HAWKING (From the Design Document): Marachecks ship, The Hawking, is a small craft, with most of that being engine compartments, fuel, oxygen gardens, and storage space. The living compartment is the size of a caravan, with a small cockpit control deck. The cargo bay ,the largest area, has a basket ball hoop,
I've always been interested in game development-but unfortunately was not gifted with a programmers brain! When it came down to the technical know-how, to turn something in my mind into something interactive, I just drew a blank. Luckily for me, my brother has a programmers mind, making us the perfect
Now that I have a decent base to work off of, I can start animating it. If we go back to the description we know that this scene is going to have at least 3 separate lighting passes. One different set of lighting for each time he moves forward in the level. Because this is a 2D game, each of those different lighting passes has to be rendered completely separately. Now, to make things even more difficult, I want to have those signage boards flickering as tho there are slight power surges, and the globes are kinda entering the last days of their lives! So each lighting setup needs to have a separate pass for the signs flickering, aswell as a pass for the signs in a 'normal' state. Memory wise, that is going to be to big to practically get into the scene, so we are going to be doing a bit of cutting up. Also, by cutting out each sign separately, we can make sure that each sign gets it own random flicker. Adding that kind of randomness will really help sell the scene. Lets start by rendering the 3 first light passes. We are going to call them: GL_InnerAirlock_LightPass_1.png GL_InnerAirlock_LightPass_2.png GL_InnerAirlock_LightPass_3.png Then we set the inside of the posters to be slightly lighter. Not to much tho, but enough to cast some interesting light on the injects infront of them.
The airlock clicks open with a hiss. A silhouetted figure walks into a dark room. The massive rotating door behind him rolls back into place, and seals shut.The airlock clicks open with a hiss. A silhouetted figure walks into a dark room. The massive rotating door behind him rolls back into place, and seals shut.Darkness. Nothing. Maracheck walks forwards. As he does so, a light directly above him turns on. Motion controlled. A computer voice sounds out “Welcome to The Groomlake Research Facility. We know you will enjoy your stay.” Computer screens flicker on showing various PR photos of families on board, scientists working happily, children playing.As Maracheck moves forward the lights continue to turn on infront of him. More computer voices:“Please be aware that we are operating on emergency power.”He continues down the corridor. Comfortable seating on either side of him suggests an airport lobby of some kind. This must be where the important people came in…a company would waste money like this on an entrance for grunts.As he advances, more lights turn on, highlighting security turrets. Shut down. The security systems must not be operating. Good thing too…those turrets would have shredded him. As if reading his mind, the computer voice sounds out an eerie warning.“To ensure that your stay with us is a pleasant one, please remember to follow all protocol. Your safety is our priority.”The lights go off for a second…the sound of an electric generator spinning up again.“Please make your way to decontamination.”“Thank you for your cooperation.”_________________________ With a few changes, I think that the level plays out pretty faithfully to that original idea. What do you think? http://vimeo.com/18178146_________________________Chris
In part 1 I went through the planning stages for a scene. Its important to note that this scene contains no inventory interaction. It is purely a 'fluff' scene, to set up the next few rooms. The planing gets more involved when puzzles are present. I will go through how I plan
In this series of blog posts, I am going to go through how I construct a scene, from its initial paper inception, to a final scene to be used in the game. Before any drawing is done, each scene is placed in a flow chart. This chart essentially shows the physical
Ive been thinking of putting up a developers blog for a while-but honestly the game is still in its infancy so I though it was a little premature. But after the amount of amazing feedback I've been getting from people about what has been done so far-I thought a nice central database