Thursday, April 28, 2016

Game Update 4/28: Donut Portals, Day / Night Light Cycle

Updates to the game include a Day / Night Cycle,  Donut portals which teleport the player, and Salt Shooter Cannons.
Daytime

Night

Friday, April 8, 2016

Tank Shooter Simulator Machination


Here is the machination for Level 1 of Toy Dreams. The spawner has a 50% that an enemy will be in range of the player, and another 50% chance that it will attack the player's health. The player must economize his ammo to either shoot the spawner which eventually leads to victory, or shoot the enemies to prevent health loss. Machination designed by Carlos M.

Monday, March 28, 2016

Game Update 3/28

Enemies include lemon shooter, picklemen, nutmen, and Chickenman all with working run animations. Also salt shaker machine guns.



An enemy for the first level, a Chicken-Drumstick man.

Here's a list of the future updates for Toy Dreams.



Friday, February 5, 2016

Sandwich Wars: Level 1 Layout Design


This is the first level of the third person shooter, Sandwich Wars. It exists in the world of dreams where the levels are dreams of the player, and you are shrunk to the size of a sandwich. The player controls a sandwich tank, which must destroy the lesser favored sandwich food and condiments when come from the fridge. The layout has a round counter setting where you see the big fridge right off the bat, which is the main victory goal of the level, to destroy the evil fridge which has rotten foods in it. The standard path would be the player goes around using the cereal boxes as cover from the ranged attacks, destroying any enemies on the way and shooting the fridge till it blows up. A secondary path would be to go on the table and cross the bridge on the table to the garbage disposer which must be turn on by shooting a switch. The turning on spawns rotten food enemies which engage the player but also opens a path around the upper left corner to the Special Sauce, which is a collectable. The inspiration for this theme is of course Toy Story, as well as the dreamcast game Toy Commander.

Friday, January 29, 2016

Roll-a-Ball and Unity Tutorials



Here's my Roll-a-Ball screen shot so far, only the ball can move around. An end goal which would make this game entertaining is maybe other balls try and stop the player from entering the goal to score points.



Here is my first person platforming game. The goal is to climb the cylinder and balance yourself to reach the upper level which there will be a portal where you reach the next level.



Friday, January 22, 2016

Google Maps Game

Top Down Sketch of the Map

Map from Google Earth

Paths on the Map
GAME TYPE: TOWER DEFENSE

1. Single Player or Multiplayer? 
Single Player
2. Game Type? 
Top down/Isometric Tower Defense
3. What game is this map for? 
Zombie Tower Defense
4. Story behind the map. Why are the players there? Why is the place/environment there? Write the history of the environment. 
It is the last source of water, and must be defended from the Zombie Hordes.
5. What is this map about?
Defending the treasure by utilizing strategic points on the map and resources.
PRE-PRO & GAMEPLAY

6. What is the objective of the map?
Building towers that shoot down enemies that walk towards the middle point.
7. Do I have a top down sketch?
Yes
8. Do I have a top down player path sketch?
Yes, the Teal is the path of the enemy, and yellow is the area that you can build towers.
9. How would the player to play through your map? Visualize this. What experiences do I want the player to walk away with from the map?
I want them to build up fortifications and create utter carnage for that feeling of satisfaction, as well as the beautiful view of the waterfall.
10. How big is the map?
It is a small map, which can be viewed on the whole screen.
11. Who is my audience? Who is the player? What is my
Demographic?
The demographic is teenagers or young children who would access it on the phone or tablet.
12. How will I make the map memorable?
It will have zombies and spooky music and sounds.
13. Do I have location concept sketches? 
Yes
14. Photo Reference? 
Stow Lake, Golden Gate Park
15. What is the time of day of the map? Season? Color?
Should be at night during summer.
16. Feel and Atmosphere. Describe what I want to portray in terms of the feel of the map and atmosphere.
A feeling of dread and inevitable doom.
17. How will I direct the player? What methods will I use? Color? Noise and Sound? Guide the player without telling them where to go. Smart design.
I will have an interface for towers and unlocks which you gain from killing enemies.
18. What am I going to concentrate on? What do I want to learn when I am finished? What aspect of design, gameplay, fun, crazy, atmosphere?
The crazy elements of gameplay, where you would have maximum splattering of gore and zombies, like mowing down a wave of zombies using machine guns or bombs, etc.
19. What is the visual trademark of your level? How will the players remember the map?
They will remember the destruction and the pretty waterfall in the middle.