Tuesday, April 29, 2014

Abyssi Production 2 Project


This is my groups production two final project. It is a horror based game with the player being reliant on his flashlight for everything. In order to play you use wasd to move, as well as shift to sprint, control to crouch, e to interact with objects like extra batteries generators and anything that can be opened. As we developed this game we gave the users shaders on all interaction objects, but the web format will not keep the shaders as of now and if you full screen doors may not fully open, our group is working on that as we speak.
I personally was in charge of the AI and a lot of game testing. I enjoyed and feel that how they two enemies came out went very well. One who is attracted to light if you shine it on him and one who is afraid of the light. Using A* node pathfinding I allowed designers to have the enemies only roam area's they wanted them to do as well as go to different spots every play through. The could place nodes around the whole map and dictate node maps that held whichever nodes they wanted. From this they would just give that node to an AI member and he only knew about that region.

Monday, February 24, 2014

Sights and Sound

In production 1 of early times I worked on another project that went extremely well and the group I feel worked flawlessly with each other. Again I worked with a another programmer. This time my other Programmer was Alex Beauchesne, my designer was Devon Case, and Artists were Kristin Darling and Caitlin Coon  For this project when something was needed or necessary our group never had a problem meeting or talking at all times of the day, which really helped this game which had just a few weeks get extremely far and work very well. We were told to make an educational game so what we went was, teaching children how to solve puzzles using another character which you switch between and eventually would be two player and each would help and control one of them. Each had abilities which the other didn't and these were strengths the other lacked. For this game we had a character who had earmuffs stuck to his air so he was technically deaf and the other had a bandanna over her eyes, so she was technically blind and they used the other member sense the lacked to make it through the course. The game progressively moves the player forward and has introductions and teaches the player how to use each player through the first few levels then requires the player to use the past until you get to a real level with no new activities and you are put to the test.