2014년 9월 26일 금요일

brainstoming of 10 Game Mechanics



1. avoid the coming obstacle.









2. using rope for hanging, moving and changing direction.


3. Tangram - using seven pieces to make a shape



4. extending action.




5. slash something for releasing stress.





6. tracker beam - pull a object or player for processing or interrupt the game play.



7. move or push the obstacle for processing game.

8. stacking stuff to reach a goal.



9. changing level and story by player's decision.

  

10. charging energy for special move

2014년 9월 12일 금요일

[GAD] FPS Level Design.


Drawing on isometric paper


Polished it!



My level is going to be two different floors because I don't want to see the players get crowd and it could cause making various strategies on this level.

I am still thinking about the game mechanic beside just put pick-ups. I think it going to be jump pad but I will put it after I alpha test this level.

My story of the level is two different powers is going to fight for there goal, which is eliminate enemy power secretly. So, they are going to fight underground sewer, it is going to be complex and looks like maze.

It will be dirty, tight, and complicated to find way.

by comparison, ground floor is clean and wide compare to underground sewer.



I play tested my level with bots, I felt it is kind too small and hard to recognize my location, I was keep asking when I play tested 'where am I?' 'where I suppose to go?'

I am considering now about the scale of the level and I have to put landmark for notice my location.

2014년 9월 8일 월요일

[GAD 326] Multiplaye​r Analysis





For the this project, which is Multiplayer Analysis, I chose the game 'Sudden Attack'.

Actually, I want to do analyze 'Modern Warfare 2' but that is very famous and I thought someone going to analyze level.

1.Game Overview

This game is made by 'GameHi'(now Nexon take over it.) in 2005.
I want to say this game copied everything from 'Counter Strike'
(Especially, modeling and game system.)
But it became the top FPS game in Korea because 'Counter Strike' was going to be serviced in steam which made hard to play in Korea.
So, that is it why this dead copy is the top FPS game in Korea.

It made in Jupiter Engine(A.K.A Lithtech Engine)



In this game, 'Warehouse' is the most famous map which player play.


2. Setting : It is a warehouse in present era. I think there is no background story.

3. Environment : In the warehouse ,which is kind of small, containers are massed up, this place has normal interior lighting.

4. Sections : After player though out the door, player could see the enemies in a few seconds. The enemies shoot the player between containers and there are various way to reach to encounter place, player should keep eyes on everywhere.This map is small but containers are placed very well to make various strategies.




This is the movie clip I found in youtube



This game will be coming out in Unrealengine3