Tuesday, October 29, 2013
Friday, October 25, 2013
Textured Temple Asset Models
After hours of painstaking UV mapping, I've added textures to some of the asset models for the game. Some of these, like the bone and jaguar throne, will be key objects in the game and others will be for decoration.
Wednesday, October 23, 2013
Tuesday, October 8, 2013
Concept Art for Oven room
Also, above is the concept ideas/transitions of the game.
Above is a concept of the Oven Room, that will be the last room on the game, and below is the color pallet for the room.
Intro and Razor room concepts
The first level will serve as a tutorial level to teach the player the basic game-play elements. This area needs to be visually striking as it will be the first thing the player sees of the game.
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The third region in the game is called the razor room, a gauntlet of spinning blades, spike traps, and giant swinging hammers. Essentially the room is a deadly version of the TV show Wipeout.
Monday, October 7, 2013
Jaguar House Storyboards and Statue Designs
Below are a couple of ideas for the Jaguar House, the final level of the game. The first image is taken from an actual sarcophagus from Mayan ruins. The slab slides back into the wall and reveals a staircase.
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Ixtab is the Mayan goddess of suicide. Ancient Mayan literature tells us that Ixtab lures men into the forest where they meet their doom. In the Jaguar House, the player will have to watch out for engravings of Ixtab in a forest of pillars. If they pass between two pillars marked with Ixtab's image, they suffer instant death.
Saturday, October 5, 2013
Updates and Concept Design Reference Boards
We've decided to change the premise of the game from Aztec warfare to a Mayan temple exploration/puzzle game. There are several reasons for making the change; first, UDK is a lot more friendly towards 1st-person exploration games rather than real-time strategy games. We also decided to avoid strict themes of warfare and branch out into the possibilities of educating the player on Ancient Central American culture, agriculture, astrology, customs, mythology/lore, etc.
Making a game set in a Mayan temple complex opens up a lot of design possibilities. Here are some reference boards on the kinds of things we want to accomplish:
Making a game set in a Mayan temple complex opens up a lot of design possibilities. Here are some reference boards on the kinds of things we want to accomplish:
Thursday, October 3, 2013
Game Revision & Breakdown
Game breakdown
The primary game mode will be a first person
single player experience. The player takes the role of a disembodied
Mayan spirit on a quest to discover who they are and must go through
trials to uncover pieces of their past. The setting of this adventure
will be in stylized Mayan ruins that have begun to break apart and been
overgrown.
Challenges the player will face will range from
riddles about the spirit's past, basic plat-forming, or even speed
challenges. Gravity will be the player's biggest enemy in most cases; in
others the player's memory or skills solving puzzles will be
challenged.
The game world itself will feel large in comparison
to the player's avatar, the spirit. One room may be a narrow corridor
but upon rounding a corner the player may encounter a broken wall
revealing a striking view of the jungle around them. This will help
anchor the world to reality and keep the game from feeling like a closed
off maze that could be anywhere.
Structurally the game will be
linear in most parts but in others providing decisions of where to go.
Some of these challenges may lead the player away from their ultimate
goal of self discovery or serve as bonus objectives. The false paths
serve as a reason to pay attention to the dialogue of the spirit and
what would help him most in his search at that moment. Throughout the
game, and after completing challenges, the player will learn more and
more of the spirit's past, his culture, and what his life was like. Upon
reaching the end of the game the player will be presented with the full
reality of who they were.
Tuesday, October 1, 2013
Game Concept1
Aztec Warfare
Aztec warfare is a risk like game which will have the player
pay close attention to tactics and equipment in order to conquer new land and
overthrow their enemies. The target audience will be those enjoy strategy games
and careful planning before battles. In terms of age the targeted audience will
be teenagers and young adults.
The premise of Aztec warfare is to put the player in the
shoes of an Aztec king during a war. Before a battle the player will need to
select equipment for their army that will best counter the enemy's equipment
based on information given from scouts. The player may find themselves in an
ambush if they push to aggressively after a retreating opponent and so will
need to not only manage equipment well, but also think strategically before
committing troops into a conflict. The farther the player pushes into enemy
territory the harder the fights will become.
Aztec warfare takes place in a stylized and colorful world,
in which the mountains are all carved geometric shapes and the plants are
abstract patterns of color.
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