Running a small play-test on a makeshift level has given us our first batch of feedback, though not representative of the end-product we've been able to test our control schemes and basic navigation.
Seeing how players pick up on certain things and draw their own conclusions on the limited amount of data provided has shown us what seems to feel intrinsic for the player, and what requires further explanation/visualization.
Up until now we have the sweeper robot and the pushing robot implemented. The control system and their models are now being reworked based on player feedback.
The feedback we got in regards to theme was mostly positive, so we'll be staying the course!
Thursday, November 8, 2012
Wednesday, November 7, 2012
Introduction to Intros
After creating a pretty basic script for moving through scenes/levels in Unity the work began revolving around creating the main menu scene itself. Consisting of a single flower illuminated by a flickering light it carries a somber tone, and gives some idea of the themes to come within the game. The intro also features it's own musical theme, somewhat different from the one found inside the game.
Below is an early version imported into Unity featuring buttons and the basic setup (placeholder "Fire"-buttons for added effect!)
Work around the introduction now revolves around giving it some actual visuals, some of the work is complete and is more easily seen directly through Blender. Some of the features we require to get the full effect without creating a patchwork of work-arounds is only available in the Pro version of Unity, which we will be getting shortly to implement various things like lighting/shadows.
Below is the same early version with a bit more work in in-Blender, somewhat more representative of the final version.
Below is an early version imported into Unity featuring buttons and the basic setup (placeholder "Fire"-buttons for added effect!)
Work around the introduction now revolves around giving it some actual visuals, some of the work is complete and is more easily seen directly through Blender. Some of the features we require to get the full effect without creating a patchwork of work-arounds is only available in the Pro version of Unity, which we will be getting shortly to implement various things like lighting/shadows.
Below is the same early version with a bit more work in in-Blender, somewhat more representative of the final version.
An Update! - New Robots!
We had a few more discussions on what we wanted the final product to look like, and the Third-Person perspective was culled in one of our not-so-recent ones in favor of a first-person perspective.
This made the level look a lot bigger, and added to the overall creepiness of the atmosphere.
Among the discussions were also one concerning the different types of robots we wanted in the game.
While we initially planned on having five or six different types, we settled on three for now. One sweeper-type, swift and tiny, for exploration. One mover-type, large and bulky, for moving heavy stuff around. And finally one fixer-type, medium sized with some sort of blowtorch or wrench-arm, for fixing broken wiring and fuses.
I've put together a little webplayer demo showcasing our new robot types, and the functionality for switching between them and the surveillance camera.
You can try it out here.
-luxus
This made the level look a lot bigger, and added to the overall creepiness of the atmosphere.
Among the discussions were also one concerning the different types of robots we wanted in the game.
While we initially planned on having five or six different types, we settled on three for now. One sweeper-type, swift and tiny, for exploration. One mover-type, large and bulky, for moving heavy stuff around. And finally one fixer-type, medium sized with some sort of blowtorch or wrench-arm, for fixing broken wiring and fuses.
I've put together a little webplayer demo showcasing our new robot types, and the functionality for switching between them and the surveillance camera.
You can try it out here.
-luxus
Subscribe to:
Posts (Atom)