the work at different stages would be too tedious.  Therefore, I will show each of my work in selected stages of work, instead of every single stage I have saved at.



Here is a very simple baton, which will be used as the main melee weapon for our mall cop to hit nearby baddies.



Here is a tough one that may not be inputted unless we have time, but fun nonetheless to make.  The flail would probably be a later upgrade for our mall cop.  Shown is it's design through multiple stages.




Another tricky one, but fun nonetheless, the flamethrower.  The design was meant to rest on the segway's front, and cables sent to a tank on the backside, which explains the pipe off the backside.  If implemented, would be fun to scorch all nearby enemies.


The tank of the flamethrower, which hides on the back.


An upgrade to the melee set, the katana.  Simple in design, but with some texture work can be crafted into something beautiful.




Last but not least, the shotgun.  This had some difficulty setting into fbx format, but I got it done.  A staple to any gun based video game, and I for one am proud of the design.

Monday, October 3, 2011

Side Scrolling Shooter - Work thus Far

Updating has been a little lackluster, but that doesn't mean I haven't been working.  I have been given the task of modeling some of the features in our Mall Cop game.

So the first model I was tasked with is a simple model for the zombies our hero will be fighting.  Here it is through initial stages.  Although the design becomes complicated, I do not add some specific features, such as a face, clothing, or textures, and instead adopt to make a more detailed muscle structure.  I do this for two reasons

1. This complex model can be altered and used for any type of enemy we need.  Whether it is to make the legs thicker for a jumper, or bigger for a muscle zombie remains in the final stages of production.  Instead a detailed model is used to expand to make more enemy types, saving time for our team later on.

2. I can use this practice for developing a career in modeling characters.  I can show how well I can make a model in my portfolio.

Each snapshot is the model (thus far) I have saved in my database.  Therefore, if I have to go back and make alterations or a model doesn't fit for the time being, we can use an earlier model and start from there.





I was also tasked in making a handgun for our hero to start out with.  It is more finalized than the zombie, but it is still in multiple stages.  Again, tweaks can be made and we can just start out with the simpler model for now.




Monday, September 19, 2011

Research on Side Scrolling Shooter

Given the task of researching more on what our game could include to make it stand out, I decided to go a different route than what everyone else on the team did.  The ideas we have for enemies all sound great, and out mall cop character is fine the way we have it already (in my opinion).

But what boils down to a great shooter is the weapons.  So what could we have our mall cop have?  Go the standard route and keep his weapons down to what regular mall cops have, include stuff he has available to him in the mall (a la Dead Rising), or go all out crazy and include all the weapons we could think of?

Considering this game is based in a dream, going the latter would seem the best option.  But having a mixture of all 3 sounds the best in my opinion.  Because dreams are based on our own psyche, it can include any and all objects.  It works on the basis of familiarity and goes to the surreal.

So our team has mentioned a sort of upgradeable system that would work like this:

Baton -> Club -> Knife -> Sword -> Flail

As we can see, it goes from something he uses daily to something out of the ordinary.  In this way I believe we can achieve something that can stand out.

This is just a small bit on the melee side.  What will be the selling point is the guns.  So what can we work for our mall cop?

Taser -> Pistol -> Shotgun -> Mini-Gun -> Laser

An idea I've had before is this concept of an add-on.  It can be let go and dragged with you, and would act as a secondary weapon.  This idea may be hard for our mall cop, but a generality can be applied.  His segway is always the weapon.  So why don't we have the weapon link onto the segway and change as we go?  Have a standard segway with attachments for weapons.

Now the next problem arises is how do we handle the weapons?  Two ideas come to mind:

-Have them stack on top of each other (a la Super Metroid)
-Have them replace each other (a la Contra)

The stack system could be used as a damage recourse.  If our cop is hit, he downgrades to a lower weapon.  But that means it will be difficult to utilize a rock/paper/scissors mode for our enemies.

The replaced weapons does the exact opposite, of course.  We can do a weakness for our enemies, but have the frustration of locating them, or accidentally taking a weaker weapon.

Lastly is the concept of where we get the weapons.  Should we get them from the enemies themselves, or will they be scattered around the area?  Something to talk to with my team, of course.

Tuesday, September 13, 2011

Side Scroller Concepts (Part 4)

Still on the genre of a side scrolling shooter, we decided for the next one page document to go over a "Metal" setting.  In this game, the heroes are 4 band members trying to get their way to the top while rocking out to rock n' roll hits.

For this one, I was tasked with designing the four main characters.




And here are the four members.  A bassist, a drummer, a guitarist, and a singer (in that order).  They are designed to each use their music as their weapon and upgrade as they go.  You choose which one you want to be, and pick up your bandmates along the way.  Each has a unique way of dealing damage to the enemies trying to keep them from "rocking out!"

Saturday, September 10, 2011

Side Scroller Concepts (Part 3)

Our new idea for a side scrolling shooter comes in the form of a mall cop as he makes his way to number one bad ass mall cop.

We have ideas for multiple level designs, but we will show off only one.  The Mall level.  This is a rough concept which will be updated with colors by another artist.

It's pretty self explanatory.  He travels across many different shops on his way to the final end boss.  Things added will be a HUD which will display his weapon and health.

Next up, though, is the design I have for a regular zombie and the boss zombie.


What's the worst enemy of the mall cop?  Punk teenagers.  So the obvious zombie?  Punk teenager zombie!  He has the notable spikes, mohawk, skateboard, and tattoos, but now with an insatiable appetite for flesh and brains!

And here is the boss design.  Something huge and menacing...and a little bad on hygiene...

Tuesday, September 6, 2011

Side Scroller Concepts (Part 2)

Here is included the designs I came up with to show off in our one page document.  They are initial designs for the playable character if we decide to go down this route for our game.

The first design is a cute version -

Along with the character is what could be a walk and flight animation, as well as weapons the character would utilize, and any animal friends who could help him along the way.

The second version is more gritty -

This is a more unconventional method to a furry animal, utilizing man-made weapons for survival.  The walking animation from the cute form would still play out, but the flight and possibilities of friends/enemies are a different design.

Side Scroller Concepts (Part 1)

I was able to find time today to put up my initial ideas for our scrolling shooter.

First I want to show the list of what I thought makes a good and a bad scrolling shooter.  I also found time to make a list of "types" for weapons I found would make an interesting game.

Next, I will show my concepts for three types of character designs.

The first row consists of something we see in a lot of vertical or horizontal shooters, and that is the ship design.  Included is a simple concept for a jet, a spaceship, and an alien craft.

The second row are designs if we want to do a human character.  Included are the typical action star, and a ninja.

The last bit of character design are animals.  They include a close range and a long range weapon in their design.  I made a penguin, a bear, and a squirrel.

The last row are ideas for extra components designed for each sub group.

Ideas for Vertical Side Scrolling Shooter

Over the weekend, I looked over at some scrolling shooters, both old and new, to get an idea of what worked and what didn't.  I also drew up some character designs which we could use.  I couldn't upload the images as of this post, but I will include them in the next blog post.

From what I saw, this is what worked great for a scrolling shooter:

-Diversity of weapons *
-Ratio of enemies is on par with the weapons and difficulty
-Movement patterns of both the enemies and player
-Hitbox of the player works
-Strong use of bosses in varying difficulties and different patterns *
-Enemies could have weaknesses
-Usually consist of hard but short levels
-Enemies work with the design of the player
-A form of scoreboard (either in points obtained from enemies destroyed or a simple story) to keep the player entertained

And here is what I saw didn't work so well:

-Slow moving (both from the player and the scrolling environment)
-Seeing no diversity of weapons or enemies
-Repetition (goes with the above 2 examples)

Ones with * next to them stood out the most to me.

Tuesday, August 30, 2011

Porta Potty Final Designs

After doing a bit of voting, our group came up with these drawings consisting of what we believe makes a better porta potty.

This group consists of -

Colby Paul
Nick Hornbacker
Kelly Harper
Ron Romero
Willtham Thammavong
Blake Sleight
Daniel Cushing
Brendan Wanlass
Ben Turner

The initial drawings consisted of these:


These were given to Kelly to pretty up and give a finalized system.  They are included on his blog, but I will include the drawings here:






These ideas will be presented in class.

Thursday, August 25, 2011

Porto-potty Design

Given the first task of coming up with a porto-potty design fit to better itself, our group spend a bit of time figuring out the key complaints the standard design had.  After discussing what was wrong, we narrowed it to four main subjects.

-Safety
-Disposal
-Smell
-Transport

Everyone picked one of these features to focus on for design aspects.  I myself picked disposal, or how the "waste" can be taken out of the potties.  I went and asked those who have tried a porto potty on easier methods of retrieving and disposing the waste, given the current method is to suck it straight through a large hose.

After asking, I came up with these sketches:


These first designs show off two main methods.  A retrieval tray that can be switched out with a clean one once it is full, and a reservoir where more than one potty can be connected to.  Included are suggestions as to how the reservoir could potentially be underground.

This goes further into the reservoir idea by having it connect to the back, and gives it another tray like feel with the first design.  It also shows methods as to how the waste could be pushed into the tank.  Could we have a conveyer belt do it, a vacuum, or a mechanism actually push it in?