After weeks of hard work I present my game level. There were a few difficulties that I ran into while creating my level but in the end I was able to get my mechanics to work.
The first area of my level is a tutorial level to show the player the basic controls. One of the mechanics in my game is the use of portals. Portals allows the player to get to the next area. But the portals must be activated by using key cards.
To show the player what key cards they would need I placed the key cards on a shelf with a light. The
The first part of making our vehicle is making a low poly mesh. The low poly allows us to get an idea of our vehicle before we add in the necessary details such as, tires, windshields, and exhaust. The beginning of modeling my vehicle was a bit difficult because I didn't know where to start.
Front view: Eventually I started with the fenders and side panels. After making sure the panels
aligned I started modeling the side panels. Because my vehicle is unmanned, there isn't a need for doors.
Back View: I chose to go with the delorean engine idea for the back of my vehicle.
The back was fairly simple because it's a box shape.
Top view: The hood of the car was a bit difficult because of the design I went with.
I used the exhaust of a 70's mustang to make the side silhouette more interesting.
A new year means a new project. In 3D we have begun to work
on our new project which is mad maxing our own vehicles.
The first step was to start researching different vehicles
and designs to incorporate into our models. While coming up with our vehicles
and weapons there were a few things we had to think about:
What firing range would they need and how will they achieve
that firing range?
What sort of armament will these future weapons use?
What sort of
self-propulsion system would the future hold and how would it be powered?
What self-defense systems will need to be available and what
new weapons advancements must these vehicles overcome?
My vehicle is the Jaguar-X. It is a piloted RC with an AI co-pilot to reduce deaths. Since our vehicle had to be based 200 years in the future I considered how many times they would have tested a vehicle before having a working model. The Jaguar-X uses magnesium based alloy plates to protect itself from artillery.
Inside is my weapom; PP-827 or Party Pooper. The weapon is powered with a plasma core that super charges .50 caliber ceramic bullets. The plasma allows the bullet to pierce through any material and hit it's target. When the ceramic shatters it creates a spread giving the bullet maximum damage.
What happens when a highly advanced race tries to kidnap you for their studies? In my game the player is captured by a race of intellectual alien brains to be studied on their home world. The player must then escape and find the nearest escape pod and get home in time for dinner.
Final map
While in the process of creating my map I asked myself a few questions about what my game would be about:
Where is the player?
How did the player get there?
What challenges must the player face?
Will the task be easy or difficult?
With those questions in mind I started to plan out my map. The original idea for my level was for my player to escape prison but, what's worse than being in prison? Being a lab rat for evil aliens. So, I thought about what elements would make them for advanced. Some examples would be moving platforms and the use of teleportation.
The level layout for the opening level is fairly simple. It features a few enemies and obstacles for the player to overcome. Some important elements would be the use of hint boxes and egg boxes. The hint boxes gives the player information about how to perform different actions. On the other hand the egg boxes grow twice in size for a limited amount of time before shrinking back to normal size. The use of egg boxes allows the player to traverse over gaps and get out of deep holes.
Yoshi's Island is a 2D platform game that follows baby Mario and an island full of Yoshi's. The main goal of the game is to reconnect Mario to his baby brother Luigi. The opening level or tutorial level allows the player to learn the controls and progress through the story. The game features a few mechanics such as, jumping and using Yoshi's tongue to eat or spit out enemies.
The tutorial level starts the player off by welcoming them to "Yoshi's Island". The pacing of the tutorial level is pretty moderate which allows beginners to take their time and figure out the controls. At the start of the level the player is faced with their first obstacles; Shy Guys. Shy Guy's are one of the many enemies in Yoshi's Island. If the player is hit they have 10 seconds to retrieve baby Mario before he is kidnapped.
Countdown before baby Mario is kidnapped
Similar to other Mario games, the player is given little or no information about the game mechanics. However, the player learns the controls through gameplay, trial and error, and encounters. To help the player learn different moves like the extended jump, the player encounters hint boxes. The hint boxes informs the player on how to perform different moves and how to defeat enemies.
Above Yoshi is a hint box
Some notable mechanics that are in the game are Yoshi's jump, eating and spitting out enemies, and throwing eggs. These mechanics allow the player to traverse through the level and defend themselves against enemies that would bring harm to baby Mario. The use of the egg throw requires that the player eats an enemy. However, when the player performs the attack they are given a selected angle before launching the egg into enemies or to save baby Mario if he is ever knocked off Yoshi's back.