Saturday, May 31, 2008

Week 8: Progress

Things have been hectic these last weeks. We’ve finalized lots of things but have had to cut back on some things to finish the game in time. We still got some things to fix before we can call it done.
The game world as a whole is coming together but we’ve had some problem with fps that we are tweaking now. After that it’s time for lighting it properly.

On the programming side it’s been a lot of fixing with some irritating bugs, gameplay and so on.

Screenshots from each room, lighting is still W.I.P.
Dimitris room:
dimitrisroom.jpg
Lisas room:
lisasroom.jpg
Magnus room:
magnusroom.jpg
Mikaels room:
mikaelsroom.jpg
Nils room:
nilsroom.jpg

Friday, May 9, 2008

Fifth week: General Progress

Not much new has happened this week, we’ve continued working hard.

Programmers have been fixing with the enemies and triggers while the artists continued texturing their rooms.

Some pictures:
screenshot.jpg
screenshot2.jpg
Modularity is important and so is tiling our textures. :)
modularity01.jpg
texturecomp02.jpg

Friday, April 25, 2008

Third week: General Progress

This week our programmers continued tweaking with collision meshes, fixing the projectile weapon (crossbow) and begun working at one of the first enemy templates. We also tested adding animation and a skybox.

The artists continued with their levels and props this week. Texturing has taken the majority of our time. We encountered some problems with alphas that we haven’t quite solved yet. Other than that, we are making good progress.

Collection of wips and screenshots:
The Maze.
progress4.jpg
progress8.jpg
The Forest Ruins.
progress5.jpg
progress6.jpg
progress7.jpg
A portal.
progress9.jpg

Monday, April 21, 2008

Second week: General progress

We made some good progress during the second week, artists each worked with their part of the game. Modelling the level, props and providing the programmers with placeholders to work with. Making things modular is new for some of us.
Programmers learnt nebula and begun working with the physics, we know have collision.

Example work in progress:
Normalmapped leathergloves for the avatar.
progress3.jpg

Thursday, April 10, 2008

First Week: Design Document.

This week we finished our Design document with the game concept, game play, time plans etc.
Our game will be called Crystal Isle. We decided on a medievel theme and a “stamp-collecting”/”space-invaders” gameplay.

Gameplay
The player arrives at this island to collect crystals, which are protected by various enemies and traps. When the player has collected all of them a portal opens which leads to the next world. The portal spawns in the same area as the player starts in. Each area has two fixed spawn points, one for the player start and one for the portal. You have a projectile-based weapon to protect yourself with. This weapon has unlimited amounts of ammunition. If your health hits 0 you die and have to restart the collection process.
With each collected crystal the enemies gets harder to overcome.

Plot
World is in peril, monsters have poured out from portals in the sky claiming the floating islands for themselves.
A hero is sent out to save the world. The evil monsters have already enslaved several of the islands and you have to save them and push back the enemy. To be able to stop them you have to collect crystals from the attacked islands and use their power to stop the evil that brought them here.

Environment

-Medieval theme
-Open outdoor
-Each part of the island has its own sub-theme.

The island will be divided into 5 parts (3 outdoor enviroments, 1 house and 1 cellar). Each room will have its own medieval sub-theme.

Map:
maps.jpg

Some of the concept art:
The house in the middle of the island.
husliten.jpg
A bridge connecting two parts of floating island.
bridge01.jpg
The Cellar
kallare2_concept.jpg
One part of floating island
mikaelliten.jpg
The Spinning Dude (one of the enemies)
spining-guy5-copy_liten.jpg