Wednesday, September 5, 2018
Level Proposal for Biome Project
This is a project for big biome environment project. For the main mechanism, we decide to use lighting reflection puzzle to make the game interesting. Also, for the upgrade, we decide to use wand that can enhance the light power. When the light becomes stronger, it will allow players to open new secret area and final puzzle area.
For the level design, we decide to not to give the ability to solve the problem in the beginning to make players to see the environment setting and make the pace slow. Also we made gating mechanism map to see the game progress easily.
Tuesday, August 28, 2018
Ten Exploratory Sketches for Handhold Prop
This is the handheld prop assignment for Game Design III that we need to create equipment that has a power to open and pass gating mechanism.
1. Megaphone
Megaphone is the soundnoise making prop that players need to speak loud to the microphone to paralysis enemy, moving huge objects, and break glasses.
2. Moving Glove
Moving glove is the huge glove that make players able to move objects and throw objects to enemy to pass gating mechanism.
3. Now You Can See Me Glasses
The glasses make players see the hidden path or hidden object that makes players go though puzzle. However, it could also make the objects disappear which can kill the players by accident.
4. Harmless Grenade
Harmless Grenade is the throwing object that causes the explosion, but harmless. It can destroy locked area and make players able to jump to the high ground, but it is not able to kill enemies.
5. Platformer Gun
Platformer gun is the gun that the long bullets can stick on the wall that makes players able to climb on the wall. You can also launch the enemy far away.
6. Laser Gun
Laser gun makes players able to press the button without touching it and it can be use for mirror to make a reflection that make me able to create cool and hard puzzle.
7. Life and Death Glove
Life and Death Glove makes players able to give life and death to plants. It allows players to go to the place that cannot be reachable without object. However, it requires to use death ability first to give life ability to another plant.
8. Double Jump Shoes
Double Jump Shoes makes players able to do double jump. It allows players to go to the high ground place and kill enemy by jumping on to enemies.
9. Natural Friendly Toxic Gun
The gun makes the toxic area that allows players to go through obstacle area, but players can get killed by toxic too.
10. Talking Hat
Talking Hat is alive and it talks a lot crazy, but players need to hold him because he knows the way to solve the puzzle. However, if players cannot solve the puzzle even with the hints, the hat punishes players for being idiot.
Wednesday, April 25, 2018
Battle Arena Commercial Trailer
This is Battle Arena Commercial Trailer project for final project from Game Design II class. For this trailer, we have to make a trailer specifically aim for commercial instead of focusing on beauty shot or story telling. Like I mentioned on the concept for trailer, I got a lot of references from Battle Block Theater and tried to make similar effect as the Battle Block Theater trailer.
Sunday, April 15, 2018
Thumbnail sketches for commercial trailer
This is the pitch idea for commercial trailer. From my understanding about this assignment, we have to create the commercial that explains the map, a lot of information in 15sec, and it should be effective.
For my pitch idea, I decide to create the commercial like advertisement for tournament (battle arena). in the beginning, I put the introduction that talks about the map's name without explanation to make interest. After the introduction, I put overall view for maps to introduce what is the map and show some game play footage to make it look nice. Also, I put USP to explains the event. At the end, I put the reward screen to make a humor.
Reference
Wednesday, April 11, 2018
Adventure Game Boss Analysis
This is Adventure Game Boss Analysis for my final boss.
I choose the final boss because the boss shares same concept as my adventure game boss and it has a lot of patterns depend on its health.
One of the favorite parts of the boss battle is the drone that shot the projectile to players. If drones give a lot of distraction for battle, players can destroy it and get advantages fighting against the boss. However, drone will come after a few seconds later
The hands are the shield (health in this boss) that blocks players projectile. In this fight, players usually use laser beam instead of projectile because projectiles are usually get blocked by enemies projectiles.
The boss has a laser moving attack to players. Players can dodge it with dash in this game.
This is my favorite part of the boss that when the boss has a little health, it becomes invincible and players should focus on dodging final attack from the boss.
Oil Factory Battle Arena Final Version
This is Battle Arena map for Game Design II class.
I decide to change some of the detail and Event (USP) from latest concept. I deleted oil and fire event because of the complexity, I expended map to make safe spot, and added airplane event that could block players' view.
This is my first event that two platforms goes down in certain time. If players are on the platform, they will get killed when the platform reach the bottom.
The second event that I put is shark wave. Players on the surface will get hit by wave and when they are on the wave, players must move to escape. Also, there is a possibility that they can stuck on the shark.
This is my last event call advertisement. For this event, it is going to block players view and give them confusion. These advertisements have design variation and movement patterns.
Sunday, March 18, 2018
Battle Arena Map level map concepts
This is my First map call Donut Land. I got this idea from one of Mario Kart 8 battle mode map.The location is going to be in the sky, with a big giant donuts, snacks and candies going around the space, and warm color. During the battle, one of the objects flying around the space hits the donuts and it is going to kill players if they are in the danger area.This is my second concept and my personal favorite map call Battle Arena. I got inspired by Monster Truck. In this map, the terrain is mud, the location is in one of the stadium, and the time is night. The special part about this arena is that players will fight 1 vs 1 only. If one of the players die, another player is going to spawn in random area in the map. Also, during the game, the spike randomly spins in the middle for a few seconds.
My third concept is Restricted Area - 01. I got inspired by skyscraper from Mario Kart N64. The concept is the sci fi oil factory that is located on the sea, the time set in noon, terrain is metal, and the color scheme is gonna be blue. The special feature about this map is the moving platform that moves down to the water and destroys the vehicle on that platform.
My fourth concept is Horror Mansion. I got this idea from maze and Luigi Mansion from Mario Kart Double Dash. The concept is the old horror mansion that is located inside of the wooden house at night time. In this map, the wall comes out in specific area, so players have a chance to meet blocked road. Also, whenever players go to the door, they come out from other side of the door.
The last concept is the Laser Zone that has a sci fi lab concept. The map will heating up some areas randomly that kills players for a few seconds.
For this assignment, I choose Restricted Area 01 because it has simple shape, but allows players to fight in the map where the map gives players warning sign and change the map size. Here is the refined version of my level board for this.
Wednesday, March 14, 2018
UE4 Weapon Projectile Blueprint
This is my weapon research assignment from game programming class. In this assignment, I created the homing projectiles that follows the box target. Also, I studied Line Trace, Projectile Movement, and Physics.
Line Trace is the laser pointer that allows players to aim physically in space instead of showing aim point with an image file. Projectile Movement is one of the important elements of the first-person shooting game that allows people to change the characteristic of the weapon (or projectile.) Physics allows people to control the impact of projectiles or change condition of the space.
In level blueprint, the only thing that I added is to spawn another box target in case the box target is going off the map or is not functional. Collision trigger box is for hidden event.
This is my projectile that goes to my target box. I added homing target component to make the projectile able to follow the target, Event hit for explosion effects and radial force, projectile bounce for making print string.
This is my target box and also re-spawn mesh. The only thing that I used in blueprint is set simulate physics and detachfromcomponent to make it destructible.
Wednesday, February 28, 2018
Adventure Game Design - ROBO-001 (no boss fight)
This is my top down view adventure game. Based on my concept, I created assets for characters and modular kits. Here are some of changes that I made from my concept.
The first thing that I added is the additional area that goes into shooting area and horror area because I wanted to show that this is not a game that just shooting robots for escaping.
In shooting area on the right side, I put the area with no light, so that I could introduce the flash lighting system better than other areas.
For the horror area, I decided to focus on atmosphere of the space, so I decide to use environment setting and color more for this event.
However, some of first areas are similar with my concept maps. For example, I made a cut scene that explains the situation, put a lot of blood, and ending.
Sunday, February 4, 2018
ROBO-001 adventure game idea
This is "ROBO-001" game idea for the adventure game. My game concept is inspired by "The Loneliest Robot in Great Britain the ", the game design concept is inspired by "Legend of Zelda : Oracle of Ages", and environment concept is inspired by "Warp(2012)" and "Resident Evil(2002)." "The Loneliest Robot in Great Britain" is a animation about a robot that has a emotion, but becomes crazy because of the bad memory.
Here is a small map for the game. Since I cannot make a game that is longer than 4 minute, I decided to make it simpler and shorter than Legend of Zelda. During the tutorial part (before getting key), the enemies do not move and play dead until players get a key on the right door. As soon as players get the key, the enemies start moving slowly toward to players and players can kill them without risk. The key also allows players to open the locked door. After the locked door, players find the another locked door that requires the keyitem (paralysis gun) on the right room. In the right room, the enemies come out that require the keyitem to kill them. After getting item, players can fix the locked door and go to next area. In the next area, the boss shows up and trying to kill players. Players cannot kill the boss until the last part, so players need to run away from boss. During the chase part, players face enemies and locked door again and players need to solve two puzzles without getting caught by the boss. In the final area when players interact with switch, the boss gets bugs and players can give damage to the boss with combination of paralysis gun and normal gun. After the boss fight, the game ends.
References and Concept
Saturday, January 27, 2018
Spiky Block Programming Project
This is Spiky Block Project that we have to make spiky block and a simple platformer map for spiky blocks. We used Unreal Engine 4 blueprint to create the map.
I mostly used timeline node to create its movement, emotion, and SFX. Here are some explaination for each group from timeline.
Emotion, Scream (SFX), Camera Shake - I used event track to cause effect. For example, the block face changes when event track hits the key.
Location, Scale (Shadow) - I used vector track to move the block. These also require vector variable. In Location part, the block used only Z-axis to make an effect like Super Mario spiky block.
Rotation - I used float track to change its angle. Rotation requires rotator variable.
Color Change - I used color track to change its color freely. For changing material, I need to create Dynamic Material instances which allows to change color by itself.
In the game, there are three types of spiky blocks. The first block is moving block that has Location, Scale, Emotion, Scream (SFX). In addition, when players are in the trigger box, the block shakes and make alarm music, and drops to the ground for attack. The block also changes its emotion (static mesh) when it goes down. When players are on the block, the block changes its emotion and make sound.
Another Block is Spinning block that has Moving block mechanism+ Rotation+ Color Change. When players are in the trigger box, the block changes its eye color, and goes down to the ground. It also spins when it goes down.
Third Block is moving block, but it has a teleport that brings players into the death trap. For this trap, I changed the death trigger box to teleport node.
Different from first two blocks, I decided to experience (going beyond) with the last block. For the last block, it moves everywhere which means it moves x,y,z axis at the same times. It also spins in 360 degrees. I also added random node to cause different SFX for crash. Because of that, the block move in crazy pattern.
I mostly used timeline node to create its movement, emotion, and SFX. Here are some explaination for each group from timeline.
Emotion, Scream (SFX), Camera Shake - I used event track to cause effect. For example, the block face changes when event track hits the key.
Location, Scale (Shadow) - I used vector track to move the block. These also require vector variable. In Location part, the block used only Z-axis to make an effect like Super Mario spiky block.
Rotation - I used float track to change its angle. Rotation requires rotator variable.
Color Change - I used color track to change its color freely. For changing material, I need to create Dynamic Material instances which allows to change color by itself.
In the game, there are three types of spiky blocks. The first block is moving block that has Location, Scale, Emotion, Scream (SFX). In addition, when players are in the trigger box, the block shakes and make alarm music, and drops to the ground for attack. The block also changes its emotion (static mesh) when it goes down. When players are on the block, the block changes its emotion and make sound.
Another Block is Spinning block that has Moving block mechanism+ Rotation+ Color Change. When players are in the trigger box, the block changes its eye color, and goes down to the ground. It also spins when it goes down.
Third Block is moving block, but it has a teleport that brings players into the death trap. For this trap, I changed the death trigger box to teleport node.
Different from first two blocks, I decided to experience (going beyond) with the last block. For the last block, it moves everywhere which means it moves x,y,z axis at the same times. It also spins in 360 degrees. I also added random node to cause different SFX for crash. Because of that, the block move in crazy pattern.
I found a interesting fact that the moving block works well even if it is angled, but not for other blocks that has a rotation node. In the map, I rotate the moving blocks in x, y, z axis and it works well. However, spinning blocks change its angle when it is tilted, but these go to the same direction as moving blocks.
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