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Erin's adventure: arena mode PDF

84 Pages·2017·14.09 MB·English
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Erin’s adventure: arena mode Exploring the mechanics of fluidity and combo system Technical report of the Final Degree Project Carlos Fuente Merino Abstract This Degree Final Project is aimed to explore di- fferents combat styles with a solid combo system with multiple possibilities. To potentiate that mechanics, they will be accompanied with lots of animations that will make easier the understanding of what happens in the game in every moment. This mechanics has been integrated in Erin’s Ad- venture: arena mode, a game in 2.5D with lateral scroll and combat mechanics. This project has been develo- ped with Unity 5. In this document is described the game creation process of the game previously named. This includes the part of game design, development and art crea- tion, among others. The document ends with some conclusions rela- ted with the game development and what it was lear- ned in it. KeyWords Game Combo system Animations Weapons Development 3 Development 29 INDEX Abstract 3 Destroying the original planification 30 KeyWords 3 Original story and [...] 31 Indexes 4 Combo system 33 Technical proposal 9 ComboManager 34 Introduction 10 ComboAttack 34 Objectives 10 ComboSystem 35 Related subjects 10 AnimationCombo 36 Planification 11 WeaponSystem 36 Tasks 11 Characters 37 Order to do the tasks 12 The main character 38 Tools 13 The Enemies’ AI 41 References 13 Weapons 44 Expected results 13 Attached weapons 44 Design 15 Free Weapons 44 Game design 16 Scenes 45 Gameplay 16 Main Menu 45 Mindset 17 Arena 45 Technical 17 Wave system 46 Screens 17 Others 47 Controls 17 Effects 47 Mechanics 19 Interface 48 Weapons gameplay 20 Artificial Intelligence 22 Narrative 23 Level design 24 Graphics 25 Sounds and music 27 4 Art 50 Results 70 Art style 51 Results 71 Concept art 51 Project deviations 73 Erin 51 Conclusions 74 Robots 56 Story and Gameplay 58 Big figures 76 Modeling 60 References 83 Erin 60 Robot 63 Weapons 64 Erin’s Animations 65 Robot’s Animations 67 INDEX 5 Figure 19: Concepts of the story first version. 31 FIGURES INDEX Figure 01: Tasks order. 12 Figure 20: Concepts of the vehicles to travel between cities. 32 Figure 02: Gameplay screenshot from SkuyllGirls by M2. 16 Figure 21: Evolution of the axe combos. 33 Figure 03: Gameplay screenshot from Hollow Knight Figure 22: Concepts of characters. 37 by Team Cherry. 16 Figure 23: Colliders of the main character. 38 Figure 04: Gameplay screenshot from The Legend Of Figure 24: Differents states and substates on the Ani- Zelda: Breath of The Wild by Nintendo. 17 mator of the main character. 40 Figure 05: From top to bottom: Example of dash, of pa- Figure 25: Colliders of a robot. 41 rry and of take in the project. 18 Figure 26: Differents states and substates on the Ani- Figure 06: Controls of the game, over a Xbox Contro- mator of the enemies. 43 ller. 18 Figure 27: Concept of Erin picking out a weapon. Figure 07: Concept of the lives of the player, enemies 44 and weapons. 19 Figure 28: Examples of particles inside the game. Figure 08: Concept of the sword combos. 20 47 Figure 09: Concept of the axe combos. 21 Figure 29: Description of the user interface. 48 Figure 10: Concepts of the Artificial Intelligence com- Figure 30: Example of the dead screen. 48 bos. 22 Figure 31: Concept of Erin. FIrst drawing. 51 Figure 11: Concept of the DAO mapping, the city of the game. 24 Figure 32: Concept of Erin. Arm design. 52 Figure 13: Concept of the City level. 24 Figure 33: Concept of Erin. Mini-comic exploring Erin’s personality. 52 Figure 12: Concept of the Machine room level. 24 Figure 34: Concept of Erin. Differents situations of Figure 14: Concept of the Machine room (II) level. Erin. 53 25 Figure 35: Concept of Erin. Differents situations of Erin Figure 15: Gameplay screenshot of This War of Mine, 53 by 11 bit Studio. 25 Figure 36: Concept of Erin. Differents situations of Erin Figure 16: Gameplay screenshot of Assassin’s Creed 53 Chronicles China by Ubisoft Montreal. 26 Figure 37: Concept of Erin. Differents situations of Erin Figure 18: Concept of a theoric game screenshot. 53 26 Figure 38: Concept of Erin. Reparing their own arm. Figure 17: Gameplay screenshot of Hyper Light Drifter 54 by Heart Machine 26 6 Figure 39: Colours tests of Erin. 55 Figure 58: Concepts of animations. 65 Figure 40: Definitive colours of Erin. 55 Figure 59: Evolution of an Erin combo. From paper to computer. 66 Figure 41: Triss from the Witcher 3: Wild Hunt by CD Projekt Red. 56 Figure 60: Robot’s model with its bones visible. 67 Figure 42: Some combat drones from Star Wars. Figure 61: First concepts of the spear combos to the 56 AI. 67 Figure 43: A robot of ART 88/44 by Ulises Lafuente. Figure 62: Evolution of a Robot combo. From paper to 56 computer. 68 Figure 44: Concepts of some robots. First desgins. Figure 63: Screenshot of the game. Erin surrounded by 57 enemies. 71 Figure 45: Concepts of some robots. Last designs. Figure 64: Screenshot of the game. Main menu and 57 controls. 71 Figure 46: Concepts of Tribes. 58 Figure 65: Screenshot of the game. Erin killing a robot. 71 Desgins that helped to define the sword style. 58 Figure 66: AI Action diagram. 72 Figure 47: Concepts of Tribes. 58 Figure 67: An excel table with the dedicated hours and Desgins that helped to define the axe style. 58 the expected hours 73 Figure 48: Concepts of Tribes. 58 Figure 68: The Life of a project by Jonah Lobe. 74 Desgins that helpedw to define the spear style. 58 Figure 49: Evolution of the designs of the sword and spear combos. 59 Figure 50: Reference to model Erin. 60 Figure 51: One of the first Erin’s model and the final model, without textures. 61 Figure 52: Final Erin’s model with textures. At the right side its unwrap. 62 Figure 53: Reference to model the robot. 63 FIGURE INDEX Figure 54: Final model, without textures. 63 Figure 55: Reference to model the weapons. 64 Figure 56: Final models, without textures. 64 7 Figure 57: Erin’s model with her bones visibles. 65 8 ABSTRACT 1 This paper will try to justify my concept of DFP. The concept con- sists In a game deve- loped in Unity3D with graphics in 2.5D that mixes a Metroidvania gameplay style with combat based in com- bos. The game will stand out for having dynamics fights with animations that hi- ghlight the fluidity. T E C H N I C A L PROPOSAL The project will be developed in Unity3D and will The reason why the project is going to be develo- INTRODUCTION have graphics in 2.5D in lateral scroll (This War Of ped is because during the years in the Design and De- Mine). The mechanics will be based on combos fight, velopment of videogames career has never been de- where the player will face a large number of enemies veloped any big video game, all has been remained as and will have to change weapons every now and then, concepts or demos. Then, the project will be a game, providing the fighting with a lot of fluidity and variety. with all the sections of a game (art, programming, plan- Each type of weapon, all melee, will have different me- ning ...). chanics, forcing the player to adapt quickly to the new weapon obtained. Weapons will be obtained from de- In addition, the project aims to visit that part of feated enemies and can be caught by the player wi- the world of videogames that explore the mechanics of thout cutting the gameplay. The game is set in the near combat. Finally, with this game it will be explored all future, where artificial intelligence begins to have real the subjects in the degree and it will be learned to de- power. velop a large-scale game. • VJ1223 Arte del videojuego RELATED • VJ1227 Motores de Juego SUBJECTS • VJ1218 Narrativa hipermedia y análisis de videojuego • Achieve fluency in combat and animations OBJECTIVES • Design a game with a start and an end. • Implement a demo with 15 minutes of play. 10

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Figure 67: An excel table with the dedicated hours and the expected hours Last designs. 57. Figure 46: Concepts of Tribes. tween tribes. But it had an occult intention, related with the sale of weapons. It really wasn't resolving conflicts, it was creating conflicts. Furthermore the country go- b
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