Greetings from beautiful, sunny, orange county! As I mentioned in a previous post, the rest of my teammates are based out of socal, so this week, I took the famous Banh Mi Bus down to do a weekend hack with my buddies. Although remote collaborations have gotten much simpler, nothing beats face time with friends and collaborators to really jump start a project and get the momentum going.
I would complain about the cramped 8 hour bus ride, but am currently enjoying a gorgeous ocean view while writing this from the beach, so I guess I can’t complain that much :).
First a update — this last week I worked on creating a gesture based interface for the spell casting system. It’s a very simple interface that relies on calculating the forward vector of movement for a hand, when it strikes a particular hitbox to generate a gesture. In addition, I implemented a force pull that pulls an enemy in like a tractor beam, and a force push that pushes enemies outward with a blast.
We have our first level design pass from Larry. He created an arena like 3D blockout with spawn zones, a variety of interesting geometries, and conflict zones separated by corridors and hallways. The goal is to create a level that gets players in and out of the action as quickly as possible.
Last and not least, I’m excited to show off some of the concept art that Tony has been working on this week! Stuff like this highlights why collaborating with talented people that have diverse skills and perspectives is so critical to a project. Coming from a product/programming background, I definitely appreciate everything my teammates bring to the team.
Here you see a few concepts for our base. We start with an ethereal triangular shape and gradually move more towards a simplistic, low-poly feel with simpler textures. We believe the simple approach will allow us to actually meet our delivery deadlines, so although we really loved the first few iterations, we definitely are simplifying as we go to meet the 9/10 deadline.
Our game is a shooter, so it necessary to have different types of cover to keep things interesting. Here you see two different concepts for barriers and pillars, again with several iterations going from more complex to less. You can see the clean simplified lines for the iterations of each.
Last but not least, here is a concept of a wall barrier. You see a hand print in the middle which players can insert their hands into to activate a puzzle mechanic. Remember that one of our mechanics involves a a series of levers in the middle of the map that you interact with to unlock a giant monster that fights on your behalf.
This weekend we’ll be hacking away on some really cool stuff. I can’t wait to share what we worked on with you next week!