And so here is one of the last projects of the semester... A trailer for our racing game!
https://drive.google.com/file/d/0B7mNxLIO2hRdSzBoZ1ZjMGN1RXc/view?usp=sharing
Monday, April 27, 2015
Friday, April 17, 2015
Dig Dug
(I found this picture and that it was too cool to pass up)
Anyway, Dig Dug! A classic arcade game I remember playing when I was young. Now its time to remake it in unreal. Although we only have a short time to do it and we can make it exactly the same as the classic look.
Dig Dug is a game about a character digging underground to destroy these creatures that haunt. You have this round thing and a dinosaur/dragon. The way to kill them is to inflate them until they pop (which now that I think about is really cruel and insane).
At the top of the gameview, you have the top land where all the things live above, and a flower at the right corner to indicate what level the player is on. Everything else down is ground.
Here are some sprites from the actually games. The kill animation for the creatures are 3 simple pics and when they fly across the ground (like magic) its just 2 images for that. For the gun that would probably be around just 2 images. The second is more like an extension.
While playing the game again I noticed that the dragon glows while shooting out fire. That can be done easily with a flashing mask over a texture. Has to be times through the fire sequence though.
Rocks dont have an animation honestly- it just breaks into two and disappears.
http://www.hardcoregaming101.net/digdug/digdug.htm
^ Here is a really cool website I found showing all the versions of the Dig Dug. The evolution essentially of how its been progressed through the years. The game came out in 1982 so Im not surprised they expanded this franchise.
With this we could easily use these as inspirations for a better and cooler Dig Dug.
Dig Dug is a game about a character digging underground to destroy these creatures that haunt. You have this round thing and a dinosaur/dragon. The way to kill them is to inflate them until they pop (which now that I think about is really cruel and insane).
At the top of the gameview, you have the top land where all the things live above, and a flower at the right corner to indicate what level the player is on. Everything else down is ground.
Here are some sprites from the actually games. The kill animation for the creatures are 3 simple pics and when they fly across the ground (like magic) its just 2 images for that. For the gun that would probably be around just 2 images. The second is more like an extension.
While playing the game again I noticed that the dragon glows while shooting out fire. That can be done easily with a flashing mask over a texture. Has to be times through the fire sequence though.
Rocks dont have an animation honestly- it just breaks into two and disappears.
http://www.hardcoregaming101.net/digdug/digdug.htm
^ Here is a really cool website I found showing all the versions of the Dig Dug. The evolution essentially of how its been progressed through the years. The game came out in 1982 so Im not surprised they expanded this franchise.
With this we could easily use these as inspirations for a better and cooler Dig Dug.
Wednesday, April 15, 2015
Friday, April 10, 2015
LVL HUD Design
So for our racing level's we'll be making our own HUD design. Thats mostly the decal stuff on the screen. So since this is a racing level- the designs will be the speedometer and such.
I really wanted to keep my design simple and easy to understand but I also wanted to make it cutesy and vibrant since my level is well... vibrant and cutesy in a way.
Here are a few examples I found that were simple enough:
The last two are actual car designs, and I wanted to mix the two together so I'll see how that goes.
I really wanted to keep my design simple and easy to understand but I also wanted to make it cutesy and vibrant since my level is well... vibrant and cutesy in a way.
Here are a few examples I found that were simple enough:
The last two are actual car designs, and I wanted to mix the two together so I'll see how that goes.
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