My first real task for our X'tal race was making a general warlord traits list for our race. As usual, the first thing I did was seek for references. I research how Space Marines, which is supposed to be the base race, assign traits always reinforcing the subclass abilities, focusing on a specific weapon or unit. I also looked Harlequins race which has been my personal favorite, they focus on their special movement ability. So I decided to stay with the general strategy of our race, hard to kill, high defense, strong in melee, etc to developed 6 abilities to choose. Almost all of them were commented by Tyler and Jacob, so I had to apply several changes following their recommendations. It was hard failing over and over again but the only way to learn.
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With Eric and Tyler testing the terrains we found last class and finding a way to overlap a matrix on the top of those ones to have a squared level in which the players can easily move their pieces. I wanted to know how exactly the Hololens would seek, recognize and implement a level starting from a flat surface. The first thing I thought was if we can match the color of the surface with one of our terrains, like is the player are looking at white surface a snowy landscape will appear. But Seth told me that would be unnecessary hard to make and what would happen with multicolor surfaces? So I ended discarding that idea and just leave it to a random selection. To set up the size of the battlefield Seth also told me we can give "stickers" to the players, so they can pin up a rectangle to display the battlefield. That what I did.
For this week I was concerned about what images show through the window, which, for me at least, represents a pretty important part of the aesthetic of the game. So I spent mos of the class looking for appropriate animated landscapes. I didn't know exactly what I was looking for. I would love some pixel art, a raining landscape, a waterfall, a sunrise or sunset and something weird or psychedelic. I found most of them in a site called Ghipy which was actually pretty useful for this task. I had no idea that finding animated landscapes would be that hard.
For our first actual sprint, we agreed to make a sample army so we can actually test the basics stats of our race. Although I supposed to be in the content team I really wanted to write special abilities. That's why I ended up helping with Psyker abilities, I like them especially because can be decisive for any battle. We just have to look at Smite, which is the basic ability of any Psyker, It is super strong and can easily take out entire units.
So, as usual, I go through a bunch of other Psykers seeking similar patterns. As I couldn't find any and I also thought it was a little early to come with a detailed version, I just base my Psyker abilities by the name of them: Light Beam and Tunnel. I like the idea for the first one but I wasn't anything special. After taking a good look to Killing Floor numbers, I felt I was prepared to do some math. I didn't want to get to complex with the equations because they would be really hard to understand or integrate with other math. The first thing we did, Andy was helping, was define the main variables. Things like the number of the round, base enemies number, the volume of wave or a maximum number of enemies, a random number just to add variety to the gameplay and a multiplier to adjust all these numbers depending on the number of players. Besides this, we also included 3 modifiers to change the strength, life, and speed of the enemies as the number of the wave increase. After Philip and Mike made comments pointing a few errors, we were ready to go with the basic wave controller math.
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AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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