torsdag 30 november 2017

Demo testing in class.


We tried out the new map on people in the class today and got some nice feedback. They seemed to like the level. We also discussed target platform again, it seems like we are settling for PC.

Dev session!


We had another dev session in School. I worked on how the force is applied when hitting someone else with a rocket. We had problems with the rockets not asserting any knock back when hitting the upper half. Also, the direction of the force was changed somewhat to make it more natural. We also discussed the new map, and made a rough draft!

onsdag 15 november 2017

Dev session at my place again.



Today was a good develop session at my place. The game now has 4 player split screen, xbox controller support, respawn, scaling knockback, bullet "explodes" on level/player hit. And we improved a lot of other stuff. Very productive. I think our demo is pretty good at this point, it is even fun to play (!)

måndag 6 november 2017

Unity Session



We met at my place to develop our game concept and prepare for the presentation on thursday. Alexander also showed us the basics in unity and we created a very basic shooter with geometric shapes. He went through scripting and how to assign stuff to different objects and scenes. He also showed us some cool animation stuff in the end. It was very good for us newbies to get a good foundation.

onsdag 1 november 2017

Project Start!

Hi,

This is a developer blog by one of the developers on the game "Knock-off". The game is developed in the course Computer Game Design (DH2650) at KTH.

During our first "real" meeting we discussed the different game ideas that people had come up with. Some of them are depicted in the mindmap below.




One of them was a Puzzle/point and click-game where you played as a really lazy person who tried to get out of doing stuff and had to innovate to do so. Another was a kind of live action (imported into the game engine), story based game about aliens. The idea we settled for however was the idea about a first person 3D shooter that was kind of like Super Smash Bros married with quake. Instead of having health points like in most other shooters, you would have a knock back percentage, and at some point you will get knocked back so far so that you can't get back to the platform. We decided it would be a split screen game for PC, played on controllers. But this is all up for discussion later. We also divided some responsibilities.