Tuesday, January 31, 2017

Exploding barrel


for my idea I wanted to make the barrel that the back of my car has for added weight to throw itself into cars. but also make it explode when its individually on the road.
I think it would help with theme and style. but looking at it now it would be pretty cool if I could make the spikes shoot out when it explodes but if it take too much time I think I'll drop the idea and just go with my barrel just exploding.
inspirations:




Monday, January 30, 2017

Blue print spiky block challenge

For programming class we had to make a BP (blueprint) for our spike block. make it look alive and intimidating. During my process I tried to make the bat's wings rotate when it smashes into the player character, I spent a lot of time on just trying to get it to  move and unfortunately though I did as best as I could the wings did not budge one bit.

I wish there was more explanation on how to use timelines. It seems like a simple concept but its actually more complicated when theres no one to guide you but your notes.

heres my blueprint:


Thursday, January 26, 2017

Greybox platform


For his assignment we had to create a platform video game in unreal engine utilizing blueprints and meshes provided to us without creating any static meshes in Maya (no paper Mario copyright infringement here) was required that we had to make a level for someone who was new to video games.
I started out with a completely different idea that I wanted to do but because it had elements of magnetism. and doing such is extremely difficult especially at my beginner level of knowledge in blueprints. so I switched my idea to being that everything is a trap and requires some sort of method and repetition to get through the level since I really enjoy games lie that because it comes off to me as well thought out.
the biggest thing besides coming out with a new level idea in such a short amount of time in the week is using the blueprints but i have a better idea of how vectors and floats work in unreal engine, also not make static meshes defaults roots in the blueprint because it broke a blueprint and i had no idea how to fix it, so i had to get help. I had a lot fun with the ending. if there was anything I would fix, it would be the theme of level being more incorporated into the set design of the level. but overalla good exprience to being me into level design. I like idea of coming up with problems and solutions to visuals.



Monday, January 16, 2017

Platform concept proposal

My idea for the platormer proposal game has to do with magnets, the character is a magnet and/or has a magnetic suit. and because he/she's in the suit they cant jump because theyre too heavy. So they have to use the changing properties of the suit to jump and get around the level.
In the first part of the lv, the playable character has to get the coin by being the opposite charge of the magnet to pulled up. then the character needs to change their polarity to be the same of the second magnet to be pushed up by the magnet. then I took this idea and made it more advanced and the stakes a little higher.  they have to float over the magnets by changing their polarity one after another to float or they will be stuck to the magnet.
and they have to change their polarity to be attached to the magnets on the wall. and then repeat it but with a higher stake.then the player must jump and float over the 2 magnets with a broad timing aspect.Then the explanation of enemies of enemies happen, which you can get through by shocking them at the right moment. theres also the first electromagnet which super charges the player and throws him through the enemies, defeating them.
After this the final room where I tried to twist and raise the stakes even higher. the first big challenge is to get attached to the rotating gear. and then use the super charged magnet to strengthen the charge with a time limit to get to the end of the level.

Wednesday, January 11, 2017

Super Blue Boy Planet


Super Blue Boy Planet's first level is a tutorial on how the game's mechanics works. The layout for the tutorial is straight forward, so it accomplishes its goal of the player understanding how the game works while giving them a nice summary of the upcoming levels. While it is a generic game that can easily get lost in the masses of other indie pixel games in the market, but it has a good tutorial that accomplishes the goal of a tutorial because I did know how the game worked at the end of it. Though I wish the game had more to offer because the warm background colors with the cool foreground   had a nice composition, and the color scheme choices had potential to be a more interactive game level.

The pace of the tutorial doesn't go on for too long as there is only a few mechanics, Jumping from platform to platform, flying over to farther away platforms, and jumping on enemies and switches. If the game had more mechanics for the player use then the tutorial would've been too short so I think the developers handled the pacing pretty well because of the limited mechanics to learn for the game.
However I feel like the level hands everything to the player, there's no puzzle to solve in this tutorial other than timing and the spacing of flying over to the next ledge and jumping on the enemy. A small puzzle could've improved the stagnation of events this tutorial.



Screen shots