Friday, November 3, 2017

3RD PERSON LEVEL - ICY HOT 3


SYNOPSIS

You are a great hero, loved by humanity and feared by all evil. You have gained a reputation for setting your enemies a blaze with your patented 1000 degree gauntlet and your lighting fast ninja dash abilities.

Still, there is new evil on the horizon and they're bringing the cold.

Evil doers hurl the world into a new ice age with weather altering satellites; now your entire city is a frozen tundra. You and only you with your super hot fire dashing can melt away this evil ice.



Here is a rough tutorial level to teach the player how to use them.


Wednesday, April 19, 2017

ADVENTURE GAME BOSS BATTLE

Adventure Game Boss Battle Analysis 


I choose to analyze one of my favorite boss battles from one of the games in the Zelda Franchise.
the Twilight Fossil Stallord battle in the Legend of Zelda Twilight Princess. 

I think this fight has a great overall epic feeling to the fight mainly because it keeps the player moving at high speeds for the majority of the battle. 
The battle is set up at the end of a dungeon just as most of Zelda bosses, and there are two stages to the battle. As per Zelda fashion the player collected an item earlier in the dungeon that helps them defeat the boss in the final battle. In this case its an item called the spinner which uses a track system that's embedded into the walls of the dungeon to move the player over obstacles and to help defeat enemies.


The battle starts off in an a big circular room with an already dead monster's skeleton lying in the sand pit, which takes up the majority of the room. There is a small cut-scene with one of the game's antagonists and then the creature's skeleton is reanimated. The boss battle has the player use the spinner on a circular track surrounding the boss. the objective is to have the player detach from the wall while using the spinner and ride it over the sand and past smaller enemies that are summoned as obstacles and attack the Boss's spine. Do this a total of three times and the Stallord falls. 



In stage two of the battle the sand pit floor starts to sink and now the circular room is revealed to be a cylindrical spinner track with a smaller tower in the middle. The player is then pushed off the tower by the still alive head of the boss, and now the player has to use the spinner to get back up to the top of the tower. The obstacles the player faces are traps that are placed on the spinner track which causes the player to have to jump back and forth from the inner tower to the outer spinner track. 




Meanwhile the Stallord's floating head is firing fireballs at the player which have to be avoided in order to get closer to the head so it can be temporarily stunned and the player can attack their weak spot. Rinse and repeat one more time and the battle is won.


Battle plan for making my boss battle

In my game the player must have the blessed sword Excalibur at its full potential to even be able to get to the second room, which leads to the boss battle level.  I want the boss to be a giant suit of armor that does not want the ancient sword, Excalibur to be taken out of the museum.

As is old Zelda fashion I want to make a boss that feels epic. One was I think I can achieve this goal is to make the boss take up the majority of the room. Since we have to have our Boss move occasionally I want to him him start in one position and after a certain amount of attacks are dealt the boss will retreat to a top some pillars and summon some Ghostly Knights to defend him. All the knights must be defeated before the player can knock down the knight.

The giant Suit of armor with brandish a great spear like weapon. With which he will use to do execute sweeping strikes directed at the player. The player must use their environment to defeat the boss. I will have pillars in the level that can be knocked down and climbed so that the player isn't in the range of the spear sweep.  

For the finale I want to have the boss be positioned between two collapsible pillars and the player has to knock them over to imprison the giant. Then the player has to make their way to the helm of the suit and break a glowing gem atop the giants helmet.

Fin.

Friday, April 7, 2017

SUPER AWESOME CYBER DEATH BATTLE ARENA

Well, it wouldn't be right if I didn't end the car projects with another TRON-esque cyber level.
I'm going with the same look and feel of my previous race level and modifying it into a vehicular battle arena.

The plan is to have it be a simple circular track or octagonal so the players are always moving. Then after an allotted time I will have sections of the map disappear to stick with the crumbling cyber space theme.

The arena will have a dark mood and emissive lighting around the map. I want  the player to really feel like the world is crumbling and they have to defeat the other players to end the simulation and escape with their lives. With the changing terrain I want the players to have fun with their weapons early on and then when the level starts to break down it will lead to interesting maneuvering and death defying jumps.


These are the colors I am picturing, having the green and blue colors as the emissive materials with the dark purples and black to make up most of the landscape. 


These are some references of some Tron shots and concepts that will be some what of a guide for me.



Thursday, March 30, 2017

Thursday, March 16, 2017

BLUR


BLUR : ATTRACT MODE TRAILER




I choose this game because it holds a special place in my heart, and I spent the better part of an hour trying different search words in Google and YouTube to find this attract trailer.  

I like this trailer because it accentuates all the major features of the game, setting, power-ups, cars, and mayhem. Which is exactly what an attract trailer is for. The overall feeling I get from watching the trailer is an adrenaline fueled adult Mario Kart, which is how the marketing team advertised the game during its initial launch. 

The trailer is very fast faced, switching between multiple shots of track design, different power-ups available to the players, and vehicles being thrashed all over in all out mayhem. Which is perfect for this game's overall experience.

Sunday, February 26, 2017

PARTICLE THEATER

Particle Theater


Here we go gang


The particle week  is done with and I was able to roughly follow a tutorial for a Laser blasted, hadoken-esque projectile. There really weren't much resources out on the web to make a pure particle laser blast so I turned to a mesh based emitter system. 

About 90 percent of the actual particle system is comprised of meshes with specific materials that have dynamic movement. Other than that I used simple modules in Unreal Engine 4's Cascade system to have the colors change over the life of the particle and make certain elements rotate. 

I was also able to attach said projectile to a temp gun turret that my professor provided
 (Thank you Scott Carroll)

There was an issue where the projectile would only shoot facing the positive X axis to the world. With some small tweaks to the initial scripting I was able to beat the turret into working a bit better.


Sunday, February 19, 2017

PARTICLES

Alright,  it's Particle time.

For my particle system, keeping with the theme of cyber space and sci fi, I've decided to try to create a Mega Man type laser blast. This particle system will be connected to a mesh that will shoot out of my car's side mounted laser cannons. 

I'm not entirely sure how to go about the process but I know I want the blast to have a ribbon emitter, so the blast will have a trail.
 I believe a simple spark emitter will be enough for this blast since I intend for it to be a fairly quick effect. The sparks will probably just be a garnish on top of the actual blast. I am not sure if I could use a GPU emitter for this effect.

I found this video of someone that actually made a real life laser weapon. Unfortunately it is a beam weapon and not a blast...But I don't think there are real Mega Man type weapons out there.

Still this is somewhat the direction I want to go in with added Mega Man type effects.





After I tinkered with Cascade in Unreal I realized that I had roughly zero idea to what I was doing, so I hunted for a tutorial.

Unfortunately after many hours of searching, I was not able to find a tutorial for something close to what I want to create.
I did however find someone that makes great particles and tutorials so I'm going to try and figure something out with the information they provide.