Hi so my name is Catherine Farinas, and I'm a Game Art major at Ringling College of Art and Design. This is my progress blog, so yeah!
Monday, April 27, 2015
Sunday, April 19, 2015
Arcade hits!
For programming class our newest assignment is to recreate a classic coin arcade game. So my partner, Sebastian, and I chose to recreate the 1980 multi-directional shooter Berzerk!
Some challenges we foresee in the recreation in this game lay mostly in the AI and how they spawn/react/attack the player.
Game Features List:
- Camera movement/transition between cleared levels
- AI
- Enemy behavior
- kill volumes
- HUD
Researching a list of assets and features present in the original 1980 arcade multi directional shooter Berzerk to recreate it in Unreal Engine 4.
1) Player- can shoot in 8 basic directons
2) camera- top down
3) Wall collision- kills player
4) Enemies: Robots (multi colored), Evil Otto
Yellow Robots- slow
Red robots- very hostile
Evil Otto- spawns after fixed period, jumps through walls. moves the same speed as player horizontally but faster in the up and down directions. He is intended to quicken the game.
Player is damaged by: Walls, lazers, collision on robots, near exploding robots, Evil Otto.
The simplest way to make Evil Otto and and the player work is probably to have no collision on walls and instead have a Kill-Z
HUD:
simple, shows only number of points and lives
Basic gameplay:
Player navigates through randomly generated rooms containing a simple maze and enemies.
1) Player- can shoot in 8 basic directons
2) camera- top down
3) Wall collision- kills player
4) Enemies: Robots (multi colored), Evil Otto
Yellow Robots- slow
Red robots- very hostile
Evil Otto- spawns after fixed period, jumps through walls. moves the same speed as player horizontally but faster in the up and down directions. He is intended to quicken the game.
Player is damaged by: Walls, lazers, collision on robots, near exploding robots, Evil Otto.
The simplest way to make Evil Otto and and the player work is probably to have no collision on walls and instead have a Kill-Z
HUD:
simple, shows only number of points and lives
Basic gameplay:
Player navigates through randomly generated rooms containing a simple maze and enemies.
Sunday, April 12, 2015
Attract Trailer
Monday, April 6, 2015
HUD research!
The car I modeled was a 1969 Chevrolet Chevelle SuperSport, and though I couldn't find an accurate picture of the dashboard of that exact car I found a bunch of interesting references to other Super Sport cars from 1965-1970. So I'm thinking of just taking the bits I like from each ones and combining them into one super awesome HUD!
That's the first image I found of a 1965 Impala SuperSport, and I like the shape of it and the trimming. My car has very similar trimming, so I think I'll incorporate that into my design. The circles on the side are also appealing to me.
The second image I found is of a '65 Chevy malibu. There's a clearer view of the speedometer, so the design I'm thinking right now is the circle and then around it is a rectangle with trim, similar to the headlights of my car.
and font reference~
That's the first image I found of a 1965 Impala SuperSport, and I like the shape of it and the trimming. My car has very similar trimming, so I think I'll incorporate that into my design. The circles on the side are also appealing to me.
The second image I found is of a '65 Chevy malibu. There's a clearer view of the speedometer, so the design I'm thinking right now is the circle and then around it is a rectangle with trim, similar to the headlights of my car.
and font reference~
and quick mockup for the font I think I'm going to use, which is a 150% scaled Impact and the speedometer and where the other thingy is gonna be
Sunday, April 5, 2015
Particle, Dust trail!
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