Posts

Showing posts from October, 2017
Im hoping to include Boids flocking in the design of my game to give a crowd feeling as im planning to use zombies or a something similar and the effects of boids flocking seem like a good match of having a horde of enemies freely roaming in a large horde and splitting into smaller groups but rejoining the mass later. What is Boids Flocking? Boids was a computer model of coordinated animal motion such as bird flocks and schools of fish and was based on three dimensional computational geometry which is generally used in computer animation or computer aided design. The basic simulated flocking creatures were designed boids and the standard flocking model is made up of three steering behaviours which detail how an individual boid manoeuvres based on the positions and velocities of its nearby flock mates. Individual boids have access to whole scene geometric descriptions but the flocking requires that it reacts only to flock mates in a specific range around itself. The range is characte...
After looking through my initial ideas i have narrowed it down to two choices. The first option is a isometric survival shooter as these types of games have been quite popular over the past couple of years with engines such as unity and unreal (E.G. The Wild Eight) making it easier to create these types. This also means that there is generally a fair amount of tutorials and guides to help with creating your own and helping if you get stuck in places. My second option is going to be a hack and slash action role playing game similar to Diablo and Torchlight, i chose these two because they share quite a few similarities from the camera perspective to how the enemies behave and even the combat is not too different. The combat is usually wave/mob based sending a lot of enemies to swarm the player with the occasional boss fight often a larger more defined enemy model with larger harder hitting attacks. This means mechanically that the games ive chosen are similar enough that i can swap l...
For my project i am thinking of making a 3rd person isometric survival shooter in the unity engine as this will allow me to utilise free assets in areas that will help reduce the amount of time needed on models such as weapons, non player characters or the odd building an tree. my inspiration for creating an isometric survival game came from seeing games like Don't Starve and The Wild Eight and even though Don't Starve has a unique art style The Wild Eight uses a more pastel Matt design for its environment and assets. Using Unity for this is also beneficial since there a lots of guides and tutorials made for this type of game to help create a similar experience not to mention it avoids Unreal's problem of the blueprint systems which can become very complex and difficult to troubleshoot should something go wrong. Alternatively i could also go down the asymmetric role playing game (ARPG) route like the Diablo series or the recently released Ruiner which is a futuristic cybe...