Monday, February 16, 2015

Science Rules - 3D Modeling to the Max

Science Rules is the second five week game that I've been a part of. This game had the restriction on being either being an action game or a puzzle game. There was also a sort of 'modifier' of the game revolving around Pursuit. It was required but the game that was best voted to use Pursuit gets extra credit. My team decided on making a game where enemies pursued an objective and the player had to stop them. We worked on a sort of defensive-ish First Person Shooter where the player takes down robots, gains Gears, and then builds things with those gears. We had set up for certain types of traps that worked from Walls, Slowing Traps, and Cannons. We had planned on adding more guns to the game but we ran out of time to properly balance and model them.

My job specifically was to work on the 3D and 2D art for everything included in the game. I started off designing the enemy robots and parts of the environment. After that, I set to work on the robots themselves, getting them modeled and animated. After that was finished, I worked on getting the environment pieces modeled and set into the scene properly with colliders. Then I set in all the texturing too make sure that we had the glowing / neon effect we wanted for the game. Near the end of the project I modeled and tuned the gun that's in the game so it was properly balanced. I also designed and programmed the doors to open an close to let enemies out but not the player in. There was also some small 2D elements I made for the Game Over / Game Win screens.

You can find the game here, just know that there is sound, so be careful with volume.
 

Action Grid - Heavy User Interface Work

This was my first major group game that wasn't a game jam. It started off as an idea of a turn based raced in which we had settled on working for a board game styled game where all four players would fight for a top score that would be computed at the end of the game. In short, there are four ways to accumulate points, Place, Distance, Damage, and Collection. For place, the map had and end point and whoever got there first would earn the most points for that. Distance was simply how many squares each player had moved over the entire game and whoever moved the most got the most points for it. Damage was the same as distance, the player who did the most damage to the other players got the most points for it. And finally, Collection, which was a simple conversion of how many things a player had collected. The main goal of the game was to get players to have different strategies while working against each other in the race for points.

My work for this was solely UI work and a few systems that worked with it. I designed all the UI elements and set them to work correctly with all the corresponding information from all the score scripts. I set up all the menus that dealt with player actions. One of the cooler things I made was a character selection screen that worked with 3D models. One of the hardest things working with was making an end game screen and a script that took all player score information and sorted it from highest to lowest so the right amount of points could be assigned to the right player, then it would sort all those points out to determine the winner. Everything was set up using the NGUI plug in.

There is a link to the game here, but it is a multi-player game only. Also note that the game uses sound, and it could be loud for you.