Posts

Final Steps – SFX and Spawn Logic

Image
 SFX I started the sound design. I wanted a theme that will have the energy i wanted for the game, and sense I'm not a musician I went to AI to create a sample, I tried many different music generators and finally I found something i liked with Suno.com . I took it to audacity and tweaked it to be a bit more versatile and loop correctly.  over the theme i want to add an ambient for each level to reflect the location but also the animal that corresponds to the level, so i hopped on free sound and got all kinds of sound effects for each level. the horse arena the dog park and the city. i combined and mixed them in audacity  ( Editing loopable theme music and layered ambiance in Audacity for the Dog Park level.) Food Spawning to help with the food spawning logic in the levels we decided to put predetermined positions that the algorithm will choose to randomly spawn over (food and mines). we have a maximum of 5 teams per match and each team has 5 food to collect and about 2 m...

Fifth steps

Image
  Horse Arena I did some research and gathered some information about horse riding arenas and stables, and i found a few layouts that look really similar to my gray box arena map Running area the running area had this wooden circle that looks pretty clean and classy, which is what i went for in the center of my level. Stables simple wooden materials and shapes to divide spaces.  Layout the running area in the center with some kind of stables around. i used as an inspiration to have the outskirts of the map that are more devided like the stables rooms. and for the "decoration" i really like the kind of villa building in the background surounding it all, making it a closed structure and giving it context. i started with the map center. using the inspiring elements Top view 3rd person in game view then i added the surounding villa to hang around and over the map top view in game 3rd person view street level I had some problems with the street level layout, so i opened the scene ...

Fourth Steps

Image
 Dog Park I worked with Arti on refining the textures of the Dog park level.  from this  to This:                                                                                City Level           the city level will be the mouse themed level. it takes inspiration from cities like Mario odyssey  new kong. I want to give the feel of a lively city and a moderately busy street.           the obstacle for the wizards will be the cars where the pets can go under and the wizards cant see. for the environmental hazard will realistically be cars passing through the street and crushing (disabling momentarily) pets they hit, adding a challenge and something to be careful about for the p...

Third steps

Image
 Dog Park Level. from the made decisions it seems like a dog park level coul fit perfectly to our games needs: - fitting the theme. - having different equipment that can serve as obstacles both horizontally and vertically serving the              purpose of being relevant for both the pet and the wizard - special gate mechanism, could serve as an environmental obstacle the wizards can control. I started to gather some references for a dog park to get inspiration from their equipments.  then i thought looked up different gate mechanics, there's one in which you have 2 gates with a neutral zone in between to manage the in and outs of the dogs with the buffer zone. another mechanic i thought could be usefull for our game is the one way gates. that made me think, what if the map will be cut to different areas, and the areas are connected by one side doors, the pet can only push the door in if its set to the right direction, while the wizard ...

Second steps

Image
We thought about a few more tweaks to the game, adding some environmental powers to the wizard giving him more agency and god like powers, and some kind of a camera mechanic for the seeker that after a few moments of vulnerability could blind the opponents looking at it, and at the same time reveal the identity of the items in your field of view. Some other environmental hazards and powers that are played from the map (a neutral hazard affecting everyone) Now that the mechanics are more or less decided and i feel comfortable with the direction of it, i could give the mechanics design ownership away calmly, and take the level design role. Things i should consider for the level design: - having different sizes and maps that can accommodate 2v2 up to 2v2v2v2v2 (10 players) - having maps small enough to encourage encounters and push players to the chaotic nature that the game intended. - make systems in the level to appeal and think about both roles at play (third person and top down) - ha...

Project First Steps

Image
  Project First Steps Ideation. when thinking of a multiplayer game, I automatically think about the other players as the main mechanic, as the something extra that makes the game interesting. For making the human part with the most impact as possible, we wanted the player to both cooperate with a human and compete with a human, so some sort of co-op PvP. to make the cooperation as meaningful as possible we wanted to make the players dependent on one another in some way. I thought about rally racers as an inspiration, for 2 people with very different capabilities and roles that depend on each other in order to to achieve their common goal.  we where then trying to take inspiration of other cooperation multiplayer games like "It Takes Two" and "Operation Tango". i thought of a concept to maximize the dependency of the players on each other. lets say the game objective of the game is to collect coins, what if one player could see but couldn't collect it while the ...