Showing posts with label Minutes. Show all posts
Showing posts with label Minutes. Show all posts

Monday, 2 November 2015

Meeting Discussion (02/11/2015)

Targets by Tuesday

-Aaran, make changes to the concepts and get them as ready as possible for modelling.

  • RPG, add shoulder rest
  • Minigun, make it more accurate to actual minigun mechanisms and be able to prove that it will be able to fire
  • Shotgun, justify its double barrelled pump action system
  • Pistol, rectify barrell and loading mechanisms
-Rhys, Research different methods of creating pixel textures. Also study minecrafts textures for grass, rock and mud, see other games for references too

-Paul, Block out the hunter model as a proxy

-Daniel, create basic mechanics for our boss character after the meeting discussion, show everyone in uni tuesday for feedback and testing

Things discussed at meeting :

Player will no longer climb spire, the spire room will be a central hub for the player to upgrade weapons. The player will enter the bottom of the spire and progress through rooms to reach the boss level, this will make our game appear more like a dungeon crawler and will streamline our players so there is less confusion.

Boss will be a large creature that charges at you. When in range the boss will charge up a lunge attack, in which it hurls itself towards you with great force. The boss will throw projectiles when at a distance. The boss will also spawn or call enemies to aid it in battle every so often.

Monday, 28 September 2015

Meeting Summary. 15:53 28/09/15

In todays meeting we discussed the existing game design document with the group in order to make final decisions and refine what Dan had already written, here is a list of some of the stuff we discussed. This will later be developed into the games content list which will branch off to include how many assets will need to be modelled and how many concept pieces need to be finished and so on:


Content List - Information

Blackout (Project Black)

Genre: Sci-Fi

Story Bio/Game Information:

‘3D Pixel-esque’ fast paced first person shooter with potentially procedurally generated dungeons (dungeon crawler) with boss every 5-10 rooms. ‘Fun Gore’.

Inspiration:
Age of Zombies
Binding of Isaac
Strafe
Doom
Time Splitters: Future Perfect
Quake 3
Unreal Tournament

Physical abilities/Weapon power-ups (Perks):
 5 Physical abilities: (Only have 2 physical abilities)
Double Jump
Blink (Teleport)
Assault Drone (Passive)
Grenade
Plasma Sword (Melee)

2 Non-Special weapon power-ups: (Keep weapon power-ups):
Explosive rounds
Corrosive rounds

6 Weapon types (Random spawns):
Starting/Light:
Handgun > Sub-Machine Gun (Upgrade)
Shotgun

Heavy:
Crossbow > Railgun

Special:
Gatling Gun (Special Weapon)
Rocket Launcher (Special Weapon)

4 Characters:
 1x Hands
1x Boss
2x Creatures (Purple/Green blood)

World Assets (Interior Tunnel System):

Initial Level Flow:

Tutorial > Rooms > Upgrade Station (Optional) > Boss > Rooms > Upgrade Station (Optional) > Boss etc…

Boss Rewards (Choice):
 Health replenishment
Extra points
Stat boosts
Random ability (Rare)
Random weapon (Rare)

Menu and UI Information: 
UI Colours: Grey, Orange, And Purple
Pixel Fonts: (Dafont source) –

Game Modes/Interface: 
Story Mode
Boss Mode
Possible wave survival mode

Title/Press Start >
Story Mode >
New Game
Boss Survival
Options >
Controls
Video
Audio
Quit

Music: 
Electronic Music - Sci-Fi Relevant
Potential Artists:

Areas:
Testing Facility – Tutorial Area
Alien Tunnels 1
Alien Tunnels 2
Alien Tunnels 3
Alien Tunnels 4
Alien Tunnels 5
Alien Boss Arena

Platforms & Control Interface:
Main Platform – PC
Other Platforms - Xbox One/Playstation 4

Moodboards:
 Moodboard for each weapon
Moodboard for inspiration
Moodboard for each asset
Moodboard for environment

Moodboard for creatures