Friday, January 30, 2009

Well...(water)

I'm going to be brief. I want to be clear to "yall" as to what my intentions are. This project is due in a few days. I've been programming since the start date; I'm going to continue programming until the due date. I will supply all the supportive documentation that accompanies the role of the Mechanics track. The documentation will be posted immediately upon completion. I feel that this decision is is for the best. It will continue to strengthen my programming abilities and provide a multitude of different and new challenges. Thanks for the feedback in class. I've already implemented new features that are working well. The goal: FUN. Vini! Vidi! Vici!

Wednesday, January 28, 2009

In a world....

...where screenshots rule.....
...one man....
...one level....
...one mission...
...one outcome...
(if you don't get this by now, I'm not gonna explain)
Here are some screenshots.




Tuesday, January 27, 2009

Mechanic Track?

Well...in order to make my game level function like it's designed to, I have to do(and have been doing for quite some time now) scripting. I feel like I've joined the mechanic track with Lex and Justin (however, not as in depth). Things are going awesome! JumpMan (a stand in for SuperFist) has the ability to airJump, jetCoast, (etc.) which allows for the correct obstacles to be utilized to their fullest potential. I have really been trying to go for "fun" on this level, as instructed to do so by the the Great Amanda Lange. I feel that this goal is attainable, and not too far off in the future. I will post screenshots later today.

Sunday, January 25, 2009

Level Up...

Things are going well. The level for SuperFist is taking shape. Some of the core mechanics are working now. I can finally start building the level. Screen shots...very soon.

Thursday, January 15, 2009

Character Concepts

Here are a few sketches of the main character, SuperFist.







SuperFist

(A 2D Flash platformer)

The type of environment will be a scorched city’s industrial outskirt. For Michigan folk, it would be the equivalent to Zug Island. Smoke, fire, giant metal structures, molten steel, and a sky choked with layers of poisonous smog.

Well, if you had trouble understanding the title; I don’t think that this section is going to help you…it’s the same thing. SuperFist is a 2D platform game that will be created in Flash CS3. The core mechanics are jumping and punching (killer combos, flashy, real martial arts stuff).

SuperFist(a highly sophisticated justice robot). He is the main character. The world is Earth, and the level is on Earth. There is a direct correlation between the two: the level space exists on the facial space of the world, therefore they are one in the same. What makes a divergence in the settings is the physical distinction in which the geographical location is sited. The “story” of the level site is short and simple. This is a heavily guarded, controlled facility where evil robots are forged, programmed, and sent out onto the streets to spread fear into the hearts of the humans. This place is very dangerous, there are shredders, crushers, compactors, foundries, and of course tons of evil robot drones that are on guard and performing work duties. The level will be outside of the main building. The goal is to make it inside of the building; that would be the queue for the next “sub-level.” Once in the next level, the player would fight through the hoards of evil robots to the power source of the plant, the DarkFire ProcessorCore. The DFPC is to be destroyed. There will be other locations across the globe that must be destroyed, but that’s an entirely different document in itself.

The player will face an army of robot drones. These drones come with an assortment of tools and weaponry, all which are capable of destroying SuperFist. For example, there are robots called “ARC-ers,” these smaller flying/hovering football sized/shaped drones have short ranged high powered arc welding abilities. Small and fragile, they pose more of a nuisance threat than anything else. They are kind of like the invisible blocks in impossible Mario, always in your face when you jump, what a pain in the butt! Worse than Ann Coulter! The player will also come across the various machines mentioned above (shredders, crushers, etc.), classic molten metal (bad for robots), and high flying jumps and ledges.

Capsized S.S.Turd

Z Brush can open its mouth and catch that sinking "ship." Anywho... My project is moving along quite well now. I have a definite idea/direction for my level design track. The level is going to be based off of a character that I created years ago. He (it) is a robot named SuperFist. He was created to destroy the evil robots and corrupted computer systems that have taken over the world. Mankind has let their technology literally run away from them. The evil robots are being mass produced by numerous facilities around the globe spreading fear into the remaining humans. SuperFist is man's only hope. Blah, blah, blah, the level I'm creating starts in the outskirts of one of the facilities. For a mental picture, think of a metal foundry in Hell (minus the Demons) heavily guarded by an assortment of evil robot drones. Enough for now...

Tuesday, January 6, 2009

The start of my (we)blog

Well, today was simply delightful. I'm regular & life is just peachy. I feel that for project 1 I would like to be part of the level design track. I would also like to supply the sounds and code supporting the sound effects. As far as game mechanics, I have some ideas: none that are ready to pop yet. I would like to see a game that utilizes 3D models and objects in a 2D space. I would like to work with TGB, the 3D import process is relatively simple and the visual results are awesome. Thank You Drive Thru!