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The Chain Game Project

The Chain Game Project. Overview. Current Milestone Schedule Player Abilities Chain Ability for Vertical Slice Design Progress Art Progress Programming Progress What’s next?. Current Milestone Schedule. Design 1/24 - Player Abilities Submitted 1/26 - Player Abilities Finalized

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The Chain Game Project

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  1. The Chain Game Project

  2. Overview • Current Milestone Schedule • Player Abilities • Chain Ability for Vertical Slice • Design Progress • Art Progress • Programming Progress • What’s next?

  3. Current Milestone Schedule • Design • 1/24 - Player Abilities Submitted • 1/26 - Player Abilities Finalized • 1/27 - Personality Profile Meeting • 1/28 - Personality Profiles and Player Rip-O-Matic • 1/28 - Filter All Abilities Through Tone • 1/29 - Blue Box Asset List • 2/2 - Level Progression • 2/2 - Create Designs for Environment Puzzles

  4. Current Milestone Schedule • Design • 2/3 - Play Test Current Build • 2/4 - Blue Box Sound Asset List • 2/4 - Outline Finished For Development Plan • Art • 1/30 - Blue Box 1 Environment Modeled and Textured • 1/30 - Player Characters Modeled and Textured • 2/4 - List of Secondary Characters Narrowed Down

  5. Current Milestone Schedule • Animation • 1/27 - Chain Prototype in Engine • 2/2 - Basic Movements Animated • 2/2 - Jump Animated • Programming • 1/25 - PhysX GSA Loading • 1/27 - Chain Prototype in Engine • 1/27 - Character Loading

  6. Current Milestone Schedule • Programming • 1/27 - Character Movement • 1/27 - PhysX Integration • 2/1 - Character Jumping • 2/4 - Chain Integration

  7. Player Abilities • Filtered platforming and chain abilities through our tone. • Example Abilities: • Punt Kick • Dart Throw • Hammer Swing • Fire Rocket • Garrote

  8. Chain Ability for Vertical Slice • Needed to be both morbid and humorous • Good representation for the Vertical Slice • Possible Choices: • Skeleton Whip • Body Sled • Punt Kick • Over the Head Hammer • Ceiling/Wall Anchor • Final Decision: • Punt Kick

  9. Design Progress • Personality Profiles • “Melvin” • “The Bitch”

  10. “Melvin” • Largely Underappreciated • Tries to succeed, but ultimately fails • Passive, Timid • Self Critical and Under Confident • Bottles his frustrations • Snaps when his breaking point is reached

  11. “Melvin” • Relationship with “The Bitch” • Exercise in Patience • Always Being Undermined and Ridiculed • Relationship with Secondary Characters • Subject of Ridicule and Mockery • Persecuted at Every Turn • Relationship with Environment • Feels Like Home • Sense of Pride

  12. “The Bitch” • Spoiled • Type A Personality • Impatient • Distinct Lack of Enthusiasm or Interest

  13. “The Bitch” • Relationship with “Melvin” • Needed for Survival, but Nothing More • Realizes his Circumstance and Exploits It • Relationship with Secondary Characters • Treats Them Little Better Than “Melvin” • Mildly Respects Those in Power • Relationship with Environment • Disinterested • Mocks the Run Down State of the Afterlife

  14. Art Progress • Characters Modeled • “Melvin” • “The Bitch”

  15. Art Progress • Environment Modeled

  16. Animation Progress • Running • Walking • Stop

  17. Programming Progress • Character Loading • Character Controls • Character Movement • PhysX Nif Loader

  18. What’s Next? • Design • Blue Box Asset List • Level Progression • Create Designs for Environment Puzzles • Sound Asset List • Development Plan Outline • Art • Texture Environment • Texture Player Characters • Secondary Characters Narrowed Down

  19. What’s Next? • Animation • Jumping Animation • Programming • Load Chain Procedurally in Engine • Character Jumping • Chain Integration

  20. Questions?

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