Wednesday, February 11, 2015

Race track Storyboard


The next project we are working on is a racing track level. I did give my idea for what I wanted and here is a small "preview" on how the lvl will fall out. 
First off, the racer starts before entering the city. Once inside the village/city/town place the player will see the colorful houses and bridges that soon will crumble on the next lap. Once out of the city a mountain/hill path will open and it'll be smooth- nothing grand. But after the smooth ride will be hairpin turns that can get the player off the tracks. There will be a shortcut but it'll be bumby and risky.
Through the hairpin turns there will be a fork in the road. The player must decide whether to go left or right.
Left road- simple plain road with trees falling here and there.
Right road- mud tracks and slight tight curves. Trees and water will be in the way.

After that its simple until the finishing line. Oh right before the finishing line I wanted to have a cow farm because I can.
Cows.


Sunday, February 8, 2015

Sketch Racing Car Layout



Racing Lap idea: canal city

Set in a not so relevant past, the city was once a beautiful flowing water city. People came from all over to see the water and the colorful city. Though as the city grew and the water increased, the land started to shake and cause tremendous earthquakes. The city crumbled bit by bit and the water started to vanish. Now the city is a mere shadow of its self with barely any water left and the city mainly deserted save for a few souls who still want to call this city their home.


My inspirations for this city is mainly Venice, Italy. With the city nearly flooded with canals and riverboats. I wanted a city with these types but the water is mostly gone because of constant earthquakes.
Another inspiration for these theme is Howl's Moving Castle. The city where Sohpie is riased is beautiful and where the train is can easily be replaced with drained water canals.
Here are some examples:

 

As for the "tricks" within the laps;

The main trick I wasnt to use is the wall rider. After the player finishes the first lap, the player has to do this trick to continue onto the lap. The corkscrew jump will be small and within the near ending of the track.


Here are some color schemes that I will try to follow. I mainly want foresty-colors, bright pastels for the city and shades of blue for some of the remaining water
  








Thursday, February 5, 2015

Mario Kart 7

I did another analysis of a video game, this time a racing game.
Fortunately, I have plenty of racing car games (thanks to my brother), unfortunately, I suck at them. Like Im so bad I literally crash into everything. And when I say everything, I mean everything. Dont ask how, I dont even know. I really do try but oh well...

Mario Kart and anything similar to this style are the only racing games Im good at.
Luckily for me, I have Mario Kart already downloaded on my 3Ds XL.


https://docs.google.com/presentation/d/1Tq5zFFR2bxJHPWn3fWNfL1F-fpvgL9aJba8DGiOzyJ4/edit?usp=sharing

So here is a small presentation that I did. Yay.

Wednesday, February 4, 2015

Jumping Jim


HA.
The graybox and such is done and ready to ship. This is made in Unreal 4.6 and the basic blocks were designed in Maya.
It doesnt look allll that pretty but the main idea for this project was level layout design and functions. In functions I do mean traps, boosts, etc.


Okay so the player starts off where the signs are and then the player has to go right and up. From there, there is a teleport that leads you to the small closed area at the bottom of the screenshot ^^^
Once there, get a trigger that lifts the green block away so the player can continue  their journey.


And then you have all this junk. Yay gaming!
Haha, but seriously, I love this. It's fun and you can do so much with gaming and level layouts.


And this is the last part of the game. The ending is where those big yellow coins are. The spikes that you see do fall down. The red blocks above the water do move. The red blocks on the right dissappear after a set amount once the player has landed on them. But dont worry they do come back.



Now I did want to take a video and post it but Fraps is being a dummy and doesnt like me. So one day I'll get that video!
One day.

Thursday, January 22, 2015

2D Game Layout

I think everyone kind of starts of in 2D games. We practice be starting at the bottom and going up. Thats how it usually is anyway... Hopefully.
Anyway, I designed a layout for a 2D platform. We already have a set main character so we mostly just need to design the layout and make stuff look pretty.

My theme (or at least I hope to make it like this) is a candy, sweet sugar-coated land. A candyland or sorts but its not related to the board game. At all. Just forget the board game.


- This is the paper layout. Simple design, with moving platforms, falling acid, and little wooden signs that kinda help you along the way. I forgot to draw it on the paper, but in the bottom left corner (in all that empty space) there is a treasure chest- thats the goal in the game. The exclamation point at the top is just some bonus.


- And here is the illustrator layout! (I really dont like ill! :D ) Here it is all more pretty and detailed. I even placed weird looking monsters in there this time. The treasure chest is in there! yeah! TREASURE.
I wanted to make it look more pretty, but illustrator.... I will try to find out how to use it properly. One day... over the rainbow....

So, this is the first 2D platform Im making IN college. I already made a 3D one but now its onto 2D. We're mostly learning about mechanics this time. So once we get going I'll make everything like sweet and even have candy monsters!

Wednesday, January 14, 2015

E.V.O: Search for Eden

E.V.O: Search for Eden is a Nintendo Super NES game released in 1993 in North America. It is a single player, action RP platform game.

In E.V.O they start off with a movie intro which tells the character that the sun is the father of our universe and Earth (Gaia), the child of Sun, wants a champion. The main character starts off as a fish in the "The World Before Land" era in the sea (obviously). Gaia, a beautiful maiden, guides you through the game.


In the starter level you can get to understand your controls and swim around a bit. There a jellyfish nearby. Once you get closer the jellyfish will talk to you saying the world is ruled by the saying "survival of the fittest." It is kill or be killed. From that moment the player can attack jellyfish and gain experience points. Getting enough experience points can "level up" the character: you evolve a part of the body to gain strength and overcome more difficult enemies.
In each level you have seaweed and shrimp (it looks like shrimp to me) to replenish your health.



^ These are screenshots from the next era where land starts to arise. Its essentially the start of the dinosaur era. I already evolved my little guy with most of the evolution choices. Honestly, you have to grin a lot to evolve.
Its kinda like pokemon except you are the pokemon trying to survive the ever changing pokemon world.



Here is a layout of the first level, the starter/introduction. Im not the best at Illustrator so its sketchy. Ha. :/  I wanted to use Photoshop but we were required to use Ill.

Monday, December 1, 2014

Mamba Commercial

Here is a sort-of commercial for my board game.

Please... please dont judge me with your eyes. D:



- The commercial is stop motion with voice over