Thursday, August 14, 2014

G - Dev and the Search for the Crystal Skull

And another thrilling session of the Game Development Club has come and gone.  Our numbers grow every day and soon we will be able to start our own company softball team, also we are looking for a pitcher. 
On a more official note, we have solidified concepts and mechanics for Z.P.F. and now the homework has been dealt like a high stakes game of steamboat poker.  Here is what we covered:

The game will be defined as a real time strategy with fog of war and cones of vision for A.I.
Behaviors for the A.I. have been clarified (see graph)



Vanilla
Sprinter/Pyro
Tank/Riot Control
Zombies
Walk, Bite
Run, Bite
Walk, Kill
Survivors
Run, Hide
Run, Hide, Hop Obstacle
More Health, Kill
Troops
Patrol, Kill, Hop
Walk, Kill, Chase
Walk, Melee,
Save Survivors


There are also plans for a sniper troop that is just a stationary vanilla with a longer cone of vision.
The environment will be a tile-able cityscape that can be randomized.

Overall required assets including:
Turnarounds and models for zombies, survivors, and troops. 
Texture art for models and environment.
Tile-able environment models.
(Addendum: Something like this)




Animations for survivors including: idle, run, frightened idle, and death/conversion.
Animations for zombies including: idle, walk/run, attack, and death.
Animations for troops including, idle, walk, attack, and death/conversion.

and much much more!

Our assignments for next meeting include:

Team 2D - 3 point turnarounds for survivors.
Team 3D - Concept for a tile-able environment.
Team Programmer - Work on code for horde movement and finger tracking.

Things are picking up momentum and soon will snowball wildly out of control so stay tuned for the next installment of... G - DEV!

-Andrew Fuller, V.P.

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