Working toward Indie Game Contest

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Working toward Indie Game Contest

Post  --Account Deleted-- on Sun Oct 03, 2010 5:54 am

If we are going to make the IGN Contest deadline, there are some very key decisions we will need to make, and information which we will need to produce our prototype. For instance, we probably only want 1 Cart and 1 Race Track in order to keep things simple, so we need to decide what these will be, and what options and features we shall present to the players of our prototype (for instance, will we add the framework of our weapons system, or add multiplayer functionality?).

And the more features we choose to include, the more complicated and messy this becomes e.g. in our weapons system we have decided that there will be a tomato weapon which will cause a 'tomato splat-effect' on the player's HUD when thrown, but obviously that will require a tomato-splat image to be drawn and overlaid onto the HUD, further extending development time.

Remember, we want to keep it simple, but still fun to play so that it gives players the essence of Reggae Speed gameplay.

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Re: Working toward Indie Game Contest

Post  janpec1000 on Sun Oct 03, 2010 7:02 am

I have just wanted to writte post about this:P .
We need to keep things simple at least on codding side becouse there is too much to bunch in 3 weeks development. From level design stuff and modeling everything will stay in same order and quality.
We already have 1 character which is not finished yet but we will have to use this one becouse we dont have time for other character design except if Lucas finishes his school assigment soon enough to create character for us. We will need to model also 1 cart.

So what should be done from programming side is:

Primary:
-basic physix
-collision detection (if there is any code needed at all)
-fuel decreasing system (basicaly lets keep that simple and fuel just have to slowly decrease from start to finish. It should decrease on half of fuel tank at end of race. This should be done with some bar similar to health bar).
-countdown at start ( countdown 3,2,1 GO at start of race. Player and AIs should be unable to move until GO is displayed)
-Basic pathfinding and AI with at least 1 AI cart -OR- basic multiplayer system where player could host server and two players could join and play. In second case we do not need to work on pathfinding and we can release demo with just multiplayer. It depends if Ryan is able to create this in such a short time.
-Basic pickups system. Pickup is displayed with some 3d model on track. When its picked it should randomly give some weapon. For now we will keep things simple and we wont have actually weapons yet but only boosts for this demo. Weapons demand more work especially on animations, effects and code. Boosts we will have will be speed boost, fuel increase and reverse of speed boost which would decreasse players speed. If we will have more time later on we will try something else too.


Secondary:
-gravity force (force that pins cart to ground. It would enable realistic acting of cart when jumping or leaning on side.
-complex fuel system (Fuel system that consumes fuel depending on cart speed)

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Re: Working toward Indie Game Contest

Post  --Account Deleted-- on Sun Oct 03, 2010 8:03 am

OK, I reckon that sounds doable in 3 weeks. Basic physics and collision detection is done, though a few tweaks might be made later, I've also started work on the fuel decrease system and a basic countdown timer. We're probably not going to be using multiplayer for the demo prototype, it would probably just be too much hassle and our pathfinder AI is pretty good as it is. Pretty much, the only thing which needs to be coded from scratch now is the pickups system, and with Unity's collision detection algorithm it shouldn't be too difficult.

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