Skip to main content

Entry 5: Technical Research

TECHNICAL RESEARCH

Game Mechanics

-Button mashing
-One-directional running with jumping and ducking
-Obstacles that reduce speed if collide
-Chaser (grim reaper)

Technical Theories

Button Mashing 

>https://answers.unity.com/questions/881920/simple-2-button-mash-script.html

- Adding an interval between two buttons to be able to press.

- The buttons for mashing ranging from 5 buttons (YOUNG AGE) to 1 button (SENIOR AGE) to create difficulty and limits the mashing capability.

- As level progresses, the impact of the button mashing will be lessen. Therefore, I need to create a float that contains the value of impact. Eg. 1000 velocity per press for YOUNG AGE, 500 velocity per press for COLLEGE LIFE and 250 velocity per press for SENIOR YEARS

One-directional running with jumping and ducking

>https://docs.unity3d.com/ScriptReference/BoxCollider-size.html

- Add a velocity force minimum 40 for example to max 200.

- Add force whenever mashing is present

- "UpArrow" to jump. Add y-axis force and gravity

-  "DownArrow" to duck. Flatten the collider

Obstacles

- Deduct the total velocity by 50 for example
- Player colliding with the front of the obstacle will only deduct the character's speed

Chaser

- Create a constant force that's faster than the character's minimum speed

- A wall that collides the player if player didn't run fast enough

- Collide = Lose / Diff. Path> Death / Ending

Comments

Popular posts from this blog

Entry 10: Stage Design and Mood

This entry will be focusing on the stage design and the look n' feel of it. "ME" initially have 4 stages, which are :- - The Beginning of the End (Young) - Fate Decide (Adult) - Dying amongst the Rats (Failed Old) Alt. Ending - End of Time (Success Old) Lecturer's comments:- The initial stage design looks really dull and monotone. Add some mood to it. [I made the scene look better by color adjusting to the right mood (orange tint in End of Time stage).] The Look n' Feel The Beginning of the End - It needs to feel fresh and early in a countryside. The sense of hope yet a subtle despair is there. Fate Decide - Running in the night in a city. The sense of danger and anxious is needed to show that every steps count and every mistakes are high liability. Dying amongst the Rats - After losing Fate Decide stage, player will be redirect to this stage where everything is difficult. The sense of exiled and lonely is required as the city is now abandoned ...

Entry 7: Initiating Technical Progress

This entry will show how the game is prototype and its main features. The prototype is done in Unity Engine 3D. The prototype is done to achieve the needed feature :- - Player moving from left to right. - Player's button mashing and limiting its  speed - Player character's jump and duck - Death with uniform speed. - Game over - Restart function Figure 1 shows the stage layout and game objects required in the Prototype This prototype will be the "skeleton" for the final artefact. In the final artefact, the stuff :- Must Have:- - Character aging - Replayability (a game loop) - A pause button - Quit button - Main Menu - Ending Good to Have:- - Color correction - Strong mood in environment - Music - Contrasting obstacles Nice to Have:- - Cinematic  letterbox - Motion blur - Alt. ending

Entry 3: Picking from 3 Ideas Proposed

IDEA #1 (CHOSEN) : TIME IS YOUR ENEMY, a cinematic side-scroller game Game Genre 2.5D Action-Runner Side-scroller Game Platform PC Target Audience -           Hardcore gamer, due to the game’s difficulty. -           Suitable to gamers who are 18> to get the game’s references. Goals -           To let the gamers be the character in-game to create a sense of immersion -           Create a story than relates to the journey of life -           Build a sense of thrill with time-based to enhance the message that the game tells Risk Assessment -           Building a full game might not be possible within the...