Posts

Week - 4

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 This week we'll be looking the how the UI looks in the game aswell the gameplay demo. The user interface and experience is arguably the most important facet of video game development strong UX design can make the difference between a chart-topping hit and an unplayable dud; it can engage players for hours on end or lead to game-quitting frustration; and it can even make or break a game development studio. When the game runs, these are the UI's implemented, The first page that the players see is the Main Menu wherein they have 3 options, Login  Create Account Exit If a player does not have an account then the player clicks on the Create Account button to create an account. When he clicks the button he is redirected to create account page where he has to give a name which will be his ID and a password so that he can use that to log into his account. If this step is done correctly then the players info will be stored in the database. After creating the account the player is redi...

Week - 3

This week after obtaining the necessary assets, we move on to deciding the player abilities, player controls, game balancing, game rules and game penalties. We have decided on the name of our game it is,  Hunters vs Clones . Here on I'll be referring Team 1 as Hunters and Team 2 as Clones. As the players who join the game are grouped into 2 teams mainly hunters and clones each team have different abilities, game penalties. We'll be discussing the player controls of, Hunters: W, S, A, D:                             movement forward, back, left, and right. Ctrl:                                       crouch. Space:                     ...

Week - 2

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In this week I tried to obtain the necessary assets required for the game. As of now the name of our game is still under works, but atleast we have an idea on what needs to be done. Level Design : For this part we decided to set the game in an Industrial Warehouse, for the following reasons: The map would be bigger, hence the team 2 can hide in better spots. Lot of objects can be placed in the level for the team 2  to tranform into. The map we choose could be PBR and this would make it realistic. I found the perfect assest that we could use to satisfy all the above reasons, here are some of the screenshots on how the level looks like, Here's a video of how the map looks like from the player prespective, beware this is just from the assets description we haven't implemented it yet. The link for the asset used for the level design is,  Level_Design . Player Model or Character Model: Since the game is set to played as 2 teams we decided the Team 1 would be as of now SWATS and Te...

Week - 1

 Hello and Welcome to my Connected Games Development Blog For this module we were   instructed  to create a game as our final assignment. We were grouped into a team of 2 one designer and one programmer. Draft Idea: We decided on making a multiplayer First Person Shooter game kinda like " Counter Strike Global Offensive ", where the players are divided into 2 teams mainly Terrorists and Counter Terrorists and the objective of the game is to make sure that the counter terrorists try to defend the bomb sites and prevent   the terorrists from planting the bomb. We try to implement the above idea into another genre called " Hide n Seek " where the objective of this is that the seekers try to find players that try to hide from them. Inspiration: This game inspiration came when I had watched the movie "The Terminator 2" where the  T-1000 morphs into various characters in order to kill John Connor. The below video shows us the various forms the T-1000 morphs in...