First Person Shooter Project
For this project, I looked into existing first and third person shooters to better understand how they handle shooting. The process is more complex than I originally expected, as one cannot simply spawn a projectile
Top Down Game Project
My idea for this game is a top-down strategy RPG that combines the gameplay of the Worms series with the style and perspective of XCOM or Baldur's Gate and the progression system of roguelikes such as Slay the Spire, Dead Cells and Hades.
I plan to make the characters move around like Droideka from Star Wars. They are robots that turn into a ball to roll around then are ready to attack when they stop and leave the ball.
https://youtu.be/vczTsPuJ20s?si=r81kRWkQ3DVFGgvd
https://youtu.be/X1AyBSntg7A?si=M2OnMS1fujeiAJge
https://youtu.be/VnRDrYxx6Aw?si=LBk6ANCLg1B4Wx3t
My game is similar to the game Worms. This game has an interesting throwing mechanic that allows the player to charge their throw power by holding their input down to throw farther. The difference with my game is that it is 3D, so it is more complicated to determine the exact direction the player wants to aim.
https://youtu.be/xA4oBUqGeok?si=fX21DSvM5yRWfAip
Because my intended theme for my game was small characters in miniature worlds, I began looking into how similar games create the effect of the characters being miniature. The player's only sense of scale in the world is the size of other objects, so I use an effect commonly used in photography called tilt-shift. After some research, I discovered this method takes regular photos and makes the objects in it look like miniature toys.
https://images.squarespace-cdn.com/content/v1/53a2b3a1e4b0a5020bebe676/1610366822380-UKI6EGM85TOGHN5EHL9O/Goodden-Tilt-Shift-Photography-Tutorial-5.jpg
Games such as Pokemon: Brilliant Diamond / Shining Pearl and The Legend of Zelda: Link's Awakening for the Nintendo Switch use this effect to make its world and characters seem miniature.
https://i.imgur.com/uBO6AXy.jpg
The tilt shift effect in games works by zooming out the camera but decreasing the field of view so the player can still see the same amount of the game, but they are further away, convincing their subconscious that they are looking at objects that are smaller. The blurring at the top and bottom of the screen (far from the focal point) emphasises this effect.
The Just Cause games have a tether tool that allows the player to attach two ends to two different objects and pull them toward each other.
https://youtu.be/9N38THuM2-w?si=9XgZlPqQUrFcri-n





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